package sectr import "core:math" import "core:math/linalg" // The UI_Box's actual positioning and sizing // There is an excess of rectangles here for debug puproses. UI_Computed :: struct { // anchors : Range2, // Bounds for anchors within parent // margins : Range2, // Bounds for margins within parent padding : Range2, // Bounds for padding's starting bounds (will be offset by border if there is one), only here for debug vis bounds : Range2, // Bounds for box itself content : Range2, // Bounds for content (text or children) text_pos : Vec2, // Position of text within content text_size : Vec2, // Size of text within content fresh : b32, // If the auto-layout has been computed for the current frame } UI_LayoutDirectionX :: enum(i32) { Left_To_Right, Right_To_Left, } UI_LayoutDirectionY :: enum(i32) { Top_To_Bottom, Bottom_To_Top, } UI_LayoutSide :: struct { // using _ : struct { top, bottom : UI_Scalar, left, right : UI_Scalar, // } } UI_LayoutFlag :: 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, // TODO(Ed): Implement this! // For this to work, the children must have a minimum size set & their size overall must be greater than the parent's minimum size Size_To_Content, // Will size the box to its text. Size_To_Text, // TODO(Ed): Implement this! // Wrap text around the box, text_alignment specifies the justification for its compostion when wrapping. Text_Wrap, Count, } UI_LayoutFlags :: bit_set[UI_LayoutFlag; u32] // Used within UI_Box, provides the layout (spacial constraints & specification) of the widget and UI_Layout :: struct { flags : UI_LayoutFlags, anchor : Range2, alignment : Vec2, text_alignment : Vec2, font_size : f32, margins : UI_LayoutSide, padding : UI_LayoutSide, border_width : UI_Scalar, // 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, transition_time : f32, } UI_LayoutCombo :: struct #raw_union { array : [UI_StylePreset.Count] UI_Layout, using layouts : struct { default, disabled, hot, active : UI_Layout, } } to_ui_layout_side :: #force_inline proc( pixels : f32 ) -> UI_LayoutSide { return { pixels, pixels, pixels, pixels } } to_ui_layout_combo :: #force_inline proc( layout : UI_Layout ) -> UI_LayoutCombo { return { layouts = {layout, layout, layout, layout} } } /* Layout Interface Layout for UI_Boxes in the state graph is stored on a per-graph UI_State basis in the fixed sized stack called layout_combo_stack. The following provides a convient way to manipulate this stack from the assuption of the program's state.ui_context The following procedure overloads are available from grime.odin: * ui_layout * ui_layout_push */ ui_layout_peek :: #force_inline proc() -> UI_LayoutCombo { return stack_peek( & get_state().ui_context.layout_combo_stack) } ui_layout_ref :: #force_inline proc() -> ^UI_LayoutCombo { return stack_peek_ref( & get_state().ui_context.layout_combo_stack) } ui_layout_push_layout :: #force_inline proc( layout : UI_Layout ) { push( & get_state().ui_context.layout_combo_stack, to_ui_layout_combo(layout)) } ui_layout_push_theme :: #force_inline proc( combo : UI_LayoutCombo ) { push( & get_state().ui_context.layout_combo_stack, combo ) } ui_layout_pop :: #force_inline proc() { pop( & get_state().ui_context.layout_combo_stack ) } @(deferred_none = ui_layout_pop) ui_layout_via_layout :: #force_inline proc( layout : UI_Layout ) { ui_layout_push( layout) } @(deferred_none = ui_layout_pop) ui_layout_via_combo :: #force_inline proc( combo : UI_LayoutCombo ) { ui_layout_push( combo) } ui_set_layout :: #force_inline proc( layout : UI_Layout, preset : UI_StylePreset ) { stack_peek_ref( & get_state().ui_context.layout_combo_stack).array[preset] = layout } /* Widget Layout Ops */ ui_layout_children_horizontally :: proc( container : ^UI_Box, direction : UI_LayoutDirectionX, width_ref : ^f32 ) { container_width : f32 if width_ref != nil { container_width = width_ref ^ } else { container_width = container.computed.content.max.x - container.computed.content.min.x } // do layout calculations for the children total_stretch_ratio : f32 = 0.0 size_req_children : f32 = 0 for child := container.first; child != nil; child = child.next { using child.layout scaled_width_by_height : b32 = b32(.Scale_Width_By_Height_Ratio in flags) if .Fixed_Width in flags { if scaled_width_by_height { height := size.max.y != 0 ? size.max.y : container_width width := height * size.min.x size_req_children += width continue } size_req_children += size.min.x continue } total_stretch_ratio += anchor.ratio.x } avail_flex_space := container_width - size_req_children allocate_space :: proc( child : ^UI_Box, total_stretch_ratio, avail_flex_space : f32 ) { using child.layout if ! (.Fixed_Width in flags) { size.min.x = anchor.ratio.x * (1 / total_stretch_ratio) * avail_flex_space } flags |= {.Fixed_Width} } space_used : f32 = 0.0 switch direction{ case .Right_To_Left: for child := container.last; child != nil; child = child.prev { allocate_space(child, total_stretch_ratio, avail_flex_space) using child.layout anchor = range2({0, 0}, {0, 0}) alignment = { 0, 1 }// - hbox.layout.alignment pos.x = space_used space_used += size.min.x size.min.y = container.computed.content.max.y - container.computed.content.min.y } case .Left_To_Right: for child := container.first; child != nil; child = child.next { allocate_space(child, total_stretch_ratio, avail_flex_space) using child.layout anchor = range2({0, 0}, {0, 0}) alignment = { 0, 1 } pos.x = space_used space_used += size.min.x size.min.y = container.computed.content.max.y - container.computed.content.min.y } } } ui_layout_children_vertically :: proc( container : ^UI_Box, direction : UI_LayoutDirectionY, height_ref : ^f32 ) { container_height : f32 if height_ref != nil { container_height = height_ref ^ } else { container_height = container.computed.content.max.y - container.computed.content.min.y } // do layout calculations for the children total_stretch_ratio : f32 = 0.0 size_req_children : f32 = 0 for child := container.first; child != nil; child = child.next { using child.layout scaled_width_by_height : b32 = b32(.Scale_Width_By_Height_Ratio in flags) if .Fixed_Height in flags { if scaled_width_by_height { width := size.max.x != 0 ? size.max.x : container_height height := width * size.min.y size_req_children += height continue } size_req_children += size.min.y continue } total_stretch_ratio += anchor.ratio.y } avail_flex_space := container_height - size_req_children allocate_space :: proc( child : ^UI_Box, total_stretch_ratio, avail_flex_space : f32 ) { using child.layout if ! (.Fixed_Height in flags) { size.min.y = anchor.ratio.y * (1 / total_stretch_ratio) * avail_flex_space } flags |= {.Fixed_Height} alignment = {0, 0} } space_used : f32 = 0.0 switch direction { case .Top_To_Bottom: for child := container.last; child != nil; child = child.prev { allocate_space(child, total_stretch_ratio, avail_flex_space) using child.layout anchor = range2({0, 0}, {0, 1}) // alignment = {0, 1} pos.y = space_used space_used += size.min.y size.min.x = container.computed.content.max.x - container.computed.content.min.x } case .Bottom_To_Top: for child := container.first; child != nil; child = child.next { allocate_space(child, total_stretch_ratio, avail_flex_space) using child.layout anchor = range2({0, 0}, {0, 1}) // alignment = {0, 1} pos.y = space_used space_used += size.min.y size.min.x = container.computed.content.max.x - container.computed.content.min.x } } }