578 lines
12 KiB
Odin
578 lines
12 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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Mouse_Clickable,
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Keyboard_Clickable,
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Click_To_Focus,
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Scroll_X,
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Scroll_Y,
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Pan_X,
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Pan_Y,
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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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// The UI_Box's actual positioning and sizing
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// There is an excess of rectangles here for debug puproses.
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UI_Computed :: struct {
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bounds : Range2,
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padding : Range2,
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content : Range2,
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}
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UI_LayoutSide :: struct #raw_union {
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using _ : struct {
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top, bottom : UI_Scalar,
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left, right : UI_Scalar,
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}
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}
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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_Scalar :: f32
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// TODO(Ed): I'm not sure if Percentage is needed or if this would over complicate things...
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// UI_Scalar :: struct {
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// VPixels : f32,
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// Percentage : f32,
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// }
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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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// Desiered constraints on the UI_Box.
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UI_Layout :: struct {
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// TODO(Ed) : Should layout have its own flags (separate from the style flags)
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// flags : UI_LayoutFlags
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// TODO(Ed) : Make sure this is all we need to represent an anchor.
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anchor : Range2,
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alignment : Vec2,
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border_width : UI_Scalar,
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margins : UI_LayoutSide,
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padding : UI_LayoutSide,
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corner_radii : [Corner.Count]f32,
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// Position in relative coordinate space.
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// If the box's flags has Fixed_Position, then this will be its aboslute position in the relative coordinate space
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pos : Vec2,
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// TODO(Ed) : Should everything no matter what its parent is use a WS_Pos instead of a raw vector pos?
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// If the box is a child of the root parent, its automatically in world space and thus will use the tile_pos.
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tile_pos : WS_Pos,
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// TODO(Ed) : Add support for size_to_content?
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// size_to_content : b32,
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size : Vec2,
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}
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UI_Signal :: struct {
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box : ^ UI_Box,
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cursor_pos : Vec2,
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drag_delta : Vec2,
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scroll : Vec2,
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left_clicked : b8,
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right_clicked : b8,
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double_clicked : b8,
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keyboard_clicked : b8,
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pressed : b8,
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released : b8,
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dragging : b8,
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hovering : b8,
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cursor_over : b8,
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commit : b8,
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}
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UI_StyleFlag :: enum u32 {
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Fixed_Position_X,
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Fixed_Position_Y,
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Fixed_Width,
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Fixed_Height,
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Text_Wrap,
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Count,
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}
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UI_StyleFlags :: bit_set[UI_StyleFlag; u32]
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UI_StylePreset :: enum u32 {
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Default,
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Disabled,
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Hovered,
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Focused,
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Count,
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}
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UI_Style :: struct {
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flags : UI_StyleFlags,
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bg_color : Color,
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border_color : Color,
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blur_size : f32,
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font : FontID,
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font_size : f32,
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text_color : Color,
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text_alignment : UI_TextAlign,
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cursor : UI_Cursor,
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layout : UI_Layout,
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transition_time : f32,
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}
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UI_StyleTheme :: struct #raw_union {
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array : [UI_StylePreset.Count] UI_Style,
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using styles : struct {
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default, disabled, hovered, focused : UI_Style,
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}
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}
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UI_TextAlign :: enum u32 {
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Left,
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Center,
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Right,
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Count
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}
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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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// Regenerated per frame.
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using links : DLL_NodeFull( UI_Box ), // first, last, prev, next
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parent : ^ UI_Box,
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num_children : i32,
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flags : UI_BoxFlags,
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computed : UI_Computed,
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theme : UI_StyleTheme,
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style : ^ UI_Style,
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// Persistent Data
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style_delta : f32,
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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 :: 1024
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UI_Built_Boxes_Array_Size :: Kilobyte * 8
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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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null_box : ^ UI_Box, // Ryan had this, I don't know why yet.
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root : ^ UI_Box,
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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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theme_stack : StackFixed( UI_StyleTheme, 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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active_mouse : [MouseBtn.count] UI_Key,
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active : UI_Key,
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clipboard_copy : UI_Key,
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last_clicked : UI_Key,
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drag_start_mouse : Vec2,
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// drag_state_arena : ^ Arena,
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// drag_state data : string,
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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 )
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{
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ui := ui
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ui^ = {}
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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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}
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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.allocator = cache_allocator
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cache.hashes.allocator = 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 :: proc( 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_make :: proc( flags : UI_BoxFlags, label : string ) -> (^ UI_Box)
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{
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using ui := get_state().ui_context
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key := ui_key_from_string( label )
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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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set_result : ^ UI_Box
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set_error : AllocatorError
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if prev_box != nil {
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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 = label
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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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}
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// TODO(Ed) : Review this when we learn layouts more...
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if prev_box != nil {
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layout_dirty &= ! ui_box_equal( curr_box, prev_box )
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}
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else {
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layout_dirty = true
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}
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curr_box.flags = flags
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curr_box.theme = stack_peek( & theme_stack )
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curr_box.parent = stack_peek( & parent_stack )
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// Clear old links
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curr_box.parent = nil
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curr_box.links = {}
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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( null_box, parent, curr_box )
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parent.num_children += 1
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curr_box.parent = parent
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}
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return curr_box
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}
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ui_box_tranverse_next :: proc( box : ^ UI_Box ) -> (^ UI_Box) {
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// If current has children, do them first
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if box.first != nil {
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return box.first
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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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// Lift back up to parent, and set it to its next.
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return box.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_graph_build_begin :: proc( ui : ^ UI_State, bounds : Vec2 = {} )
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{
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get_state().ui_context = ui
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using get_state().ui_context
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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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}
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root = ui_box_make( {}, "root#001" )
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root.style = & root.theme.default
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ui_parent_push(root)
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}
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// TODO(Ed) :: Is this even needed?
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ui_graph_build_end :: proc()
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{
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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()
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get_state().ui_context = nil
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}
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@(deferred_none = 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 :: proc( value : string ) -> UI_Key {
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key := cast(UI_Key) crc32( transmute([]byte) value )
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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 :: proc( ui : ^ UI_Box) {
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ui_parent_push( ui )
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}
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ui_signal_from_box :: proc ( box : ^ UI_Box ) -> UI_Signal
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{
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ui := get_state().ui_context
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input := get_state().input
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signal := UI_Signal { box = box }
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if ui == & get_state().project.workspace.ui {
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signal.cursor_pos = screen_to_world( input.mouse.pos )
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}
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else {
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signal.cursor_pos = input.mouse.pos
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}
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signal.cursor_over = cast(b8) pos_within_range2( signal.cursor_pos, box.computed.bounds )
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left_pressed := pressed( input.mouse.left )
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left_released := released( input.mouse.left )
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mouse_clickable := UI_BoxFlag.Mouse_Clickable in box.flags
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keyboard_clickable := UI_BoxFlag.Keyboard_Clickable in box.flags
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if mouse_clickable && signal.cursor_over && left_pressed
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{
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ui.hot = box.key
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ui.active = box.key
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ui.active_mouse[MouseBtn.Left] = box.key
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ui.drag_start_mouse = signal.cursor_pos
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ui.last_pressed_key = box.key
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signal.pressed = true
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// TODO(Ed) : Support double-click detection
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}
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if mouse_clickable && signal.cursor_over && left_released
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{
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ui.active = UI_Key(0)
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ui.active_mouse[MouseBtn.Left] = UI_Key(0)
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signal.released = true
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signal.left_clicked = true
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ui.last_clicked = box.key
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}
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if mouse_clickable && ! signal.cursor_over && left_released {
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ui.hot = UI_Key(0)
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ui.active = UI_Key(0)
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ui.active_mouse[MouseBtn.Left] = UI_Key(0)
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signal.released = true
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signal.left_clicked = false
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}
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if keyboard_clickable
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{
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// TODO(Ed) : Add keyboard interaction support
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}
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// TODO(Ed) : Add scrolling support
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if UI_BoxFlag.Scroll_X in box.flags {
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}
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if UI_BoxFlag.Scroll_Y in box.flags {
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}
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// TODO(Ed) : Add panning support
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if UI_BoxFlag.Pan_X in box.flags {
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}
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if UI_BoxFlag.Pan_Y in box.flags {
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}
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if signal.cursor_over &&
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ui.hot == UI_Key(0) || ui.hot == box.key &&
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ui.active == UI_Key(0) || ui.active == box.key
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{
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ui.hot = box.key
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}
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style_preset := UI_StylePreset.Default
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if box.key == ui.hot {
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style_preset = UI_StylePreset.Hovered
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}
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if box.key == ui.active {
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style_preset = UI_StylePreset.Focused
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}
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if UI_BoxFlag.Disabled in box.flags {
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style_preset = UI_StylePreset.Disabled
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}
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box.style = & box.theme.array[style_preset]
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return signal
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}
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ui_style_ref :: proc( box_state : UI_StylePreset ) -> (^ UI_Style) {
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return & stack_peek_ref( & get_state().ui_context.theme_stack ).array[box_state]
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}
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ui_style_set :: proc ( style : UI_Style, box_state : UI_StylePreset ) {
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stack_peek_ref( & get_state().ui_context.theme_stack ).array[box_state] = style
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}
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ui_style_set_layout :: proc ( layout : UI_Layout, preset : UI_StylePreset ) {
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stack_peek_ref( & get_state().ui_context.theme_stack ).array[preset].layout = layout
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}
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ui_style_theme_push :: proc( preset : UI_StyleTheme ) {
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push( & get_state().ui_context.theme_stack, preset )
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}
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ui_style_theme_pop :: proc() {
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pop( & get_state().ui_context.theme_stack )
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}
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@(deferred_none = ui_style_theme_pop)
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ui_style_theme :: proc( preset : UI_StyleTheme ) {
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ui_style_theme_push( preset )
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}
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ui_style_theme_set_layout :: proc ( layout : UI_Layout ) {
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for & preset in stack_peek_ref( & get_state().ui_context.theme_stack ).array {
|
|
preset.layout = layout
|
|
}
|
|
}
|