coordinate space math fixes, got resize handles working in settings menu prototype

will eventually lift to its own generic widget

I still need to implement the corner resize..
This commit is contained in:
2024-05-09 04:02:33 -04:00
parent b8e8e7c88a
commit a2b6325b5b
15 changed files with 857 additions and 554 deletions

View File

@ -69,6 +69,8 @@ UI_BoxFlag :: enum u64 {
Pan_X,
Pan_Y,
Screenspace,
Count,
}
UI_BoxFlags :: bit_set[UI_BoxFlag; u64]
@ -86,13 +88,6 @@ UI_Computed :: struct {
text_size : Vec2, // Size of text within content
}
UI_LayoutSide :: struct {
// using _ : struct {
top, bottom : UI_Scalar,
left, right : UI_Scalar,
// }
}
UI_Cursor :: struct {
placeholder : int,
}
@ -119,32 +114,6 @@ UI_ScalarConstraint :: struct {
UI_Scalar2 :: [Axis2.Count]UI_Scalar
// Desiered constraints on the UI_Box.
UI_Layout :: struct {
anchor : Range2,
alignment : Vec2,
text_alignment : Vec2,
border_width : UI_Scalar,
margins : UI_LayoutSide,
padding : UI_LayoutSide,
// TODO(Ed): We cannot support individual corners unless we add it to raylib (or finally change the rendering backend)
corner_radii : [Corner.Count]f32,
// Position in relative coordinate space.
// If the box's flags has Fixed_Position, then this will be its aboslute position in the relative coordinate space
pos : Vec2,
size : Range2,
// TODO(Ed) : Should thsi just always be WS_Pos for workspace UI?
// (We can union either varient and just know based on checking if its the screenspace UI)
// If the box is a child of the root parent, its automatically in world space and thus will use the tile_pos.
// tile_pos : WS_Pos,
}
UI_Signal :: struct {
cursor_pos : Vec2,
drag_delta : Vec2,
@ -163,91 +132,6 @@ UI_Signal :: struct {
commit : b8,
}
UI_StyleFlag :: enum u32 {
// Will perform scissor pass on children to their parent's bounds
// (Specified in the parent)
Clip_Children_To_Bounds,
// Enforces the box will always remain in a specific position relative to the parent.
// Overriding the anchors and margins.
Fixed_Position_X,
Fixed_Position_Y,
// Enforces box will always be within the bounds of the parent box.
Clamp_Position_X,
Clamp_Position_Y,
// Enroces the widget will maintain its size reguardless of any constraints
// Will override parent constraints (use the size.min.xy to specify the width & height)
Fixed_Width,
Fixed_Height,
// TODO(Ed): Implement this!
// Enforces the widget will have a width specified as a ratio of its height (use the size.min/max.x to specify the scalar)
// If you wish for the width to stay fixed couple with the Fixed_Width flag
Scale_Width_By_Height_Ratio,
// Enforces the widget will have a height specified as a ratio of its width (use the size.min/max.y to specify the scalar)
// If you wish for the height to stay fixed couple with the Fixed_Height flag
Scale_Height_By_Width_Ratio,
// Sets the (0, 0) position of the child box to the parents anchor's center (post-margins bounds)
// By Default, the origin is at the top left of the anchor's bounds
Origin_At_Anchor_Center,
// Will size the box to its text. (Padding & Margins will thicken )
Size_To_Text,
Text_Wrap,
Count,
}
UI_StyleFlags :: bit_set[UI_StyleFlag; u32]
UI_StylePreset :: enum u32 {
Default,
Disabled,
Hot,
Active,
Count,
}
UI_Style :: struct {
flags : UI_StyleFlags,
bg_color : Color,
border_color : Color,
// TODO(Ed) : Add support for this eventually
blur_size : f32,
font : FontID,
// TODO(Ed): Should this get moved to the layout struct? Techncially font-size is mainly
font_size : f32,
text_color : Color,
cursor : UI_Cursor,
using layout : UI_Layout,
// Used with style, prev_style, and style_delta to produce a simple interpolated animation
// Applied in the layout pass & the rendering pass for their associated fields.
transition_time : f32,
}
UI_StyleTheme :: struct #raw_union {
array : [UI_StylePreset.Count] UI_Style,
using styles : struct {
default, disabled, hot, active : UI_Style,
}
}
UI_TextAlign :: enum u32 {
Left,
Center,
Right,
Count
}
UI_Box :: struct {
// Cache ID
key : UI_Key,
@ -443,16 +327,16 @@ ui_box_tranverse_next :: proc "contextless" ( box : ^ UI_Box ) -> (^ UI_Box)
ui_cursor_pos :: #force_inline proc "contextless" () -> Vec2 {
using state := get_state()
if ui_context == & state.project.workspace.ui {
return screen_to_world( input.mouse.pos )
return surface_to_ws_view_pos( input.mouse.pos )
}
else {
return input.mouse.pos
}
}
ui_drag_delta :: #force_inline proc "contextless" () -> Vec2 {
ui_ws_drag_delta :: #force_inline proc "contextless" () -> Vec2 {
using state := get_state()
return ui_cursor_pos() - state.ui_context.active_start_signal.cursor_pos
return surface_to_ws_view_pos(input.mouse.pos) - state.ui_context.active_start_signal.cursor_pos
}
ui_graph_build_begin :: proc( ui : ^ UI_State, bounds : Vec2 = {} )
@ -481,19 +365,19 @@ ui_graph_build_begin :: proc( ui : ^ UI_State, bounds : Vec2 = {} )
}
// TODO(Ed) :: Is this even needed?
ui_graph_build_end :: proc()
ui_graph_build_end :: proc( ui : ^UI_State )
{
profile(#procedure)
ui_parent_pop() // Should be ui_context.root
// Regenerate the computed layout if dirty
ui_compute_layout()
ui_compute_layout( ui )
get_state().ui_context = nil
}
@(deferred_none = ui_graph_build_end)
@(deferred_in = ui_graph_build_end)
ui_graph_build :: proc( ui : ^ UI_State ) {
ui_graph_build_begin( ui )
}
@ -520,10 +404,6 @@ ui_key_from_string :: #force_inline proc "contextless" ( value : string ) -> UI_
return key
}
ui_layout_padding :: proc( pixels : f32 ) -> UI_LayoutSide {
return { pixels, pixels, pixels, pixels }
}
ui_parent_push :: proc( ui : ^ UI_Box ) {
stack := & get_state().ui_context.parent_stack
stack_push( & get_state().ui_context.parent_stack, ui )
@ -542,54 +422,3 @@ ui_parent_pop :: proc() {
ui_parent :: proc( ui : ^UI_Box) {
ui_parent_push( ui )
}
ui_style_peek :: proc( box_state : UI_StylePreset ) -> UI_Style {
return stack_peek_ref( & get_state().ui_context.theme_stack ).array[box_state]
}
ui_style_ref :: proc( box_state : UI_StylePreset ) -> (^ UI_Style) {
return & stack_peek_ref( & get_state().ui_context.theme_stack ).array[box_state]
}
ui_style_set :: proc ( style : UI_Style, box_state : UI_StylePreset ) {
stack_peek_ref( & get_state().ui_context.theme_stack ).array[box_state] = style
}
ui_style_set_layout :: proc ( layout : UI_Layout, preset : UI_StylePreset ) {
stack_peek_ref( & get_state().ui_context.theme_stack ).array[preset].layout = layout
}
ui_style_theme_push :: proc( preset : UI_StyleTheme ) {
push( & get_state().ui_context.theme_stack, preset )
}
ui_style_theme_pop :: proc() {
pop( & get_state().ui_context.theme_stack )
}
@(deferred_none = ui_style_theme_pop)
ui_style_theme :: proc( preset : UI_StyleTheme ) {
ui_style_theme_push( preset )
}
@(deferred_none = ui_style_theme_pop)
ui_theme_via_style :: proc ( style : UI_Style ) {
ui_style_theme_push( UI_StyleTheme { styles = { style, style, style, style } })
}
ui_style_theme_set_layout :: proc ( layout : UI_Layout ) {
for & preset in stack_peek_ref( & get_state().ui_context.theme_stack ).array {
preset.layout = layout
}
}
ui_style_theme_layout_push :: proc ( layout : UI_Layout ) {
ui := get_state().ui_context
ui_style_theme_push( stack_peek( & ui.theme_stack) )
ui_style_theme_set_layout(layout)
}
@(deferred_none = ui_style_theme_pop)
ui_style_theme_layout :: proc( layout : UI_Layout ) {
ui_style_theme_layout_push(layout)
}