Fry3DX/engine/ui/ui.h
Nexoniarz f3e8eca87b Fry3DX 0.4: an easy 3D modeller
Shapes with live settings, shape editing, knife and hole tools, drawing
shapes onto other objects, combining objects (add / subtract / overlap),
copies, thickness, painting with stickers and layers, a Layout tab, a
Print tab with checks, packed .fry files with autosave, export to GLB,
glTF, FBX, OBJ, 3MF, STL and PLY, folders in Layers, its own crash
screen, and a website for GitHub Pages in docs/.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NMSrd5oe1GpUD7E6d825KP
2026-10-19 21:18:35 +02:00

38 lines
1.2 KiB
C++

#pragma once
// Game UI look: fonts from the game folder and a Source-like theme (dark
// translucent panels, flat buttons, light text, red highlights) on top of Dear ImGui.
#include <cstdint>
#include <functional>
#include <string>
#include <vector>
struct ImFont;
namespace keel::ui {
enum class Font { Regular, Bold, Title };
// After the renderer (ImGui context) and the VFS are up.
void init();
ImFont* font(Font f);
// Sizes in pixels; scaled with the window height so 1080p looks like Source at 1080p.
float scale();
void beginFrame(float windowHeight);
// The highlight colour: highlights, the logo.
inline constexpr uint8_t kAccent[3] = {227, 34, 45};
uint32_t accent(float alpha = 1.0f, float brightness = 1.0f); // ImU32
// ── Popups: modal messages over everything (disconnects, errors, questions) ──
struct PopupButton {
std::string label;
std::function<void()> action; // may be empty: just closes
};
// Queued; shown one at a time. No buttons = a single "OK".
void popup(std::string title, std::string message, std::vector<PopupButton> buttons = {});
bool popupOpen();
void closePopup(); // Escape: like pressing the last button
// The engine calls this each frame after the game's UI.
void drawPopups();
} // namespace keel::ui