package sectr import "base:runtime" // TODO(Ed) : This is in Raddbg base_types.h, consider moving outside of UI. Corner :: enum i32 { Invalid = -1, _00, _01, _10, _11, TopLeft = _00, TopRight = _01, BottomLeft = _10, BottomRight = _11, Count = 4, } Side :: enum i32 { Invalid = -1, Min = 0, Max = 1, Count } // Side2 :: enum u32 { // Top, // Bottom, // Left, // Right, // Count, // } UI_AnchorPresets :: enum u32 { Top_Left, Top_Right, Bottom_Right, Bottom_Left, Center_Left, Center_Top, Center_Right, Center_Bottom, Center, Left_Wide, Top_Wide, Right_Wide, Bottom_Wide, VCenter_Wide, HCenter_Wide, Full, Count, } UI_BoxFlag :: enum u64 { Disabled, Focusable, Mouse_Clickable, Keyboard_Clickable, Click_To_Focus, Scroll_X, Scroll_Y, Pan_X, Pan_Y, Count, } UI_BoxFlags :: bit_set[UI_BoxFlag; u64] UI_BoxFlag_Scroll :: UI_BoxFlags { .Scroll_X, .Scroll_Y } // The UI_Box's actual positioning and sizing // There is an excess of rectangles here for debug puproses. UI_Computed :: struct { bounds : Range2, padding : Range2, content : Range2, } UI_LayoutSide :: struct #raw_union { using _ : struct { top, bottom : UI_Scalar, left, right : UI_Scalar, } } UI_Cursor :: struct { placeholder : int, } UI_FramePassKind :: enum { Generate, Compute, Logical, } UI_InteractState :: struct { hot_time : f32, active_time : f32, disabled_time : f32, } UI_Key :: distinct u64 UI_Scalar :: f32 // TODO(Ed): I'm not sure if Percentage is needed or if this would over complicate things... // UI_Scalar :: struct { // VPixels : f32, // Percentage : f32, // } UI_ScalarConstraint :: struct { min, max : UI_Scalar, } UI_Scalar2 :: [Axis2.Count]UI_Scalar // Desiered constraints on the UI_Box. UI_Layout :: struct { // TODO(Ed) : Should layout have its own flags (separate from the style flags) // flags : UI_LayoutFlags // TODO(Ed) : Make sure this is all we need to represent an anchor. anchor : Range2, alignment : Vec2, border_width : UI_Scalar, margins : UI_LayoutSide, padding : UI_LayoutSide, 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, // TODO(Ed) : Should everything no matter what its parent is use a WS_Pos instead of a raw vector pos? // 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, // TODO(Ed) : Add support for size_to_content? // size_to_content : b32, size : Vec2, } UI_Signal :: struct { box : ^ UI_Box, cursor_pos : Vec2, drag_delta : Vec2, scroll : Vec2, left_clicked : b8, right_clicked : b8, double_clicked : b8, keyboard_clicked : b8, pressed : b8, released : b8, dragging : b8, hovering : b8, cursor_over : b8, commit : b8, } UI_StyleFlag :: enum u32 { Fixed_Position_X, Fixed_Position_Y, Fixed_Width, Fixed_Height, Text_Wrap, Count, } UI_StyleFlags :: bit_set[UI_StyleFlag; u32] UI_StylePreset :: enum u32 { Default, Disabled, Hovered, Focused, Count, } UI_Style :: struct { flags : UI_StyleFlags, bg_color : Color, border_color : Color, blur_size : f32, font : FontID, font_size : f32, text_color : Color, text_alignment : UI_TextAlign, cursor : UI_Cursor, layout : UI_Layout, transition_time : f32, } UI_StyleTheme :: struct #raw_union { array : [UI_StylePreset.Count] UI_Style, using styles : struct { default, disabled, hovered, focused : UI_Style, } } UI_TextAlign :: enum u32 { Left, Center, Right, Count } UI_Box :: struct { // Cache ID key : UI_Key, label : string, // Regenerated per frame. using links : DLL_NodeFull( UI_Box ), // first, last, prev, next parent : ^ UI_Box, num_children : i32, flags : UI_BoxFlags, computed : UI_Computed, theme : UI_StyleTheme, style : ^ UI_Style, // Persistent Data style_delta : f32, // prev_computed : UI_Computed, // prev_style : UI_Style,v mouse : UI_InteractState, keyboard : UI_InteractState, } // UI_BoxFlags_Stack_Size :: 512 UI_Layout_Stack_Size :: 512 UI_Style_Stack_Size :: 512 UI_Parent_Stack_Size :: 1024 UI_Built_Boxes_Array_Size :: Kilobyte * 8 UI_State :: struct { // TODO(Ed) : Use these build_arenas : [2]Arena, build_arena : ^ Arena, built_box_count : i32, caches : [2] HMapZPL( UI_Box ), prev_cache : ^ HMapZPL( UI_Box ), curr_cache : ^ HMapZPL( UI_Box ), null_box : ^ UI_Box, // Ryan had this, I don't know why yet. root : ^ UI_Box, // Do we need to recompute the layout? layout_dirty : b32, // TODO(Ed) : Look into using a build arena like Ryan does for these possibly (and thus have a linked-list stack) theme_stack : StackFixed( UI_StyleTheme, UI_Style_Stack_Size ), parent_stack : StackFixed( ^UI_Box, UI_Parent_Stack_Size ), // flag_stack : Stack( UI_BoxFlags, UI_BoxFlags_Stack_Size ), hot : UI_Key, active_mouse : [MouseBtn.count] UI_Key, active : UI_Key, clipboard_copy : UI_Key, last_clicked : UI_Key, drag_start_mouse : Vec2, // drag_state_arena : ^ Arena, // drag_state data : string, last_pressed_key : [MouseBtn.count] UI_Key, last_pressed_key_us : [MouseBtn.count] f32, } ui_startup :: proc( ui : ^ UI_State, cache_allocator : Allocator ) { ui := ui ui^ = {} for cache in (& ui.caches) { box_cache, allocation_error := zpl_hmap_init_reserve( UI_Box, cache_allocator, UI_Built_Boxes_Array_Size ) verify( allocation_error == AllocatorError.None, "Failed to allocate box cache" ) cache = box_cache } ui.curr_cache = & ui.caches[1] ui.prev_cache = & ui.caches[0] } ui_reload :: proc( ui : ^ UI_State, cache_allocator : Allocator ) { // We need to repopulate Allocator references for cache in & ui.caches { cache.entries.allocator = cache_allocator cache.hashes.allocator = cache_allocator } } // TODO(Ed) : Is this even needed? ui_shutdown :: proc() { } ui_box_equal :: proc( a, b : ^ UI_Box ) -> b32 { BoxSize :: size_of(UI_Box) result : b32 = true result &= a.key == b.key // We assume for now the label is the same as the key, if not something is terribly wrong. result &= a.flags == b.flags return result } ui_box_make :: proc( flags : UI_BoxFlags, label : string ) -> (^ UI_Box) { using ui := get_state().ui_context key := ui_key_from_string( label ) curr_box : (^ UI_Box) prev_box := zpl_hmap_get( prev_cache, cast(u64) key ) { set_result : ^ UI_Box set_error : AllocatorError if prev_box != nil { // Previous history was found, copy over previous state. set_result, set_error = zpl_hmap_set( curr_cache, cast(u64) key, (prev_box ^) ) } else { box : UI_Box box.key = key box.label = label set_result, set_error = zpl_hmap_set( curr_cache, cast(u64) key, box ) } verify( set_error == AllocatorError.None, "Failed to set zpl_hmap due to allocator error" ) curr_box = set_result } // TODO(Ed) : Review this when we learn layouts more... if prev_box != nil { layout_dirty &= ! ui_box_equal( curr_box, prev_box ) } else { layout_dirty = true } curr_box.flags = flags curr_box.theme = stack_peek( & theme_stack ) curr_box.parent = stack_peek( & parent_stack ) // Clear old links curr_box.parent = nil curr_box.links = {} curr_box.num_children = 0 // If there is a parent, setup the relevant references parent := stack_peek( & parent_stack ) if parent != nil { dll_full_push_back( null_box, parent, curr_box ) parent.num_children += 1 curr_box.parent = parent } return curr_box } ui_box_tranverse_next :: proc( box : ^ UI_Box ) -> (^ UI_Box) { // If current has children, do them first if box.first != nil { return box.first } if box.next == nil { // There is no more adjacent nodes if box.parent != nil { // Lift back up to parent, and set it to its next. return box.parent.next } } return box.next } ui_graph_build_begin :: proc( ui : ^ UI_State, bounds : Vec2 = {} ) { get_state().ui_context = ui using get_state().ui_context curr_cache, prev_cache = swap( curr_cache, prev_cache ) if ui.active == UI_Key(0) { ui.hot = UI_Key(0) } root = ui_box_make( {}, "root#001" ) root.style = & root.theme.default ui_parent_push(root) } // TODO(Ed) :: Is this even needed? ui_graph_build_end :: proc() { ui_parent_pop() // Should be ui_context.root // Regenerate the computed layout if dirty ui_compute_layout() get_state().ui_context = nil } @(deferred_none = ui_graph_build_end) ui_graph_build :: proc( ui : ^ UI_State ) { ui_graph_build_begin( ui ) } ui_key_from_string :: proc( value : string ) -> UI_Key { key := cast(UI_Key) crc32( transmute([]byte) value ) return key } ui_parent_push :: proc( ui : ^ UI_Box ) { stack := & get_state().ui_context.parent_stack stack_push( & get_state().ui_context.parent_stack, ui ) } ui_parent_pop :: proc() { // If size_to_content is set, we need to compute the layout now. // Check to make sure that the parent's children are the same for this frame, // if its not we need to mark the layout as dirty. stack_pop( & get_state().ui_context.parent_stack ) } @(deferred_none = ui_parent_pop) ui_parent :: proc( ui : ^ UI_Box) { ui_parent_push( ui ) } ui_signal_from_box :: proc ( box : ^ UI_Box ) -> UI_Signal { ui := get_state().ui_context input := get_state().input signal := UI_Signal { box = box } if ui == & get_state().project.workspace.ui { signal.cursor_pos = screen_to_world( input.mouse.pos ) } else { signal.cursor_pos = input.mouse.pos } signal.cursor_over = cast(b8) pos_within_range2( signal.cursor_pos, box.computed.bounds ) left_pressed := pressed( input.mouse.left ) left_released := released( input.mouse.left ) mouse_clickable := UI_BoxFlag.Mouse_Clickable in box.flags keyboard_clickable := UI_BoxFlag.Keyboard_Clickable in box.flags if mouse_clickable && signal.cursor_over && left_pressed { ui.hot = box.key ui.active = box.key ui.active_mouse[MouseBtn.Left] = box.key ui.drag_start_mouse = signal.cursor_pos ui.last_pressed_key = box.key signal.pressed = true // TODO(Ed) : Support double-click detection } if mouse_clickable && signal.cursor_over && left_released { ui.active = UI_Key(0) ui.active_mouse[MouseBtn.Left] = UI_Key(0) signal.released = true signal.left_clicked = true ui.last_clicked = box.key } if mouse_clickable && ! signal.cursor_over && left_released { ui.hot = UI_Key(0) ui.active = UI_Key(0) ui.active_mouse[MouseBtn.Left] = UI_Key(0) signal.released = true signal.left_clicked = false } if keyboard_clickable { // TODO(Ed) : Add keyboard interaction support } // TODO(Ed) : Add scrolling support if UI_BoxFlag.Scroll_X in box.flags { } if UI_BoxFlag.Scroll_Y in box.flags { } // TODO(Ed) : Add panning support if UI_BoxFlag.Pan_X in box.flags { } if UI_BoxFlag.Pan_Y in box.flags { } if signal.cursor_over && ui.hot == UI_Key(0) || ui.hot == box.key && ui.active == UI_Key(0) || ui.active == box.key { ui.hot = box.key } style_preset := UI_StylePreset.Default if box.key == ui.hot { style_preset = UI_StylePreset.Hovered } if box.key == ui.active { style_preset = UI_StylePreset.Focused } if UI_BoxFlag.Disabled in box.flags { style_preset = UI_StylePreset.Disabled } box.style = & box.theme.array[style_preset] return signal } 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 ) } 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 } }