SectrPrototype/code/ui.odin

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Odin
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package sectr
// Based off Ryan Fleury's UI Series & Epic's RAD Debugger which directly implements a version of it.
// You will see Note(rjf) these are comments directly from the RAD Debugger codebase by Fleury.
// TODO(Ed) If I can, I would like this to be its own package, but the nature of packages in odin may make this difficult.
// TODO(Ed) : This is in Raddbg base_types.h, consider moving outside of UI.
Axis2 :: enum {
Invalid = -1,
X,
Y,
Count,
}
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UI_IconKind :: enum u32 {
Null,
Arrow_Up,
Arrow_Left,
Arrow_Right,
Arrow_Down,
Caret_Up,
Caret_Left,
Caret_Right,
Caret_Down,
Check_Hollow,
Check_Filled,
Count,
}
UI_IconInfo :: struct {
placehodler : int
}
UI_SizeKind :: enum u32 {
Null,
Pixels,
Points,
TextContent,
PercentOfParent,
ChildrenSum,
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Count,
}
UI_Size :: struct {
kind : UI_SizeKind,
value : f32,
strictness : f32,
}
UI_Size2 : struct {
kind : [Axis2.Count]UI_SizeKind,
value : Vec2,
strictness : Vec2,
}
UI_Layout :: struct {
placeholder : int
}
UI_Key :: struct {
opaque : [1]u64,
}
UI_BoxFlag :: enum u64 {
// Note(rjf) : Interaction
Mouse_Clickable,
Keyboard_Clickable,
Click_To_Focus,
Scroll,
View_Scroll_X,
View_Scroll_Y,
View_Clamp_X,
View_Clamp_Y,
Focus_Active,
Focus_Active_Disabled,
Focus_Hot,
Focus_Hot_Disabled,
Default_Focus_Nav_X,
Default_Focus_Nav_Y,
Default_Focus_Edit,
Focus_Nav_Skip,
Disabled,
// Note(rjf) : Layout
Floating_X,
Floating_Y,
Fixed_Width,
Fixed_Height,
Allow_Overflow_X,
Allow_Overflow_Y,
Skip_View_Off_X,
Skip_View_Off_Y,
// Note(rjf) : Appearance / Animation
Draw_Drop_Shadow,
Draw_Background_Blur,
Draw_Background,
Draw_Border,
Draw_Side_Top,
Draw_Side_Bottom,
Draw_Side_Left,
Draw_Side_Right,
Draw_Text,
Draw_Text_Fastpath_Codepoint,
Draw_Hot_Effects,
Draw_Overlay,
Draw_Bucket,
Clip,
Animate_Pos_X,
Animate_Pos_Y,
Disable_Text_Trunc,
Disable_ID_String,
Disable_Focus_Viz,
Require_Focus_Background,
Has_Display_String,
Has_Fuzzy_Match_Ranges,
Round_Children_By_Parent,
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Count,
}
UI_BoxFlags :: bit_set[UI_BoxFlag; u64]
UI_BoxFlags_Null :: UI_BoxFlags {}
UI_BoxFlags_Clickable :: UI_BoxFlags { .Mouse_Clickable, .Keyboard_Clickable }
UI_NullLabel :: ""
// Note(Ed) : This is called UI_Widget in the substack series, its called box in raddbg
// This eventually gets renamed by part 4 of the series to UI_Box.
// However, its essentially a UI_Node or UI_BaselineEntity, etc.
// Think of godot's Control nodes I guess.
UI_Box :: struct {
// Note(rjf) : persistent links
hash : struct {
next, prev : ^ UI_Box,
},
// Note(rjf) : Per-build links & data
first, last, prev, next : ^ UI_Box,
num_children : i32,
// Note(rjf) : Key + generation info
key : UI_Key,
last_frame_touched_index : u64,
// Note(rjf) : Per-frame info provided by builders
flags : UI_BoxFlags,
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display_str : string,
semantic_size : [Axis2.Count]UI_Size,
// Note(rjf) : Computed every frame
computed_rel_pos : Vec2,
computed_size : Vec2,
//rect : Rng2F32
// Note(rjf) : Persistent data
hot : f32,
active : f32,
// bg_color : Color,
// txt_color : Color,
}
UI_Signal :: struct {
box : UI_Box,
cursor_pos : Vec2,
drag_delta : Vec2,
scroll : Vec2,
left_clicked : b8,
right_clicked : b8,
double_clicked : b8,
keyboard_clicked : b8,
pressed : b8,
released : b8,
dragging : b8,
hovering : b8,
mouse_over : b8,
commit : b8,
}
ui_key_null :: proc() -> UI_Key {
return {}
}
ui_key_from_string :: proc( value : string ) -> UI_Key {
return {}
}
ui_key_match :: proc( a, b : UI_Key ) -> b32 {
return false
}
ui_box_make :: proc( flags : UI_BoxFlags, label : string ) -> (^ UI_Box) {
return nil
}
ui_box_equip_display_string :: proc( box : ^ UI_Box, display_string : string ) {
}
ui_box_equip_child_layout_axis :: proc( box : ^ UI_Box, axis : Axis2 ) {
}
ui_push_parent :: proc( box : ^ UI_Box ) -> (^ UI_Box) {
return nil
}
ui_pop_parent :: proc() -> (^ UI_Box) {
return nil
}
ui_signal_from_box :: proc( box : ^ UI_Box ) -> UI_Signal {
return {}
}
ui_button :: proc( label : string ) -> UI_Signal {
button_flags : UI_BoxFlags =
UI_BoxFlags_Clickable & {
.Draw_Border,
.Draw_Text,
.Draw_Background,
.Focus_Hot,
.Focus_Active,
}
box := ui_box_make( button_flags, label )
signal := ui_signal_from_box( box )
return signal
}
ui_spacer :: proc ( label : string = UI_NullLabel ) -> UI_Signal {
box := ui_box_make( UI_BoxFlags_Null, label )
signal := ui_signal_from_box( box )
return signal
}