Allow children of gui_container be resized anytime
So far, their position inside the container was determined when initializing the interface. However, if a child were resized afterwards, the container would not adjust its elements accordingly. Moreover, the implementation for gui_container relied on hacking the children's X/Y coordinates, which could only be done once. Now, two additional members have been added to gui_common so that specific X/Y offset can be determined by the parent, additionally to the traditional rules followed by gui_coords. Despite the extra memory footprint, it now allows containers to set specific X/Y offsets for their children on every game cycle.
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@ -21,7 +21,7 @@ struct gui_common
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void (*get_dim)(const struct gui_common *, short *w, short *h);
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} *cb;
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short x, y;
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short x, y, xoff, yoff;
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bool hcentered, vcentered;
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struct gui_common *parent, *child, *sibling;
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};
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@ -1,5 +1,7 @@
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#include <gui/container.h>
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#include <gui.h>
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#include <camera.h>
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#include <peripheral.h>
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static void add_child(struct gui_common *const parent,
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struct gui_common *const child)
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@ -18,7 +20,7 @@ static void add_child(struct gui_common *const parent,
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if (c->w)
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c->w += c->spacing;
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child->x += c->w;
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child->xoff = c->w;
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c->w += w;
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if (h > c->h)
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@ -30,7 +32,7 @@ static void add_child(struct gui_common *const parent,
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if (c->h)
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c->h += c->spacing;
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child->y += c->h;
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child->yoff = c->h;
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c->h += h;
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if (w > c->w)
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@ -49,12 +51,31 @@ static void get_dim(const struct gui_common *const g,
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*h = c->h;
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}
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static int update(struct gui_common *const g,
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const union peripheral *const p, const struct camera *const cam)
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{
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struct gui_container *const c = (struct gui_container *)g;
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c->w = c->h = 0;
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struct gui_common *const child = c->common.child;
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if (child->cb->get_dim)
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add_child(&c->common, child);
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for (struct gui_common *s = child->sibling; s; s = s->sibling)
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add_child(&c->common, s);
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return 0;
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}
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void gui_container_init(struct gui_container *const c)
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{
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static const struct gui_common_cb cb =
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{
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.add_child = add_child,
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.get_dim = get_dim
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.get_dim = get_dim,
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.update = update
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};
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*c = (const struct gui_container)
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@ -31,14 +31,14 @@ static void get_centered(const struct gui_common *const g,
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void gui_coords(const struct gui_common *const g, short *const x,
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short *const y)
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{
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*x = g->x;
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*y = g->y;
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*x = g->x + g->xoff;
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*y = g->y + g->yoff;
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const struct gui_common *p = g->parent;
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if (p)
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{
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short px = p->x, py = p->y;
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short px = p->x + p->xoff, py = p->y + p->yoff;
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if (p->hcentered || p->vcentered)
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gui_coords(p, &px, &py);
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@ -20,8 +20,11 @@ static int update(struct menu_common *const c, void *const arg)
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struct gamecfg_menu *const m = arg;
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m->bcnt.common.y = screen_h - 40;
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m->r.w = screen_w / 2;
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m->r.h = screen_h / 2;
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if (gui_update(&m->bcnt.common, &c->p, &c->cam))
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if (gui_update(&m->cnt.common, &c->p, &c->cam)
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|| gui_update(&m->bcnt.common, &c->p, &c->cam))
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return -1;
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return 0;
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@ -48,8 +51,6 @@ int menu_gamecfg(struct menu_common *const c)
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m.cnt.common.vcentered = true;
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gui_rounded_rect_init(&m.r);
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m.r.w = screen_w / 2;
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m.r.h = screen_h / 2;
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gui_add_child(&m.cnt.common, &m.r.common);
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gui_container_init(&m.bcnt);
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