add layouting, split layout computation from rendering

master
Patrick Cleavelin 2023-06-29 18:02:27 -05:00
parent 3c06f4697a
commit 5083f49946
1 changed files with 167 additions and 83 deletions

View File

@ -17,6 +17,7 @@ pub var popping_box: bool = false;
pub var mouse_x: i32 = 0;
pub var mouse_y: i32 = 0;
pub var mouse_released: bool = false;
pub var mouse_hovering_clickable: bool = false;
pub const UI_Flags = packed struct(u5) {
clickable: bool = false,
@ -26,6 +27,8 @@ pub const UI_Flags = packed struct(u5) {
drawBackground: bool = false,
};
pub const UI_Layout = union(enum) { fitToText, fitToChildren, fill, exactSize: Vec2 };
pub const UI_Direction = enum {
leftToRight,
rightToLeft,
@ -41,6 +44,7 @@ pub const UI_Style = struct {
text_color: raylib.Color = raylib.BLACK,
text_size: i32 = 20,
text_padding: i32 = 8,
};
pub const Vec2 = struct {
@ -48,7 +52,6 @@ pub const Vec2 = struct {
y: f32,
};
/// the most (and only) basic primitive
pub const UI_Box = struct {
/// the first child
first: ?*UI_Box,
@ -64,11 +67,12 @@ pub const UI_Box = struct {
flags: UI_Flags,
direction: UI_Direction,
style: UI_Style,
layout: UI_Layout,
/// the label?
label: [:0]const u8,
/// the final computed position and size of this primitive
/// the final computed position and size of this primitive (in pixels)
computed_pos: Vec2,
computed_size: Vec2,
};
@ -80,7 +84,7 @@ fn CountChildren(box: *UI_Box) u32 {
while (b) |child| {
count += 1;
// TODO: um, somehow need to trim currently unused tree nodes
// TODO: um, somehow need to trim stale tree nodes
if (b == box.last) break;
b = child.next;
}
@ -100,7 +104,6 @@ fn CountSiblings(box: *UI_Box) u32 {
if (b.parent) |p| {
if (b == p.last) {
//std.debug.print("count siblings last askdhfksahdfklhsdaklfhf\n", .{});
break;
}
}
@ -128,14 +131,14 @@ pub fn DeleteBoxChildren(box: *UI_Box, should_destroy: bool) void {
}
// TODO: remove all footguns by compressing code
pub fn MakeBox(label: [:0]const u8, flags: UI_Flags, direction: UI_Direction) anyerror!bool {
pub fn MakeBox(label: [:0]const u8, flags: UI_Flags, direction: UI_Direction, layout: UI_Layout) anyerror!bool {
//std.debug.print("making box '{s}'...", .{label});
// TODO: Please remove this state machine, there should be a way to do it without it
popping_box = false;
if (pushing_box) {
const box = try PushBox(label, flags, direction);
const box = try PushBox(label, flags, direction, layout);
pushing_box = false;
return box;
@ -163,11 +166,12 @@ pub fn MakeBox(label: [:0]const u8, flags: UI_Flags, direction: UI_Direction) an
.flags = flags,
.direction = direction,
.style = current_style.getLast(),
.layout = layout,
.first = null,
.last = null,
.next = following_sibling,
.prev = null,
.prev = box,
.parent = box.parent,
.computed_pos = Vec2{ .x = 0, .y = 0 },
.computed_size = Vec2{ .x = 0, .y = 0 },
@ -180,18 +184,19 @@ pub fn MakeBox(label: [:0]const u8, flags: UI_Flags, direction: UI_Direction) an
}
} else {
// No existing cache, create new box
//std.debug.print("make_box: allocating new box: {s}\n", .{label});
std.debug.print("make_box: allocating new box: {s}\n", .{label});
var new_box = try box_allocator.create(UI_Box);
new_box.* = UI_Box{
.label = label,
.flags = flags,
.direction = direction,
.style = current_style.getLast(),
.layout = layout,
.first = null,
.last = null,
.next = null,
.prev = null,
.prev = box,
.parent = box.parent,
.computed_pos = Vec2{ .x = 0, .y = 0 },
.computed_size = Vec2{ .x = 0, .y = 0 },
@ -204,13 +209,14 @@ pub fn MakeBox(label: [:0]const u8, flags: UI_Flags, direction: UI_Direction) an
}
}
} else {
//std.debug.print("make_box: allocating new box: {s}\n", .{label});
std.debug.print("make_box: allocating new box: {s}\n", .{label});
var new_box = try box_allocator.create(UI_Box);
new_box.* = UI_Box{
.label = label,
.flags = flags,
.direction = direction,
.style = current_style.getLast(),
.layout = layout,
.first = null,
.last = null,
@ -233,12 +239,12 @@ pub fn MakeBox(label: [:0]const u8, flags: UI_Flags, direction: UI_Direction) an
return false;
}
pub fn PushBox(label: [:0]const u8, flags: UI_Flags, direction: UI_Direction) anyerror!bool {
pub fn PushBox(label: [:0]const u8, flags: UI_Flags, direction: UI_Direction, layout: UI_Layout) anyerror!bool {
//std.debug.print("pushing box '{s}'...", .{label});
// TODO: Please remove this state machine, there should be a way to do it without it
if (popping_box) {
const box = try MakeBox(label, flags, direction);
const box = try MakeBox(label, flags, direction, layout);
pushing_box = true;
return box;
@ -271,6 +277,7 @@ pub fn PushBox(label: [:0]const u8, flags: UI_Flags, direction: UI_Direction) an
.flags = flags,
.direction = direction,
.style = current_style.getLast(),
.layout = layout,
.first = null,
.last = null,
@ -287,13 +294,14 @@ pub fn PushBox(label: [:0]const u8, flags: UI_Flags, direction: UI_Direction) an
}
}
} else {
//std.debug.print("push_box: allocating new box: {s}\n", .{label});
std.debug.print("push_box: allocating new box: {s}\n", .{label});
var new_box = try box_allocator.create(UI_Box);
new_box.* = UI_Box{
.label = label,
.flags = flags,
.direction = direction,
.style = current_style.getLast(),
.layout = layout,
.first = null,
.last = null,
@ -312,7 +320,7 @@ pub fn PushBox(label: [:0]const u8, flags: UI_Flags, direction: UI_Direction) an
}
} else {
pushing_box = false;
return try MakeBox(label, flags, direction);
return try MakeBox(label, flags, direction, layout);
}
if (current_box) |box| {
@ -355,99 +363,175 @@ pub fn MakeButton(label: [:0]const u8) !bool {
.clickable = true,
.hoverable = true,
.drawText = true,
.drawBorder = true,
.drawBackground = true,
}, .leftToRight);
}, .leftToRight, .fitToText);
}
pub fn MakeLabel(label: [:0]const u8) !bool {
return try MakeBox(label, .{
pub fn MakeLabel(label: [:0]const u8) !void {
_ = try MakeBox(label, .{
.drawText = true,
}, .leftToRight);
}, .leftToRight, .fitToText);
}
pub fn DrawUI(box: *UI_Box, parent: ?*UI_Box, my_index: u32, num_siblings: u32, parent_pos: Vec2, parent_size: Vec2) void {
//DrawRectangle(int posX, int posY, int width, int height, Color color
pub fn ComputeLayout(box: *UI_Box) Vec2 {
if (box.parent) |p| {
box.computed_size = p.computed_size;
//std.debug.print("\n\ndrawing {s}\n", .{box.label});
//const num_siblings = if (parent) |p| (CountChildren(p) - 1) else 0;
//std.debug.print("num_siblings {d}\n", .{num_siblings});
//const num_children = CountChildren(box);
//std.debug.print("num_children {d}\n", .{num_children});
//const num_siblings_after_me = CountSiblings(box);
//std.debug.print("num_siblings_after_me {d}\n", .{num_siblings_after_me});
//const my_index = num_siblings - num_siblings_after_me;
//std.debug.print("num_index {d}\n", .{my_index});
if (parent) |p| {
box.computed_size = Vec2{
.x = switch (p.direction) {
.leftToRight => parent_size.x / (@intToFloat(f32, num_siblings) + 1),
.rightToLeft => unreachable,
.topToBottom => parent_size.x,
.bottomToTop => unreachable,
},
.y = switch (p.direction) {
.leftToRight => parent_size.y,
.rightToLeft => unreachable,
.topToBottom => parent_size.y / (@intToFloat(f32, num_siblings) + 1),
.bottomToTop => unreachable,
},
};
} else {
box.computed_size = Vec2{
.x = parent_size.x,
.y = parent_size.y,
};
if (box.prev) |prev| {
box.computed_pos = Vec2{ .x = switch (p.direction) {
.leftToRight => prev.computed_pos.x + prev.computed_size.x,
.topToBottom => prev.computed_pos.x,
.rightToLeft, .bottomToTop => unreachable,
}, .y = switch (p.direction) {
.leftToRight => prev.computed_pos.y,
.topToBottom => prev.computed_pos.y + prev.computed_size.y,
.rightToLeft, .bottomToTop => unreachable,
} };
} else {
box.computed_pos = p.computed_pos;
}
}
if (parent) |p| {
box.computed_pos = Vec2{
.x = switch (p.direction) {
.leftToRight => box.computed_size.x * @intToFloat(f32, my_index) + parent_pos.x,
.rightToLeft => unreachable,
.topToBottom => parent_pos.x,
.bottomToTop => unreachable,
},
.y = switch (p.direction) {
.leftToRight => parent_pos.y,
.rightToLeft => unreachable,
.topToBottom => box.computed_size.y * @intToFloat(f32, my_index) + parent_pos.y,
.bottomToTop => unreachable,
},
};
} else {
box.computed_pos = Vec2{
.x = parent_pos.x,
.y = parent_pos.y,
};
var total_size = Vec2{ .x = 0, .y = 0 };
// TODO: make this block an iterator
const children = CountChildren(box);
if (children > 0) {
var child = box.first;
while (child) |c| {
const child_size = ComputeLayout(c);
switch (box.direction) {
.leftToRight => {
total_size.x += child_size.x;
// only grab max size for this direction
if (child_size.y > total_size.y) {
total_size.y = child_size.y;
}
},
.topToBottom => {
total_size.y += child_size.y;
// only grab max size for this direction
if (child_size.x > total_size.x) {
total_size.x = child_size.x;
}
},
.rightToLeft, .bottomToTop => {},
}
if (child == box.last) break;
child = c.next;
}
}
switch (box.layout) {
.fitToText => {
box.computed_size = Vec2{
.x = @intToFloat(f32, raylib.MeasureText(box.label, box.style.text_size) + box.style.text_padding * 2),
.y = @intToFloat(f32, box.style.text_size + box.style.text_padding * 2),
};
},
.fitToChildren => {
box.computed_size = total_size;
},
.fill => {
// get siblings size so we know to big to get
var total_sibling_size = Vec2{ .x = 0, .y = 0 };
var n = box.next;
while (n) |next| {
const sibling_size = ComputeLayout(next);
switch (box.direction) {
.leftToRight => {
total_sibling_size.x += sibling_size.x;
if (sibling_size.y > total_sibling_size.y) {
total_sibling_size.y = sibling_size.y;
}
},
.topToBottom => {
total_sibling_size.y += sibling_size.y;
if (sibling_size.x > total_sibling_size.x) {
total_sibling_size.x = sibling_size.x;
}
},
.rightToLeft, .bottomToTop => {},
}
if (box.parent) |p| {
if (next == p.last) break;
}
n = next.next;
}
if (box.parent) |p| {
box.computed_size = Vec2{
.x = switch (p.direction) {
.leftToRight => p.computed_size.x - total_sibling_size.x - box.computed_pos.x,
.topToBottom => total_sibling_size.x,
.rightToLeft, .bottomToTop => unreachable,
},
.y = switch (p.direction) {
.leftToRight => total_sibling_size.y,
.topToBottom => p.computed_size.y - total_sibling_size.y - box.computed_pos.y,
.rightToLeft, .bottomToTop => unreachable,
},
};
} else {
// TODO: somehow need to get these values
box.computed_size = Vec2{ .x = 1280, .y = 720 };
}
},
.exactSize => |_| unreachable,
}
return box.computed_size;
}
pub fn DrawUI(box: *UI_Box) void {
if (box.flags.drawBackground) {
const color = if (TestBoxHover(box)) box.style.hover_color else box.style.color;
const is_hovering = TestBoxHover(box);
const color = if (box.flags.hoverable and is_hovering) box.style.hover_color else box.style.color;
raylib.DrawRectangle(@floatToInt(i32, box.computed_pos.x), @floatToInt(i32, box.computed_pos.y), @floatToInt(i32, box.computed_size.x), @floatToInt(i32, box.computed_size.y), color);
if (box.flags.clickable and is_hovering) {
mouse_hovering_clickable = true;
}
raylib.DrawRectangle( //
@floatToInt(i32, box.computed_pos.x), //
@floatToInt(i32, box.computed_pos.y), //
@floatToInt(i32, box.computed_size.x), //
@floatToInt(i32, box.computed_size.y), //
color //
);
}
if (box.flags.drawBorder) {
raylib.DrawRectangleLines(@floatToInt(i32, box.computed_pos.x), @floatToInt(i32, box.computed_pos.y), @floatToInt(i32, box.computed_size.x), @floatToInt(i32, box.computed_size.y), box.style.border_color);
raylib.DrawRectangleLines( //
@floatToInt(i32, box.computed_pos.x), //
@floatToInt(i32, box.computed_pos.y), //
@floatToInt(i32, box.computed_size.x), //
@floatToInt(i32, box.computed_size.y), //
box.style.border_color //
);
}
if (box.flags.drawText) {
raylib.DrawText(box.label, @floatToInt(i32, box.computed_pos.x), @floatToInt(i32, box.computed_pos.y), box.style.text_size, box.style.text_color);
raylib.DrawText( //
box.label, //
@floatToInt(i32, box.computed_pos.x) + box.style.text_padding, //
@floatToInt(i32, box.computed_pos.y) + box.style.text_padding, //
box.style.text_size, //
box.style.text_color //
);
}
// draw children
const children = CountChildren(box);
if (children > 0) {
const siblings = children - 1;
var index: u32 = 0;
var child = box.first;
while (child) |c| {
DrawUI(c, box, index, siblings, box.computed_pos, box.computed_size);
index += 1;
DrawUI(c);
if (child == box.last) break;