power_play/src/ui/ui_core.h
2025-11-13 16:13:15 -06:00

497 lines
12 KiB
C

////////////////////////////////////////////////////////////
//~ Key types
#define UI_NilKey ((UI_Key) { 0 })
#define UI_RootKey ((UI_Key) { 0xa3deb3749ef35a7aUll })
Struct(UI_Key)
{
u64 hash;
};
////////////////////////////////////////////////////////////
//~ Size types
Enum(UI_SizeKind)
{
UI_SizeKind_Pixel, /* Exact size */
UI_SizeKind_Grow, /* Size as percent of parent size */
UI_SizeKind_Shrink, /* Size of children + padding in pixels */
};
Struct(UI_Size)
{
UI_SizeKind kind;
f32 v;
f32 strictness;
};
////////////////////////////////////////////////////////////
//~ Rounding types
Enum(UI_RoundKind)
{
UI_RoundKind_Pixel, /* Exact radius */
UI_RoundKind_Grow, /* Radius as percent of size */
};
Struct(UI_Round)
{
UI_RoundKind kind;
f32 v;
};
////////////////////////////////////////////////////////////
//~ Alignment types
Enum(UI_Alignment)
{
UI_Alignment_TopLeft,
UI_Alignment_Top,
UI_Alignment_TopRight,
UI_Alignment_Left,
UI_Alignment_Center,
UI_Alignment_Right,
UI_Alignment_BottomLeft,
UI_Alignment_Bottom,
UI_Alignment_BottomRight,
};
Enum(UI_AxisAlignment)
{
UI_AxisAlignment_Start,
UI_AxisAlignment_Center,
UI_AxisAlignment_End,
};
////////////////////////////////////////////////////////////
//~ Checkpoint types
Struct(UI_Checkpoint)
{
u64 v;
};
////////////////////////////////////////////////////////////
//~ Box flags
Enum(UI_BoxFlag)
{
UI_BoxFlag_None = 0,
UI_BoxFlag_DrawText = (1 << 0),
UI_BoxFlag_Interactable = (1 << 1),
UI_BoxFlag_NoTextTruncation = (1 << 2),
UI_BoxFlag_Floating = (1 << 3),
UI_BoxFlag_NoFloatingClamp = (1 << 4),
};
////////////////////////////////////////////////////////////
//~ Style types
#define UI_StyleKindsXMacro(X) \
X(Flags, UI_BoxFlag) \
X(Parent, UI_Key) \
X(Tag, u64) \
X(ChildLayoutAxis, Axis) \
X(ChildAlignmentX, UI_AxisAlignment) \
X(ChildAlignmentY, UI_AxisAlignment) \
X(Width, UI_Size) \
X(Height, UI_Size) \
X(BackgroundColor, Vec4) \
X(BorderColor, Vec4) \
X(DebugColor, Vec4) \
X(Tint, Vec4) \
X(Border, f32) \
X(FloatingPos, Vec2) \
X(Rounding, UI_Round) \
X(Font, ResourceKey) \
X(FontSize, u32) \
X(Text, String) \
X(BackgroundTexture, GPU_Resource *) \
X(BackgroundTextureUv0, Vec2) \
X(BackgroundTextureUv1, Vec2) \
/* --------------------------------------- */ \
/* ----------- Virtual styles ----------- */ \
/* --------------------------------------- */ \
X(BeginVirtualStyles_, i8) \
X(ChildAlignment, UI_Alignment) \
X(AxisSize, UI_Size) \
/* -------------------------------------------------- */
Enum(UI_StyleKind)
{
#define X(name, type) UI_StyleKind_##name,
UI_StyleKind_None,
UI_StyleKindsXMacro(X)
UI_StyleKind_Count,
#undef X
};
Struct(UI_Style)
{
UI_StyleKind kind;
/* Union of all style fields */
union
{
#define X(name, type) type name;
UI_StyleKindsXMacro(X)
#undef X
};
};
Struct(UI_StyleDesc)
{
Axis axis;
UI_Style style;
/* Push */
b32 pop_when_used;
b32 override;
/* Pop */
b32 force_pop;
b32 use;
};
Struct(UI_StyleNode)
{
UI_StyleNode *next;
UI_Style style;
UI_Checkpoint checkpoint;
b32 pop_when_used;
b32 override;
};
Struct(UI_Stack)
{
UI_StyleNode *style_tops[UI_StyleKind_Count];
UI_Checkpoint top_checkpoint;
};
////////////////////////////////////////////////////////////
//~ Report types
Struct(UI_Report)
{
b32 m1_held;
f32 hovered;
f32 hot;
f32 active;
i32 m1_downs;
i32 m1_ups;
i32 m1_presses;
Vec2 last_m1_offset;
/* Where was this box last rendered in screen coordinates */
Vec2 screen_p0;
Vec2 screen_p1;
};
////////////////////////////////////////////////////////////
//~ Command types
Enum(UI_CmdKind)
{
UI_CmdKind_None,
UI_CmdKind_BuildBox,
UI_CmdKind_SetRawTexture,
};
Struct(UI_BoxDesc)
{
UI_BoxFlag flags;
UI_Key key;
UI_Key parent;
UI_Size pref_size[Axis_CountXY];
UI_Round rounding;
Vec4 background_color;
Vec4 border_color;
Vec4 debug_color;
Vec4 tint;
f32 border;
Vec2 floating_pos;
String text;
ResourceKey font_resource;
f32 font_size;
Axis child_layout_axis;
UI_AxisAlignment child_alignment[Axis_CountXY];
};
Struct(UI_Cmd)
{
UI_CmdKind kind;
union
{
UI_BoxDesc box;
struct
{
UI_Key key;
GPU_Resource *texture;
Vec2 uv0;
Vec2 uv1;
} set_raw_texture;
};
};
Struct(UI_CmdNode)
{
UI_CmdNode *next;
UI_Cmd cmd;
};
////////////////////////////////////////////////////////////
//~ Box types
Struct(UI_Box)
{
UI_Key key;
//- Persistent data
UI_Box *next_in_bin;
UI_Box *prev_in_bin;
UI_Report report;
u64 last_updated_tick;
//- Tree links
UI_Box *parent;
UI_Box *first;
UI_Box *last;
UI_Box *next;
UI_Box *prev;
u64 count;
//- Cmd data
UI_BoxDesc desc;
GPU_Resource *raw_texture;
Vec2 raw_texture_uv0;
Vec2 raw_texture_uv1;
//- Pre-layout data
u64 pre_index;
u64 post_index;
//- Layout data
F_Run glyph_run;
F_Font *font;
f32 layout_cursor;
f32 solved_dims[Axis_CountXY];
f32 final_children_size_accum[Axis_CountXY];
//- Layout results
Vec2 p0;
Vec2 p1;
f32 rounding_tl;
f32 rounding_tr;
f32 rounding_br;
f32 rounding_bl;
};
Struct(UI_BoxBin)
{
UI_Box *first;
UI_Box *last;
};
////////////////////////////////////////////////////////////
//~ Frame types
Enum(UI_FrameFlag)
{
UI_FrameFlag_None = 0,
UI_FrameFlag_Debug = (1 << 0),
UI_FrameFlag_Vsync = (1 << 1),
};
Struct(UI_Frame)
{
WND_Frame window_frame;
Vec2 cursor_pos;
UI_Key hovered_box;
UI_Key active_box;
};
////////////////////////////////////////////////////////////
//~ State types
#define UI_NumBoxLookupBins 16384
Struct(UI_BFrameState);
Struct(UI_EFrameState);
Struct(UI_State)
{
//////////////////////////////
//- Persistent sate
Arena *box_arena;
UI_BoxBin *box_bins;
u64 boxes_count;
UI_Box *first_free_box;
//////////////////////////////
//- Frame-begin state
struct UI_BFrameState
{
Arena *cmds_arena;
WND_Frame window_frame;
u64 transient_key_seed;
/* Time */
u64 tick;
i64 time_ns;
i64 dt_ns;
/* Control */
Vec2 cursor_pos;
UI_Key hovered_box;
UI_Key active_box;
/* Cmds */
Vec4 swapchain_color;
UI_FrameFlag frame_flags;
UI_CmdNode *first_cmd_node;
UI_CmdNode *last_cmd_node;
u64 cmds_count;
/* Style stack */
UI_Stack *top_stack;
UI_StyleNode *first_free_style_node;
} bframe;
//////////////////////////////
//- Frame-end state
struct UI_EFrameState
{
Arena *layout_arena;
Arena *rects_arena;
u64 tick;
/* Render */
GPU_Resource *draw_target;
GPU_Swapchain *swapchain;
i64 gpu_submit_fence_target;
GPU_TransientBuffer draw_rects_tbuff;
/* Layout */
UI_Box *root_box;
UI_Box **boxes_pre;
UI_Box **boxes_post;
} eframe;
} extern UI_state;
////////////////////////////////////////////////////////////
//~ Startup
void UI_Startup(void);
////////////////////////////////////////////////////////////
//~ Font helpers
ResourceKey UI_GetDefaultFontResource(void);
////////////////////////////////////////////////////////////
//~ Key helpers
UI_Key UI_KeyFromString(String str);
UI_Key UI_KeyF_(String fmt, ...);
#define UI_KeyF(fmt_cstr, ...) UI_KeyF_(StringFromCstrNoLimit(fmt_cstr), __VA_ARGS__, FmtEnd)
UI_Key UI_TransKey(void);
UI_Box *UI_BoxFromKey(UI_Key key);
////////////////////////////////////////////////////////////
//~ String helpers
String UI_StringF_(String fmt, ...);
#define UI_StringF(fmt_cstr, ...) UI_StringF_(StringFromCstrNoLimit(fmt_cstr), __VA_ARGS__, FmtEnd)
////////////////////////////////////////////////////////////
//~ Checkpoint helpers
UI_Checkpoint UI_PushCP(UI_Key parent);
void UI_PopCP(UI_Checkpoint pop_to);
UI_Checkpoint UI_TopCP(void);
////////////////////////////////////////////////////////////
//~ Style stack helpers
void UI_PushDefaults(void);
void UI_PushStyle(UI_StyleDesc desc);
UI_Style UI_PopStyle(UI_StyleDesc desc);
#define UI_STYLEDESC(name, ...) (UI_StyleDesc) { .style.kind = UI_StyleKind_##name, __VA_ARGS__ }
#define UI_SetNext(name, ...) UI_PushStyle(UI_STYLEDESC(name, .pop_when_used = 1, .style.name = __VA_ARGS__))
#define UI_Push(name, ...) UI_PushStyle(UI_STYLEDESC(name, .style.name = __VA_ARGS__))
#define UI_ForceNext(name, ...) UI_PushStyle(UI_STYLEDESC(name, .pop_when_used = 1, .override = 1, .style.name = __VA_ARGS__))
#define UI_ForcePush(name, ...) UI_PushStyle(UI_STYLEDESC(name, .override = 1, .style.name = __VA_ARGS__))
#define UI_Pop(name, ...) UI_PopStyle(UI_STYLEDESC(name, .force_pop = 1, __VA_ARGS__)).name
#define UI_PeekTop(name, ...) UI_PopStyle(UI_STYLEDESC(name, __VA_ARGS__)).name
#define UI_UseTop(name, ...) UI_PopStyle(UI_STYLEDESC(name, .use = 1, __VA_ARGS__)).name
#define UI_PushCopy(name, src, ...) do { \
UI_StyleDesc _new = src; \
_new.style.kind = UI_StyleKind_##name; \
_new.style.name = __VA_ARGS__; \
UI_PushStyle(_new); \
} while (0)
////////////////////////////////////////////////////////////
//~ Size helpers
#define UI_SIZE(_kind, _v, _s) (UI_Size) { .kind = (_kind), .v = (_v), .strictness = (_s) }
#define UI_PIX(_v, _s) UI_SIZE(UI_SizeKind_Pixel, (_v), (_s))
#define UI_SHRINK(_v, _s) UI_SIZE(UI_SizeKind_Shrink, (_v), (_s))
#define UI_GROW(_v, _s) UI_SIZE(UI_SizeKind_Grow, (_v), (_s))
#define UI_FNT(_v, _s) UI_SIZE(UI_SizeKind_Pixel, (f32)UI_PeekTop(FontSize) * (_v), (_s))
////////////////////////////////////////////////////////////
//~ Rounding helpers
#define UI_ROUND(_kind, _v) (UI_Round) { .kind = (_kind), .v = (_v)}
#define UI_RPIX(_v) UI_ROUND(UI_RoundKind_Pixel, (_v))
#define UI_RGROW(_v) UI_ROUND(UI_RoundKind_Grow, (_v))
////////////////////////////////////////////////////////////
//~ Command helpers
UI_Key UI_BuildBoxEx(UI_Key key);
#define UI_BuildBox() UI_BuildBoxEx(UI_TransKey())
void UI_SetRawTexture(UI_Key key, GPU_Resource *texture, Vec2 uv0, Vec2 uv1);
////////////////////////////////////////////////////////////
//~ Report
UI_Report UI_ReportFromKey(UI_Key key);
////////////////////////////////////////////////////////////
//~ Begin frame
UI_Frame UI_BeginFrame(UI_FrameFlag frame_flags, Vec4 swapchain_color);
////////////////////////////////////////////////////////////
//~ Frame helpers
Arena *UI_FrameArena(void);
Vec2 UI_CursorPos(void);
////////////////////////////////////////////////////////////
//~ End frame
i64 UI_EndFrame(UI_Frame frame);