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, Click_To_Focus, Mouse_Clickable, Mouse_Resizable, Keyboard_Clickable, Scroll_X, Scroll_Y, Pan_X, Pan_Y, Screenspace, 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 { anchors : Range2, // Bounds for anchors within parent margins : Range2, // Bounds for margins within parent bounds : Range2, // Bounds for box itself padding : Range2, // Bounds for padding's starting bounds (will be offset by border if there is one) content : Range2, // Bounds for content (text or children) text_pos : Vec2, // Position of text within content text_size : Vec2, // Size of text within content } 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 UI_ScalarConstraint :: struct { min, max : UI_Scalar, } UI_Scalar2 :: [Axis2.Count]UI_Scalar UI_Box :: struct { // Cache ID key : UI_Key, // label : string, label : StrRunesPair, text : StrRunesPair, // 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, prev_style : UI_Style, style : UI_Style, // Persistent Data first_frame : b8, hot_delta : f32, active_delta : f32, disabled_delta : f32, style_delta : f32, parent_index : i32, // 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 :: 512 // UI_Built_Boxes_Array_Size :: 8 UI_Built_Boxes_Array_Size :: 4 * Kilobyte 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, hot_start_style : UI_Style, active_mouse : [MouseBtn.count] UI_Key, active : UI_Key, active_start_signal : UI_Signal, clipboard_copy : UI_Key, last_clicked : UI_Key, active_start_style : UI_Style, 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^ = {} // cache.ref in ui.caches.ref 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]) log("ui_startup completed") } ui_reload :: proc( ui : ^ UI_State, cache_allocator : Allocator ) { // We need to repopulate Allocator references for cache in & ui.caches { cache.entries.backing = cache_allocator cache.hashes.backing = cache_allocator } } // TODO(Ed) : Is this even needed? ui_shutdown :: proc() { } ui_box_equal :: #force_inline proc "contextless" ( 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_from_key :: #force_inline proc ( cache : ^HMapZPL(UI_Box), key : UI_Key ) -> (^UI_Box) { return zpl_hmap_get( cache, cast(u64) key ) } ui_box_make :: proc( flags : UI_BoxFlags, label : string ) -> (^ UI_Box) { // profile(#procedure) 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 ) { // profile("Assigning current box") 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 = str_intern( 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 curr_box.first_frame = prev_box == nil } curr_box.flags = flags // 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 ) curr_box.parent_index = parent.num_children parent.num_children += 1 curr_box.parent = parent } ui.built_box_count += 1 return curr_box } ui_box_tranverse_next :: proc "contextless" ( box : ^ UI_Box ) -> (^ UI_Box) { // Check to make sure parent is present on the screen, if its not don't bother. // If current has children, do them first using state := get_state() if box.first != nil { is_app_ui := ui_context == & screen_ui if is_app_ui || intersects_range2( view_get_bounds(), box.computed.bounds) { 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_cursor_pos :: #force_inline proc "contextless" () -> Vec2 { using state := get_state() if ui_context == & state.project.workspace.ui { return screen_to_ws_view_pos( input.mouse.pos ) } else { return input.mouse.pos } } ui_ws_drag_delta :: #force_inline proc "contextless" () -> Vec2 { using state := get_state() return screen_to_ws_view_pos(input.mouse.pos) - state.ui_context.active_start_signal.cursor_pos } ui_graph_build_begin :: proc( ui : ^ UI_State, bounds : Vec2 = {} ) { profile(#procedure) get_state().ui_context = ui using get_state().ui_context temp := prev_cache prev_cache = curr_cache curr_cache = temp // curr_cache, prev_cache = swap( curr_cache, prev_cache ) if ui.active == UI_Key(0) { //ui.hot = UI_Key(0) ui.active_start_signal = {} } ui.built_box_count = 0 root = ui_box_make( {}, "root#001" ) ui_parent_push(root) } // TODO(Ed) :: Is this even needed? ui_graph_build_end :: proc( ui : ^UI_State ) { profile(#procedure) ui_parent_pop() // Should be ui_context.root // Regenerate the computed layout if dirty ui_compute_layout( ui ) get_state().ui_context = nil } @(deferred_in = ui_graph_build_end) ui_graph_build :: proc( ui : ^ UI_State ) { ui_graph_build_begin( ui ) } ui_key_from_string :: #force_inline proc "contextless" ( value : string ) -> UI_Key { // profile(#procedure) USE_RAD_DEBUGGERS_METHOD :: true key : UI_Key when USE_RAD_DEBUGGERS_METHOD { hash : u64 for str_byte in transmute([]byte) value { hash = ((hash << 5) + hash) + u64(str_byte) } key = cast(UI_Key) hash } when ! USE_RAD_DEBUGGERS_METHOD { 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 :: #force_inline proc( ui : ^UI_Box) { ui_parent_push( ui ) } // Topmost ancestor that is not the root ui_top_ancestor :: #force_inline proc "contextless" ( box : ^UI_Box ) -> (^UI_Box) { using ui := get_state().ui_context ancestor := box for ; ancestor.parent != root; ancestor = ancestor.parent {} return ancestor }