SectrPrototype/code/ui.odin

578 lines
12 KiB
Odin

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
}
}