package sectr UI_Floating :: struct { label : string, using links : DLL_NodePN(UI_Floating), captures : rawptr, builder : UI_FloatingBuilder, queued : b32, } UI_FloatingBuilder :: #type proc( captures : rawptr ) -> (became_active : b32) // Overlapping/Stacking window/frame manager // AKA: Stacking or Floating Window Manager UI_FloatingManager :: struct { using links : DLL_NodeFL(UI_Floating), build_queue : Array(UI_Floating), tracked : HMapZPL(UI_Floating), } ui_floating_startup :: proc( self : ^UI_FloatingManager, allocator : Allocator, build_queue_cap, tracked_cap : u64, dbg_name : string = "" ) -> AllocatorError { error : AllocatorError queue_dbg_name := str_intern(str_fmt_tmp("%s: build_queue", dbg_name)) self.build_queue, error = array_init_reserve( UI_Floating, allocator, build_queue_cap, dbg_name = queue_dbg_name.str ) if error != AllocatorError.None { ensure(false, "Failed to allocate the build_queue") return error } tracked_dbg_name := str_intern(str_fmt_tmp("%s: tracked", dbg_name)) self.tracked, error = zpl_hmap_init_reserve( UI_Floating, allocator, tracked_cap, dbg_name = tracked_dbg_name.str ) if error != AllocatorError.None { ensure(false, "Failed to allocate tracking table") return error } return error } ui_floating_just_builder :: #force_inline proc( label : string, builder : UI_FloatingBuilder ) -> ^UI_Floating { No_Captures : rawptr = nil return ui_floating_with_capture(label, No_Captures, builder) } ui_floating_with_capture :: proc( label : string, captures : rawptr = nil, builder : UI_FloatingBuilder ) -> ^UI_Floating { entry := UI_Floating { label = label, captures = captures, builder = builder, } floating := get_state().ui_floating_context array_append( & floating.build_queue, entry ) return nil } @(deferred_none = ui_floating_manager_end) ui_floating_manager :: proc ( manager : ^UI_FloatingManager ) { ui_floating_manager_begin(manager) } ui_floating_manager_begin :: proc ( manager : ^UI_FloatingManager ) { state := get_state() state.ui_floating_context = manager } ui_floating_manager_end :: proc() { state := get_state() floating := & state.ui_floating_context ui_floating_build() floating = nil } ui_floating_build :: proc() { ui := ui_context() screen_ui := cast(^UI_ScreenState) ui using floating := get_state().ui_floating_context for to_enqueue in array_to_slice_num( build_queue) { key := ui_key_from_string(to_enqueue.label) lookup := zpl_hmap_get( & tracked, transmute(u64) key ) // Check if entry is already present if lookup != nil && lookup.prev != nil && lookup.next != nil { lookup.captures = to_enqueue.captures lookup.builder = to_enqueue.builder lookup.queued = true continue } if lookup == nil { error : AllocatorError lookup, error = zpl_hmap_set( & tracked, transmute(u64) key, to_enqueue ) if error != AllocatorError.None { ensure(false, "Failed to allocate entry to hashtable") continue } lookup.queued = true } else { lookup.captures = to_enqueue.captures lookup.builder = to_enqueue.builder lookup.queued = true continue } if first == nil { first = lookup last = lookup continue } last.next = lookup last = lookup } array_clear(build_queue) for entry := first; entry != nil; entry = entry.next { using entry if ! queued { if entry == first { first = entry.next entry.next = nil continue } if entry == last { last = last.prev last.prev = nil entry.prev = nil continue } left := entry.prev right := entry.next left.next = right right.prev = left entry.prev = nil entry.next = nil } if builder( captures ) && entry != last { PopEntry: { if first == nil { first = entry last = entry break PopEntry } if entry == first { first = entry.next entry.next = nil break PopEntry } if entry == last { last = last.prev last.prev = nil entry.prev = nil break PopEntry } left := entry.prev right := entry.next left.next = right right.prev = left } last.next = entry last = entry } queued = false } }