saving a mess of stuff with auto-layout before updating with new mess
This commit is contained in:
@ -1,5 +1,8 @@
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package sectr
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import "core:math"
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import "core:math/linalg"
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ui_compute_layout :: proc()
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{
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profile(#procedure)
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@ -13,7 +16,7 @@ ui_compute_layout :: proc()
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layout := & style.layout
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bounds.min = layout.pos
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bounds.max = layout.size
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bounds.max = layout.size.min
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computed.content = bounds^
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computed.padding = {}
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@ -30,85 +33,201 @@ ui_compute_layout :: proc()
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style := current.style
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layout := & style.layout
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// These are used to choose via multiplication weather to apply
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// position & size constraints of the parent.
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// The parent's unadjusted content bounds however are enforced for position,
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// they cannot be ignored. The user may bypass them by doing the
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// relative offset math vs world/screen space if they desire.
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fixed_pos_x : f32 = cast(f32) int(.Fixed_Position_X in style.flags)
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fixed_pos_y : f32 = cast(f32) int(.Fixed_Position_Y in style.flags)
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fixed_width : f32 = cast(f32) int(.Fixed_Width in style.flags)
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fixed_height : f32 = cast(f32) int(.Fixed_Height in style.flags)
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size_to_text : bool = .Size_To_Text in style.flags
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margins := range2(
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{ layout.margins.left, -layout.margins.top },
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{ -layout.margins.right, layout.margins.bottom },
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)
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margined_bounds := range2(
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parent_content.p0 + margins.p0,
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parent_content.p1 + margins.p1,
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)
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margined_size := margined_bounds.p1 - margined_bounds.p0
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anchored_bounds := range2(
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margined_bounds.p0 + margined_size * layout.anchor.p0,
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margined_bounds.p0 + margined_size * layout.anchor.p1,
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)
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anchored_size := Vec2 {
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anchored_bounds.max.x - anchored_bounds.min.x,
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anchored_bounds.max.y - anchored_bounds.min.y,
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}
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margined_size := linalg.abs(margined_bounds.p1 - margined_bounds.p0)
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anchor := & layout.anchor
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pos : Vec2
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if UI_StyleFlag.Fixed_Position_X in style.flags {
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pos.x = layout.pos.x
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pos.x += anchored_bounds.p0.x
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// Margins + Anchors Applied
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adjusted_bounds := range2(
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{ margined_bounds.p0.x + margined_size.x * anchor.p0.x, margined_bounds.p0.y + margined_size.y * anchor.p0.y },
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{ margined_bounds.p1.x + margined_size.x * anchor.p1.x, margined_bounds.p1.y + margined_size.y * anchor.p1.y },
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)
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adjusted_bounds_size := linalg.abs(adjusted_bounds.p1 - adjusted_bounds.p0)
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// Resolves final constrained bounds of the parent for the child box
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// Will be applied to the box after the child's positon is resolved.
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fixed_pos := Vec2 { fixed_pos_x, fixed_pos_y }
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constraint_min := adjusted_bounds.min //* (1 - fixed_pos) + parent_content.min * fixed_pos
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constraint_max := adjusted_bounds.max //* (1 - fixed_pos) + parent_content.max * fixed_pos
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// constraint_min_x := adjusted_bounds.min.x //* (1 - fixed_pos_x) + parent_content.min.x * fixed_pos_x
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// constraint_min_y := adjusted_bounds.min.y //* (1 - fixed_pos_y) + parent_content.min.y * fixed_pos_y
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// constraint_max_x := adjusted_bounds.max.x //* (1 - fixed_pos_x) + parent_content.max.x * fixed_pos_x
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// constraint_max_y := adjusted_bounds.max.y //* (1 - fixed_pos_y) + parent_content.max.y * fixed_pos_y
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constrained_bounds := range2(
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constraint_min,
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constraint_max,
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// { constraint_min_x, constraint_min_y },
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// { constraint_max_x, constraint_max_y },
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)
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constrained_size := linalg.abs(constrained_bounds.p1 - constrained_bounds.p0)
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/*
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If fixed position (X or Y):
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* Ignore Margins
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* Ignore Anchors
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If fixed size (X or Y):
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* Ignore Parent constraints (can only be clipped)
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If auto-sized:
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* Enforce parent size constraint of bounds relative to
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where the adjusted content bounds are after applying margins & anchors.
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The 'side' conflicting with the bounds will end at that bound side instead of clipping.
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If size.min is not 0:
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* Ignore parent constraints if the bounds go below that value.
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If size.max is not 0:
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* Allow the child box to spread to entire adjusted content bounds.
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*/
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size_unit_bounds := range2(
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{ 0.0, 0.0 },
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{ 1.0, -1.0 },
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)
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alignment := layout.alignment
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aligned_unit_bounds := range2(
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size_unit_bounds.p0 + { -alignment.x, alignment.y },
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size_unit_bounds.p1 - { alignment.x, -alignment.y },
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)
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wtf := range2(
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{ constrained_bounds.p0.x, constrained_bounds.p0.y },
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{ constrained_bounds.p1.x, constrained_bounds.p1.y },
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)
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// projected_bounds := range2(
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// aligned_unit_bounds.p0 * wtf.p0,
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// aligned_unit_bounds.p1 * wtf.p1,
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// )
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constrained_half_size := constrained_size * 0.5
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min_half_size := layout.size.min * 0.5
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max_half_size := layout.size.max * 0.5
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half_size := linalg.max( constrained_half_size, min_half_size )
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half_size = linalg.min( half_size, max_half_size )
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projected_bounds := range2(
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aligned_unit_bounds.p0 * half_size,
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aligned_unit_bounds.p1 * half_size,
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)
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rel_projected_bounds := range2(
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layout.pos + projected_bounds.p0,
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layout.pos + projected_bounds.p1,
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)
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bounds : Range2
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// Resolve and apply the size constraint based off of positon of box and the constrained bounds
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// Check to see if left or right side is over
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if ! (.Fixed_Width in style.flags)
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{
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bounds.p0.x = rel_projected_bounds.p0.x < constrained_bounds.p0.x ? constrained_bounds.p0.x : rel_projected_bounds.p0.x
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bounds.p1.x = rel_projected_bounds.p1.x > constrained_bounds.p1.x ? constrained_bounds.p1.x : rel_projected_bounds.p1.x
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}
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if UI_StyleFlag.Fixed_Position_Y in style.flags {
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pos.y = layout.pos.y
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pos.y += anchored_bounds.p0.y
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else {
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size_unit_bounds := range2(
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{ 0.0, 0.0 },
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{ 1.0, -1.0 },
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)
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alignment := layout.alignment
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aligned_unit_bounds := range2(
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size_unit_bounds.p0 + { -alignment.x, alignment.y },
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size_unit_bounds.p1 - { alignment.x, -alignment.y },
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)
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// Apply size.p0.x directly
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bounds.p0.x = aligned_unit_bounds.p0.x * layout.size.min.x
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bounds.p1.x = aligned_unit_bounds.p1.x * layout.size.min.x
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bounds.p0.x += constrained_bounds.p0.x
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bounds.p1.x += constrained_bounds.p0.x
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bounds.p0.x += layout.pos.x
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bounds.p1.x += layout.pos.x
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}
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if ! (.Fixed_Height in style.flags)
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{
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bounds.p0.y = rel_projected_bounds.p0.y > constrained_bounds.p0.y ? constrained_bounds.p0.y : rel_projected_bounds.p0.y
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bounds.p1.y = rel_projected_bounds.p1.y < constrained_bounds.p1.y ? constrained_bounds.p1.y : rel_projected_bounds.p1.y
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}
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else {
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size_unit_bounds := range2(
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{ 0.0, 0.0 },
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{ 1.0, -1.0 },
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)
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alignment := layout.alignment
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aligned_unit_bounds := range2(
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size_unit_bounds.p0 + { -alignment.x, alignment.y },
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size_unit_bounds.p1 - { alignment.x, -alignment.y },
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)
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// Apply size.p0.y directly
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bounds.p0.y = aligned_unit_bounds.p0.y * layout.size.min.y
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bounds.p1.y = aligned_unit_bounds.p1.y * layout.size.min.y
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bounds.p0.y += constrained_bounds.p0.y //+ aligned_unit_bounds
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bounds.p1.y += constrained_bounds.p0.y //+ aligned_unit_bounds
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bounds.p0.y += layout.pos.y
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bounds.p1.y += layout.pos.y
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}
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// Enforce the min/max size
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bounds_size := bounds.p1 - bounds.p0
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// if bounds_size > layout.size.max {
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// Enforce max
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// }
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text_size : Vec2
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// If the computed matches, we alreayd have the size, don't bother.
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// if computed.text_size.y == style.font_size {
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if current.first_frame || ! style.size_to_text || computed.text_size.y != size_range2(computed.bounds).y {
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// If the computed matches, we already have the size, don't bother.
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if current.first_frame || ! size_to_text || computed.text_size.y != size_range2(computed.bounds).y {
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text_size = cast(Vec2) measure_text_size( current.text.str, style.font, style.font_size, 0 )
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}
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else {
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text_size = computed.text_size
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}
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size : Vec2
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if UI_StyleFlag.Fixed_Width in style.flags {
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size.x = layout.size.x
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}
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else {
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size.x = anchored_size.x
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if size_to_text {
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// size = text_size
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}
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if UI_StyleFlag.Fixed_Height in style.flags {
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size.y = layout.size.y
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}
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else {
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size.y = anchored_size.y
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}
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if style.size_to_text {
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size = text_size
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}
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half_size := size * 0.5
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size_bounds := range2(
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Vec2 {},
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{ size.x, -size.y },
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)
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aligned_bounds := range2(
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size_bounds.p0 + size * { -layout.alignment.x, layout.alignment.y },
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size_bounds.p1 - size * { layout.alignment.x, -layout.alignment.y },
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)
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bounds := & computed.bounds
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(bounds^) = aligned_bounds
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(bounds^) = range2(
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pos + aligned_bounds.p0,
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pos + aligned_bounds.p1,
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)
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computed.bounds = bounds
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border_offset := Vec2 { layout.border_width, layout.border_width }
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padding := & computed.padding
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