* draw_text_string_pos_extent_zoomed can now oversample text futher (if desired)
* render_ui_via_box_tree has a rudimentary render pass layering optimization
Add support for the slab allocator to accept arbitrary alignments (odin's map container needs it)
Messing around with 64-byte alignment as the default for the allocator...
* 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.
I'm enforcing aprintf it as the default formatter.
I changed up the context allocator assignment to reflect how I've been intending to allocation in startup & platform events vs tick.
Tick uses the frame slab's by default with transient on temp. Startup & platform events use the transient by default & for temp, with any use of the persistent allocator being explicit.
I'm sticking with not supporting the top-left alignment for default and instead going with bottom left.
This allows for 0,0 alignment to the "bottom left pivot" for a box and 1,1 to the "top-right pivot" of a box.
These naturally coincide with where the actual min-max points that define the box are for the coodrindate convention I decided to go with. I'll write docs to migitate confusion.
Now I just need to fix the layout presets I have for the currently existing constructions...
Got an initial variant of the drop down widget, not completely set on it..
I put some more time to figuring out how I'm going to be ideomatically constructing the widgets. screen.odin I think its getting pretty close to what it will be like.
I'm ready to start lifting the input box. I'll be adding the constraints when I lift it.
Added the option to toggle the debug text in screenspace
Added the fixes from the ui_layout_children_horizontally for margins to ui_layout_children_vertically
Known issue:
There is a bug with test_whitespace that forced me todo a null check on a box. Not sure why.
It needs to be redone anyway.. (compose it with the h/vboxes instead)
There is some sublime files added in, started to use it.
Renamed KeyboardKey to KeyCode, redid the encoding layout (preemtively getting ready for SDL later as well)
I got the input box working but it has no constraints and needs to be lifted. The scroll box construction does as well.
Moved core ui to its own folder.
Worked on theming (proper light and dark theme)
Began to work on the scroll box widget and input box constructions
I added back a script for flattening the codebase: gen_flattened_codebase.ps1