Ed_
12c99bee26
Text is athe biggest bottleneck right now. Raylib as a renderer fails for this prototype in that front. I'll eventually need to look into other solutions such as SDL2 + something that renders UI boxes & text very fast...
462 lines
11 KiB
Odin
462 lines
11 KiB
Odin
package sectr
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import "base:runtime"
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// TODO(Ed) : This is in Raddbg base_types.h, consider moving outside of UI.
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Corner :: enum i32 {
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Invalid = -1,
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_00,
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_01,
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_10,
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_11,
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TopLeft = _00,
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TopRight = _01,
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BottomLeft = _10,
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BottomRight = _11,
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Count = 4,
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}
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Side :: enum i32 {
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Invalid = -1,
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Min = 0,
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Max = 1,
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Count
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}
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// Side2 :: enum u32 {
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// Top,
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// Bottom,
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// Left,
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// Right,
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// Count,
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// }
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UI_AnchorPresets :: enum u32 {
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Top_Left,
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Top_Right,
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Bottom_Right,
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Bottom_Left,
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Center_Left,
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Center_Top,
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Center_Right,
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Center_Bottom,
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Center,
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Left_Wide,
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Top_Wide,
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Right_Wide,
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Bottom_Wide,
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VCenter_Wide,
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HCenter_Wide,
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Full,
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Count,
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}
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UI_BoxFlag :: enum u64 {
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Disabled,
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Focusable,
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Click_To_Focus,
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Mouse_Clickable,
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Keyboard_Clickable,
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// Pan_X,
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// Pan_Y,
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// Scroll_X,
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// Scroll_Y,
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// Screenspace,
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Count,
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}
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UI_BoxFlags :: bit_set[UI_BoxFlag; u64]
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// UI_BoxFlag_Scroll :: UI_BoxFlags { .Scroll_X, .Scroll_Y }
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UI_Cursor :: struct {
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placeholder : int,
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}
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UI_FramePassKind :: enum {
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Generate,
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Compute,
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Logical,
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}
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UI_InteractState :: struct {
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hot_time : f32,
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active_time : f32,
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disabled_time : f32,
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}
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UI_Key :: distinct u64
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UI_RenderBoxInfo :: struct {
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using computed : UI_Computed,
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using style : UI_Style,
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text : StrRunesPair,
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font_size : UI_Scalar,
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border_width : UI_Scalar,
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}
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UI_Scalar :: f32
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UI_ScalarConstraint :: struct {
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min, max : UI_Scalar,
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}
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UI_Scalar2 :: [Axis2.Count]UI_Scalar
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UI_Box :: struct {
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// Cache ID
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key : UI_Key,
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// label : string,
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label : StrRunesPair,
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text : StrRunesPair,
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// Regenerated per frame.
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// first, last : The first and last child of this box
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// prev, next : The adjacent neighboring boxes who are children of to the same parent
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using links : DLL_NodeFull( UI_Box ),
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parent : ^UI_Box,
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num_children : i32,
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ancestors : i32, // This value for rooted widgets gets set to -1 after rendering see ui_box_make() for the reason.
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parent_index : i32,
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flags : UI_BoxFlags,
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computed : UI_Computed,
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layout : UI_Layout,
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style : UI_Style,
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// Persistent Data
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hot_delta : f32,
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active_delta : f32,
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disabled_delta : f32,
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style_delta : f32,
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first_frame : b8,
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// root_order_id : i16,
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// prev_computed : UI_Computed,
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// prev_style : UI_Style,v
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// mouse : UI_InteractState,
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// keyboard : UI_InteractState,
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}
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// UI_BoxFlags_Stack_Size :: 512
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UI_Layout_Stack_Size :: 512
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UI_Style_Stack_Size :: 512
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UI_Parent_Stack_Size :: 512
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// UI_Built_Boxes_Array_Size :: 8
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UI_Built_Boxes_Array_Size :: 128 * Kilobyte
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UI_State :: struct {
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// TODO(Ed) : Use these
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// build_arenas : [2]Arena,
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// build_arena : ^ Arena,
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built_box_count : i32,
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caches : [2] HMapZPL( UI_Box ),
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prev_cache : ^HMapZPL( UI_Box ),
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curr_cache : ^HMapZPL( UI_Box ),
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render_queue : Array(UI_RenderBoxInfo),
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null_box : ^UI_Box, // This was used with the Linked list interface...
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// TODO(Ed): Should we change our convention for null boxes to use the above and nil as an invalid state?
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root : ^UI_Box,
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// Children of the root node are unique in that they have their order preserved per frame
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// This is to support overlapping frames
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// So long as their parent-index is non-negative they'll be rendered
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// Do we need to recompute the layout?
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// layout_dirty : b32,
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// TODO(Ed) : Look into using a build arena like Ryan does for these possibly (and thus have a linked-list stack)
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layout_combo_stack : StackFixed( UI_LayoutCombo, UI_Style_Stack_Size ),
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style_combo_stack : StackFixed( UI_StyleCombo, UI_Style_Stack_Size ),
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parent_stack : StackFixed( ^UI_Box, UI_Parent_Stack_Size ),
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// flag_stack : Stack( UI_BoxFlags, UI_BoxFlags_Stack_Size ),
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hot : UI_Key,
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hot_start_style : UI_Style,
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active_mouse : [MouseBtn.count] UI_Key,
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active : UI_Key,
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active_start_signal : UI_Signal,
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clipboard_copy : UI_Key,
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last_clicked : UI_Key,
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active_start_style : UI_Style,
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last_pressed_key : [MouseBtn.count] UI_Key,
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last_pressed_key_us : [MouseBtn.count] f32,
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}
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ui_startup :: proc( ui : ^ UI_State, cache_allocator : Allocator /* , cache_reserve_size : u64 */ )
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{
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ui := ui
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ui^ = {}
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// cache.ref in ui.caches.ref
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for & cache in (& ui.caches) {
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box_cache, allocation_error := zpl_hmap_init_reserve( UI_Box, cache_allocator, UI_Built_Boxes_Array_Size )
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verify( allocation_error == AllocatorError.None, "Failed to allocate box cache" )
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cache = box_cache
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}
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ui.curr_cache = (& ui.caches[1])
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ui.prev_cache = (& ui.caches[0])
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allocation_error : AllocatorError
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ui.render_queue, allocation_error = array_init_reserve( UI_RenderBoxInfo, cache_allocator, UI_Built_Boxes_Array_Size, fixed_cap = true )
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verify( allocation_error == AllocatorError.None, "Failed to allocate render queue" )
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log("ui_startup completed")
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}
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ui_reload :: proc( ui : ^ UI_State, cache_allocator : Allocator )
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{
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// We need to repopulate Allocator references
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for cache in & ui.caches {
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cache.entries.backing = cache_allocator
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cache.hashes.backing = cache_allocator
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}
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}
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// TODO(Ed) : Is this even needed?
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ui_shutdown :: proc() {
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}
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ui_box_equal :: #force_inline proc "contextless" ( a, b : ^ UI_Box ) -> b32 {
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BoxSize :: size_of(UI_Box)
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result : b32 = true
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result &= a.key == b.key // We assume for now the label is the same as the key, if not something is terribly wrong.
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result &= a.flags == b.flags
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return result
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}
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ui_box_from_key :: #force_inline proc ( cache : ^HMapZPL(UI_Box), key : UI_Key ) -> (^UI_Box) {
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return zpl_hmap_get( cache, cast(u64) key )
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}
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ui_box_make :: proc( flags : UI_BoxFlags, label : string ) -> (^ UI_Box)
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{
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// profile(#procedure)
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using ui := get_state().ui_context
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key := ui_key_from_string( label )
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links_perserved : DLL_NodeFull( UI_Box )
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curr_box : (^ UI_Box)
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prev_box := zpl_hmap_get( prev_cache, cast(u64) key )
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{
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// profile("Assigning current box")
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set_result : ^ UI_Box
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set_error : AllocatorError
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if prev_box != nil
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{
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// Previous history was found, copy over previous state.
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set_result, set_error = zpl_hmap_set( curr_cache, cast(u64) key, (prev_box ^) )
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}
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else {
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box : UI_Box
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box.key = key
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box.label = str_intern( label )
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// set_result, set_error = zpl_hmap_set( prev_cache, cast(u64) key, box )
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set_result, set_error = zpl_hmap_set( curr_cache, cast(u64) key, box )
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}
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verify( set_error == AllocatorError.None, "Failed to set zpl_hmap due to allocator error" )
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curr_box = set_result
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curr_box.first_frame = prev_box == nil
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}
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curr_box.flags = flags
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// Clear non-persistent data
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curr_box.computed.fresh = false
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curr_box.links = links_perserved
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curr_box.num_children = 0
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// If there is a parent, setup the relevant references
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parent := stack_peek( & parent_stack )
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if parent != nil
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{
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dll_full_push_back( parent, curr_box, nil )
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when false
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{
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// |
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// v
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// parent.first <nil>
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if parent.first == nil {
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parent.first = curr_box
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parent.last = curr_box
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curr_box.next = nil
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curr_box.prev = nil
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}
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else {
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// Positin is set to last, insert at end
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// <parent.last.prev> <parent.last> curr_box
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parent.last.next = curr_box
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curr_box.prev = parent.last
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parent.last = curr_box
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curr_box.next = nil
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}
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}
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curr_box.parent_index = parent.num_children
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parent.num_children += 1
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curr_box.parent = parent
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curr_box.ancestors = parent.ancestors + 1
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}
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ui.built_box_count += 1
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return curr_box
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}
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ui_box_tranverse_next :: proc "contextless" ( box : ^ UI_Box ) -> (^ UI_Box)
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{
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parent := box.parent
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// Check to make sure parent is present on the screen, if its not don't bother.
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// If current has children, do them first
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using state := get_state()
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if box.first != nil
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{
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is_app_ui := ui_context == & screen_ui
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if is_app_ui || intersects_range2( view_get_bounds(), box.computed.bounds)
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{
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return box.first
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}
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}
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if box.next == nil
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{
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// There is no more adjacent nodes
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if box.parent != nil
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{
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// Lift back up to parent, and set it to its next.
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return parent.next
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}
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}
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return box.next
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}
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ui_cursor_pos :: #force_inline proc "contextless" () -> Vec2 {
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using state := get_state()
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if ui_context == & state.project.workspace.ui {
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return screen_to_ws_view_pos( input.mouse.pos )
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}
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else {
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return input.mouse.pos
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}
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}
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ui_ws_drag_delta :: #force_inline proc "contextless" () -> Vec2 {
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using state := get_state()
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return screen_to_ws_view_pos(input.mouse.pos) - state.ui_context.active_start_signal.cursor_pos
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}
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ui_graph_build_begin :: proc( ui : ^ UI_State, bounds : Vec2 = {} )
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{
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profile(#procedure)
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state := get_state()
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get_state().ui_context = ui
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using get_state().ui_context
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array_clear( render_queue )
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temp := prev_cache
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prev_cache = curr_cache
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curr_cache = temp
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// curr_cache, prev_cache = swap( curr_cache, prev_cache )
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if ui.active == UI_Key(0) {
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//ui.hot = UI_Key(0)
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ui.active_start_signal = {}
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}
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ui.built_box_count = 0
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root = ui_box_make( {}, "root#001" )
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if ui == & state.screen_ui {
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root.layout.size = range2(Vec2(state.app_window.extent) * 2, {})
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}
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ui_parent_push(root)
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}
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ui_graph_build_end :: proc( ui : ^UI_State )
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{
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profile(#procedure)
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ui_parent_pop() // Should be ui_context.root
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// Regenerate the computed layout if dirty
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ui_compute_layout( ui )
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get_state().ui_context = nil
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}
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@(deferred_in = ui_graph_build_end)
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ui_graph_build :: proc( ui : ^ UI_State ) {
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ui_graph_build_begin( ui )
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}
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ui_key_from_string :: #force_inline proc "contextless" ( value : string ) -> UI_Key
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{
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// profile(#procedure)
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USE_RAD_DEBUGGERS_METHOD :: true
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key : UI_Key
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when USE_RAD_DEBUGGERS_METHOD {
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hash : u64
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for str_byte in transmute([]byte) value {
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hash = ((hash << 5) + hash) + u64(str_byte)
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}
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key = cast(UI_Key) hash
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}
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when ! USE_RAD_DEBUGGERS_METHOD {
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key = cast(UI_Key) crc32( transmute([]byte) value )
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}
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return key
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}
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ui_parent_push :: proc( ui : ^ UI_Box ) {
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stack := & get_state().ui_context.parent_stack
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stack_push( & get_state().ui_context.parent_stack, ui )
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}
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ui_parent_pop :: proc() {
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// If size_to_content is set, we need to compute the layout now.
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// Check to make sure that the parent's children are the same for this frame,
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// if its not we need to mark the layout as dirty.
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stack_pop( & get_state().ui_context.parent_stack )
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}
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@(deferred_none = ui_parent_pop)
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ui_parent :: #force_inline proc( ui : ^UI_Box) { ui_parent_push( ui ) }
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// Topmost ancestor that is not the root
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ui_top_ancestor :: #force_inline proc "contextless" ( box : ^UI_Box ) -> (^UI_Box) {
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using ui := get_state().ui_context
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ancestor := box
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for ; ancestor.parent != root; ancestor = ancestor.parent {}
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return ancestor
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}
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ui_context :: #force_inline proc() -> ^UI_State { return get_state().ui_context }
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