Minor lifting in the render side, getting ready to just hunker down and take notes on whats next
* VEFontCache needs to get fixed up (possibly bring back ELFHash) * Problably going to do conversion early to odin's array and map usage * Need get the quad tree setup for the ui so that I can do fast and efficient traversal for the layer based rendering.
This commit is contained in:
@ -84,6 +84,13 @@ UI_RenderBoxInfo :: struct {
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layer_signal : b32,
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}
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UI_RenderMethod :: enum u32 {
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Depth_First,
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Layers,
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}
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UI_Render_Method :: UI_RenderMethod.Depth_First
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// TODO(Ed): Rename to UI_Context
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UI_State :: struct {
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// TODO(Ed) : Use these?
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@ -96,6 +103,7 @@ UI_State :: struct {
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prev_cache : ^HMapZPL( UI_Box ),
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curr_cache : ^HMapZPL( UI_Box ),
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// For rendering via a set of layers organized into a single command list
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// render_queue_builder : SubArena,
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render_queue : Array(UI_RenderLayer),
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render_list : Array(UI_RenderBoxInfo),
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@ -214,186 +222,191 @@ ui_graph_build_end :: proc( ui : ^UI_State )
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computed.content = computed.bounds
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}
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// Auto-layout and initial render_queue generation
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render_queue := array_to_slice(ui.render_queue)
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for current := root.first; current != nil; current = ui_box_tranverse_next( current )
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for current := root.first; current != nil; current = ui_box_tranverse_next_depth_based( current )
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{
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if ! current.computed.fresh {
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ui_box_compute_layout( current )
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}
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// TODO(Ed): Eventually put this into a sub-arena
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entry, error := new(UI_RenderEntry)
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(entry^) = UI_RenderEntry {
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info = {
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current.computed,
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current.style,
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current.text,
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current.layout.font_size,
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current.layout.border_width,
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current.label,
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false,
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},
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layer_id = current.ancestors -1,
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}
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when UI_Render_Method == .Layers
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{
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if entry.layer_id >= i32(ui.render_queue.num) {
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append( & ui.render_queue, UI_RenderLayer {})
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render_queue = array_to_slice(ui.render_queue)
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}
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// TODO(Ed): Eventually put this into a sub-arena
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entry, error := new(UI_RenderEntry)
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(entry^) = UI_RenderEntry {
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info = {
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current.computed,
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current.style,
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current.text,
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current.layout.font_size,
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current.layout.border_width,
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current.label,
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false,
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},
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layer_id = current.ancestors -1,
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}
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// else if layer.last == nil {
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// layer.first.next = entry
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// entry.prev = layer.first
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// layer.last = entry
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// }
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if entry.layer_id >= i32(ui.render_queue.num) {
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append( & ui.render_queue, UI_RenderLayer {})
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render_queue = array_to_slice(ui.render_queue)
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}
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// push_back to next layer
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layer := & render_queue[entry.layer_id]
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if layer.first == nil {
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layer.first = entry
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layer.last = entry
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}
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else {
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layer.last.next = entry
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entry.prev = layer.last
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layer.last = entry
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}
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// dll_full_push_back( layer, entry, nil )
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// else if layer.last == nil {
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// layer.first.next = entry
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// entry.prev = layer.first
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// layer.last = entry
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// }
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// If there is a parent entry, give it a reference to the child entry
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parent_entry : ^UI_RenderEntry
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if entry.layer_id > 0 {
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parent_layer := & render_queue[entry.layer_id - 1]
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parent_entry = parent_layer.last
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entry.parent = parent_entry
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if parent_entry.first == nil {
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parent_entry.first = entry
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parent_entry.last = entry
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// push_back to next layer
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layer := & render_queue[entry.layer_id]
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if layer.first == nil {
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layer.first = entry
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layer.last = entry
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}
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else {
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parent_entry.last = entry
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layer.last.next = entry
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entry.prev = layer.last
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layer.last = entry
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}
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// dll_full_push_back( layer, entry, nil )
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// If there is a parent entry, give it a reference to the child entry
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parent_entry : ^UI_RenderEntry
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if entry.layer_id > 0 {
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parent_layer := & render_queue[entry.layer_id - 1]
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parent_entry = parent_layer.last
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entry.parent = parent_entry
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if parent_entry.first == nil {
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parent_entry.first = entry
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parent_entry.last = entry
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}
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else {
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parent_entry.last = entry
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}
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// dll_fl_append( parent_entry, entry )
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}
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// dll_fl_append( parent_entry, entry )
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}
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}
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// render_queue overlap corrections & render_list generation
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render_queue = array_to_slice(ui.render_queue)
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for layer_id : i32 = 0; layer_id < i32(ui.render_queue.num); layer_id += 1
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when UI_Render_Method == .Layers
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{
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layer := & ui.render_queue.data[ layer_id ]
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append( & ui.render_list, UI_RenderBoxInfo { layer_signal = true })
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to_increment, error := make( Array(^UI_RenderEntry), 4 * Kilo )
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verify( error == .None, "Faied to make to_increment array.")
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to_inc_last_iterated : i32 = 0
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for entry := layer.first; entry != nil; entry = entry.next
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// render_queue overlap corrections & render_list generation
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render_queue = array_to_slice(ui.render_queue)
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for layer_id : i32 = 0; layer_id < i32(ui.render_queue.num); layer_id += 1
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{
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for neighbor := entry.next; neighbor != nil; neighbor = neighbor.next
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layer := & ui.render_queue.data[ layer_id ]
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append( & ui.render_list, UI_RenderBoxInfo { layer_signal = true })
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to_increment, error := make( Array(^UI_RenderEntry), 4 * Kilo )
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verify( error == .None, "Faied to make to_increment array.")
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to_inc_last_iterated : i32 = 0
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for entry := layer.first; entry != nil; entry = entry.next
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{
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if ! overlap_range2( entry.info.computed.bounds, neighbor.info.computed.bounds) do continue
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append( & to_increment, neighbor )
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} // for neighbor := entry.next; neighbor != nil; neighbor = neighbor.next
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if entry == to_increment.data[ to_inc_last_iterated ] {
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to_inc_last_iterated += 1
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}
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else {
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// This entry stayed in this layer, we can append the value
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array_append_value( & ui.render_list, entry.info )
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}
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} // for entry := layer.first; entry != nil; entry = entry.next
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// Move overlaping entries & their children's by 1 layer
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to_inc_slice := array_to_slice(to_increment)
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for entry in to_inc_slice
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{
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pop_layer := render_queue[entry.layer_id]
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entry.layer_id += 1
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if entry.layer_id >= i32(ui.render_queue.num) {
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append( & ui.render_queue, UI_RenderLayer {} )
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render_queue = array_to_slice(ui.render_queue)
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}
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push_layer := render_queue[entry.layer_id]
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// pop entry from layer
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prev := entry.prev
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prev.next = entry.next
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if entry == pop_layer.last {
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pop_layer.last = prev
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}
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// push entry to next layer
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if push_layer.first == nil {
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push_layer.first = entry
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push_layer.last = entry
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}
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else {
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push_layer.last.next = entry
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entry.prev = push_layer.last
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push_layer.last = entry
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entry.next = nil
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}
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// else if push_layer.last == nil {
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// push_layer.last = entry
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// entry.prev = push_layer.first
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// push_layer.first.next = entry
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// entry.next = nil
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// }
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// increment children's layers
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if entry.first != nil
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{
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for child := entry.first; child != nil; child = ui_render_entry_tranverse( child )
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for neighbor := entry.next; neighbor != nil; neighbor = neighbor.next
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{
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pop_layer := render_queue[child.layer_id]
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child.layer_id += 1
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if ! overlap_range2( entry.info.computed.bounds, neighbor.info.computed.bounds) do continue
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append( & to_increment, neighbor )
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} // for neighbor := entry.next; neighbor != nil; neighbor = neighbor.next
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if child.layer_id >= i32(ui.render_queue.num) {
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append( & ui.render_queue, UI_RenderLayer {})
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render_queue = array_to_slice(ui.render_queue)
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}
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push_layer := render_queue[child.layer_id]
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if entry == to_increment.data[ to_inc_last_iterated ] {
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to_inc_last_iterated += 1
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}
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else {
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// This entry stayed in this layer, we can append the value
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array_append_value( & ui.render_list, entry.info )
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}
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} // for entry := layer.first; entry != nil; entry = entry.next
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// pop from current layer
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if child == pop_layer.first {
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pop_layer.first = nil
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}
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if child == pop_layer.last {
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pop_layer.last = child.prev
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}
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// Move overlaping entries & their children's by 1 layer
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to_inc_slice := array_to_slice(to_increment)
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for entry in to_inc_slice
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{
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pop_layer := render_queue[entry.layer_id]
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entry.layer_id += 1
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if entry.layer_id >= i32(ui.render_queue.num) {
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append( & ui.render_queue, UI_RenderLayer {} )
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render_queue = array_to_slice(ui.render_queue)
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}
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push_layer := render_queue[entry.layer_id]
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// push_back to next layer
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if push_layer.first == nil {
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push_layer.first = child
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push_layer.last = child
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}
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else {
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push_layer.last.next = child
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child.prev = push_layer.last
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push_layer.last = child
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}
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// pop entry from layer
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prev := entry.prev
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prev.next = entry.next
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if entry == pop_layer.last {
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pop_layer.last = prev
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}
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// else if push_layer.last == nil {
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// push_layer.first.next = child
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// child.prev = push_layer.first
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// push_layer.last = child
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// }
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// push entry to next layer
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if push_layer.first == nil {
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push_layer.first = entry
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push_layer.last = entry
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}
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else {
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push_layer.last.next = entry
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entry.prev = push_layer.last
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push_layer.last = entry
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entry.next = nil
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}
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// else if push_layer.last == nil {
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// push_layer.last = entry
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// entry.prev = push_layer.first
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// push_layer.first.next = entry
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// entry.next = nil
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// }
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} // for child := neighbor.first; child != nil; child = ui_render_entry_traverse_depth( child )
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} // if entry.first != nil
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} // for entry in to_inc_slice
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} // for & layer in render_queue
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// increment children's layers
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if entry.first != nil
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{
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for child := entry.first; child != nil; child = ui_render_entry_tranverse( child )
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{
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pop_layer := render_queue[child.layer_id]
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child.layer_id += 1
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if child.layer_id >= i32(ui.render_queue.num) {
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append( & ui.render_queue, UI_RenderLayer {})
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render_queue = array_to_slice(ui.render_queue)
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}
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push_layer := render_queue[child.layer_id]
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// pop from current layer
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if child == pop_layer.first {
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pop_layer.first = nil
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}
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if child == pop_layer.last {
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pop_layer.last = child.prev
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}
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// push_back to next layer
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if push_layer.first == nil {
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push_layer.first = child
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push_layer.last = child
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}
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else {
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push_layer.last.next = child
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child.prev = push_layer.last
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push_layer.last = child
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}
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// else if push_layer.last == nil {
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// push_layer.first.next = child
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// child.prev = push_layer.first
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// push_layer.last = child
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// }
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} // for child := neighbor.first; child != nil; child = ui_render_entry_traverse_depth( child )
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} // if entry.first != nil
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} // for entry in to_inc_slice
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} // for & layer in render_queue
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}
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render_list := array_to_slice(ui.render_list)
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}
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render_queue := array_to_slice(ui.render_queue)
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render_list := array_to_slice(ui.render_list)
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get_state().ui_context = nil
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}
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@ -118,7 +118,7 @@ ui_prev_cached_box :: #force_inline proc( box : ^UI_Box ) -> ^UI_Box { return hm
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// TODO(Ed): Rename to ui_box_tranverse_view_next
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// Traveral pritorizes immeidate children
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ui_box_tranverse_next :: proc "contextless" ( box : ^ UI_Box, bypass_intersection_test := false ) -> (^ UI_Box)
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ui_box_tranverse_next_depth_based :: proc "contextless" ( box : ^ UI_Box, bypass_intersection_test := false ) -> (^ UI_Box)
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{
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using state := get_state()
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// If current has children, do them first
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@ -181,7 +181,7 @@ ui_compute_children_bounding_area :: proc ( box : ^UI_Box )
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ui_box_compute_layout_children :: proc( box : ^UI_Box )
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{
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for current := box.first; current != nil && current.prev != box; current = ui_box_tranverse_next( current )
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for current := box.first; current != nil && current.prev != box; current = ui_box_tranverse_next_depth_based( current )
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{
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if current == box do return
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if current.computed.fresh do continue
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Reference in New Issue
Block a user