SectrPrototype/code/ui_layout.odin
Ed_ 12c99bee26 Mostly cleanup
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...
2024-05-13 21:53:08 -04:00

286 lines
9.4 KiB
Odin

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 : UI_Scalar,
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,
}
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
}
}
}