power_play/src/ui/ui_core.h

622 lines
15 KiB
C

////////////////////////////////////////////////////////////
//~ Key types
#define UI_NilKey ((UI_Key) { 0 })
#define UI_RootKey ((UI_Key) { 0xaaaaaaaaaaaaaaaaUll })
Struct(UI_Key)
{
u64 v;
};
////////////////////////////////////////////////////////////
//~ 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;
};
////////////////////////////////////////////////////////////
//~ Region types
Enum(UI_Region)
{
UI_Region_TopLeft,
UI_Region_Top,
UI_Region_TopRight,
UI_Region_Left,
UI_Region_Center,
UI_Region_Right,
UI_Region_BottomLeft,
UI_Region_Bottom,
UI_Region_BottomRight,
};
Enum(UI_AxisRegion)
{
UI_AxisRegion_Start,
UI_AxisRegion_Center,
UI_AxisRegion_End,
};
Union(UI_RegionPair)
{
struct { UI_AxisRegion x, y; };
UI_AxisRegion v[2];
};
////////////////////////////////////////////////////////////
//~ Checkpoint types
Struct(UI_Checkpoint)
{
u64 v;
};
////////////////////////////////////////////////////////////
//~ Box flags
Enum(UI_BoxFlag)
{
UI_BoxFlag_None = 0,
UI_BoxFlag_DrawText = (1 << 0),
UI_BoxFlag_CaptureMouse = (1 << 1),
UI_BoxFlag_CaptureThroughChildren = (1 << 2),
UI_BoxFlag_DontTruncateText = (1 << 3),
UI_BoxFlag_Floating = (1 << 4),
UI_BoxFlag_DontClampFloatingX = (1 << 5),
UI_BoxFlag_DontClampFloatingY = (1 << 6),
UI_BoxFlag_Scissor = (1 << 7),
};
////////////////////////////////////////////////////////////
//~ Debug breakpoint flags
Enum(UI_DebugBreakFlag)
{
UI_DebugBreakFlag_None = 0,
UI_DebugBreakFlag_CheckCursorHover = (1 << 0),
UI_DebugBreakFlag_BuildFeedback = (1 << 1),
UI_DebugBreakFlag_PrepLayout = (1 << 2),
UI_DebugBreakFlag_IndependentSolve = (1 << 3),
UI_DebugBreakFlag_UpwardsDependentSolveLayoutAxis = (1 << 4),
UI_DebugBreakFlag_DownwardsDependentSolve = (1 << 5),
UI_DebugBreakFlag_UpwardsDependentSolveNonLayoutAxis = (1 << 6),
UI_DebugBreakFlag_SolveViolations = (1 << 7),
UI_DebugBreakFlag_FinalSolve = (1 << 8),
UI_DebugBreakFlag_BuildGpuData = (1 << 9),
UI_DebugBreakFlag_All = 0xFFFFFFFF
};
////////////////////////////////////////////////////////////
//~ Style types
#define UI_StyleKindsXList(X) \
X(OmitFlags, UI_BoxFlag) \
X(OrFlags, UI_BoxFlag) \
X(Flags, UI_BoxFlag) \
X(DebugBreakFlags, UI_DebugBreakFlag) \
X(Parent, UI_Key) \
X(Tag, u64) \
X(ChildLayoutAxis, Axis) \
X(ChildAlignment, UI_Region) \
X(Width, UI_Size) \
X(Height, UI_Size) \
X(Scale, Vec2) \
X(BackgroundColor, Vec4) \
X(BorderColor, Vec4) \
X(DebugColor, Vec4) \
X(InvisibleDebugColor, Vec4) \
X(Tint, Vec4) \
X(Opacity, f32) \
X(BorderSize, f32) \
X(Anchor, UI_Region) \
X(FloatingPos, Vec2) \
X(Rounding, UI_Round) \
X(Font, GC_FontKey) \
X(FontSize, f32) \
X(TextColor, Vec4) \
X(Text, String) \
X(Icon, UI_Icon) \
X(SpriteSheet, SPR_SheetKey) \
X(SpriteSpan, SPR_SpanKey) \
X(SpriteSeq, i64) \
X(BackgroundTexture, G_TextureRef) \
X(BackgroundTextureSliceUv, Rng2) \
X(Misc, f64) \
/* --------------------------------------------- */ \
/* --------------- Virtual styles -------------- */ \
/* --------------------------------------------- */ \
X(BeginVirtualStyles_, i8) \
/* --------------------------------------------- */ \
X(AxisSize, UI_Size) \
/* ------------------------------------------------- */
Enum(UI_StyleKind)
{
#define X(name, type) CAT(UI_StyleKind_,name),
UI_StyleKind_None,
UI_StyleKindsXList(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_StyleKindsXList(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;
};
////////////////////////////////////////////////////////////
//~ Input types
Struct(UI_ButtonState)
{
b32 held; // Persistent
i32 downs; // Mouse button down events over box causing activation
i32 ups; // Mouse button up events while box is active
i32 presses; // Mouse button events while box is active and hovered
};
Struct(UI_InputState)
{
UI_ButtonState buttons[Button_COUNT];
};
////////////////////////////////////////////////////////////
//~ Feedback types
Struct(UI_Feedback)
{
Rng2 screen_rect;
Vec2 screen_anchor;
b32 active_absolute;
b32 hot_absolute;
b32 exists_absolute;
f32 active_smooth;
f32 hot_smooth;
f32 exists_smooth;
f64 misc_smooth;
};
////////////////////////////////////////////////////////////
//~ Command types
Enum(UI_CmdKind)
{
UI_CmdKind_None,
UI_CmdKind_BuildBox,
UI_CmdKind_SetRawTexture,
};
Struct(UI_BoxDesc)
{
UI_BoxFlag flags;
UI_DebugBreakFlag debug_break_flags;
UI_Key key;
UI_Key parent;
b32 is_transient;
UI_Size pref_semantic_dims[Axis_COUNTXY];
UI_Round rounding;
Vec4 background_color;
Vec4 border_color;
Vec4 debug_color;
Vec4 invisible_debug_color;
Vec4 tint;
f32 opacity;
f32 border_size;
Vec2 scale;
Vec4 text_color;
String text;
UI_Icon icon;
GC_FontKey font;
f32 font_size;
Axis child_layout_axis;
UI_Region child_alignment;
UI_Region anchor;
Vec2 floating_pos;
SPR_SheetKey sprite_sheet;
SPR_SpanKey sprite_span;
i64 sprite_seq;
f64 misc;
};
Struct(UI_Cmd)
{
UI_CmdKind kind;
union
{
UI_BoxDesc box;
struct
{
UI_Key key;
G_TextureRef tex;
Rng2 slice_uv;
} 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;
i64 last_build_tick;
i64 old_gen;
i64 gen;
//- Tree links
UI_Box *parent;
UI_Box *first;
UI_Box *last;
UI_Box *next;
UI_Box *prev;
u64 count;
//- Cmd data
UI_BoxDesc desc;
G_TextureRef raw_texture;
Rng2 raw_texture_slice_uv;
GC_Run glyph_run;
SPR_Sprite sprite;
//- Pre-layout data
u64 pre_index;
u64 post_index;
//- Layout data
f32 solved_opacity;
Vec2 solved_scale;
Rng2 solved_scissor;
Vec2 final_children_size_accum;
Vec2 solved_dims;
f32 cursor;
//- Layout results
Rng2 screen_rect;
Vec2 screen_anchor;
f32 rounding_tl;
f32 rounding_tr;
f32 rounding_br;
f32 rounding_bl;
//- Feedback
b32 mouse_hovered;
b32 mouse_captured;
UI_Feedback feedback;
UI_Feedback drag_feedback;
};
Struct(UI_BoxBin)
{
UI_Box *first;
UI_Box *last;
};
////////////////////////////////////////////////////////////
//~ Iterator types
Struct(UI_BoxIterDfsNode)
{
UI_BoxIterDfsNode *next;
UI_Box *box;
b32 visited;
};
Struct(UI_BoxIter)
{
UI_BoxIterDfsNode *first;
UI_BoxIterDfsNode *first_free;
UI_BoxIterDfsNode *last_free;
};
Struct(UI_BoxIterResult)
{
UI_Box *box;
b32 pre;
};
////////////////////////////////////////////////////////////
//~ State types
Enum(UI_FrameFlag)
{
UI_FrameFlag_None = 0,
UI_FrameFlag_Debug = (1 << 0),
};
Struct(UI_Frame)
{
Arena *arena;
Arena *rects_arena;
WND_Frame window_frame;
// Time
i64 tick;
i64 time_ns;
i64 dt_ns;
f32 dt;
// Input
Vec2 cursor_pos;
Vec2 drag_cursor_pos;
UI_InputState input;
UI_InputState drag_input;
UI_Key top_hovered_box;
UI_Key top_hot_box;
UI_Key top_active_box;
// Cmds
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;
// Layout
UI_Box **boxes_pre;
UI_Box **boxes_post;
};
Struct(UI_Ctx)
{
u64 boxes_count;
Arena *box_arena;
UI_Box *root_box;
UI_BoxBin box_bins[Kibi(256)];
UI_Box *first_free_box;
RandState rand;
G_ArenaHandle gpu_frame_arena;
G_CommandListHandle cl;
i64 cur_frame_tick;
UI_Frame frames[2];
};
extern UI_Ctx UI;
////////////////////////////////////////////////////////////
//~ Key helpers
b32 UI_MatchKey(UI_Key a, UI_Key b);
b32 UI_IsKeyNil(UI_Key key);
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_RandKey(void);
UI_Box *UI_BoxFromKey(UI_Key key);
////////////////////////////////////////////////////////////
//~ Region helpers
UI_Region UI_RegionFromPair(UI_RegionPair pair);
UI_RegionPair UI_PairFromRegion(UI_Region region);
////////////////////////////////////////////////////////////
//~ Iteration helpers
UI_BoxIterResult UI_FirstBox(Arena *arena, UI_BoxIter *iter, UI_Key start_key);
UI_BoxIterResult UI_NextBox(Arena *arena, UI_BoxIter *iter);
////////////////////////////////////////////////////////////
//~ String helpers
String UI_StringF_(String fmt, ...);
#define UI_StringF(fmt_cstr, ...) UI_StringF_(StringFromCstrNoLimit(fmt_cstr), __VA_ARGS__, FmtEnd)
////////////////////////////////////////////////////////////
//~ 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 = CAT(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_Top(name, ...) UI_PopStyle(UI_STYLEDESC(name, .use = 1, __VA_ARGS__)).name
#define UI_SetDF(name, ...) DeferFor(UI_Push(name, __VA_ARGS__), UI_Pop(name))
#define UI_PushCopy(name, src, ...) do { \
UI_StyleDesc _new = src; \
_new.style.kind = CAT(UI_StyleKind_,name); \
_new.style.name = __VA_ARGS__; \
UI_PushStyle(_new); \
} while (0)
////////////////////////////////////////////////////////////
//~ Checkpoint helpers
UI_Checkpoint UI_PushCp(UI_Key parent);
void UI_PopCp(UI_Checkpoint pop_to);
UI_Checkpoint UI_TopCp(void);
////////////////////////////////////////////////////////////
//~ Size helpers
#define UI_SIZE(_kind, _v, _s) (UI_Size) { .kind = (_kind), .v = (_v), .strictness = (_s) }
#define UI_Px(_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_Rpx(_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 semantic_key);
#define UI_BuildBox() UI_BuildBoxEx(UI_NilKey)
void UI_SetRawTexture(UI_Key key, G_TextureRef tex, Rng2 uv);
#if IsRtcEnabled
#define UI_DebugBreak(box, target_flags) do { if (box->desc.debug_break_flags & target_flags) { DEBUGBREAK; } } while (0)
#else
#define UI_DebugBreak(...)
#endif
////////////////////////////////////////////////////////////
//~ Begin frame
UI_Frame *UI_BeginFrame(UI_FrameFlag frame_flags);
////////////////////////////////////////////////////////////
//~ Frame helpers
UI_Frame *UI_CurrentFrame(void);
UI_Frame *UI_PrevFrame(void);
Arena *UI_FrameArena(void);
////////////////////////////////////////////////////////////
//~ Feedback
//- Passive
b32 UI_IsButtonPassive(Button button);
//- Input
b32 UI_Held(UI_Key key, Button button);
i32 UI_Downs(UI_Key key, Button button);
i32 UI_Ups(UI_Key key, Button button);
i32 UI_Presses(UI_Key key, Button button);
//- Interaction
f32 UI_Active(UI_Key key);
b32 UI_ActiveAbsolute(UI_Key key);
f32 UI_Hot(UI_Key key);
b32 UI_HotAbsolute(UI_Key key);
f32 UI_Exists(UI_Key key);
b32 UI_ExistsAbsolute(UI_Key);
f64 UI_Misc(UI_Key key);
f64 UI_DragMisc(UI_Key key);
//- Layout
Vec2 UI_Anchor(UI_Key key);
Vec2 UI_DragAnchor(UI_Key key);
Rng2 UI_Rect(UI_Key key);
Rng2 UI_DragRect(UI_Key key);
Vec2 UI_CursorPos(void);
Vec2 UI_DragCursorPos(void);
////////////////////////////////////////////////////////////
//~ Layout helpers
GC_Run UI_ScaleRun(Arena *arena, GC_Run unscaled_run, Vec2 scale);
////////////////////////////////////////////////////////////
//~ End frame
void UI_EndFrame(UI_Frame *frame, i32 vsync);