By default, horizontal and vertical layouts expand to fill their parent
in their on-axis direction (horizontally for horizontal layouts), but
fit to their child views in their off-axis.
Flexible space views take advantage of auto-expansion, pushing sibling
views such that the grandparent view is filled on the parent view's
on-axis, and the parent view is filled by the space in the parent view's
off-axis. Flexible views currently have a background fill, allowing them
to provide background filling of the overall view with minimal overdraw
(ancestor views don't need to have any fill at all).
The biggest change was splitting up the job resources into
per-render-pass resources, allowing individual render passes to
reallocate their resources without affecting any others. After that, it
was just getting translucency and capture working after a window resize.
This takes care of element order stability. It did need reworking the
mouse tracking code (including adding an active flag to views), but now
buttons seem to work correctly.
TextContent seems redundant at this stage since a text view is always
sized to its content, and PercentOfParent doesn't work yet. Pixels
definitely works and Null seems to work in that it does no sizing or
positioning. Vertical layout is supported but not yet tested, similar
for ChildrenSum, but I can have two buttons side by side.
It does almost nothing (just puts a non-function button on the screen),
but it will help develop the IMUI code and, of course, come to help with
debugging in general.
Both passage and simple text are supported, but only simple text has
been tested at this stage. However, as passage text was taken directly
from rua_gui.c and formed the basis for simple text rendering, I expect
it's at least close to working.
The same underlying mechanism is used for both simple text strings and
passages, but without the intervening hierarchy of paragraphs etc.
Results in only the one view for a simple text string.
I'm not sure I like fontconfig (docs are...), but it is pretty standard,
and I was able to find some reasonable examples on stackexchange
(https://stackoverflow.com/questions/10542832/how-to-use-fontconfig-to-get-font-list-c-c).
Currently, only the one font is handled, no font sets for fall backs
etc. It's meant for the debug UI I'm working on, so that shouldn't be a
big deal.
It's usually desirable to hide the cursor when playing quake, but when
using the console, or in various other states, being able to see the
cursor can be quite important.
It's currently very simplistic (visible, not visible), but it gets
things started for making QF more usable in a windowed environment (not
having a visible cursor was fine in DOS, or when full screen, but not
when windowed (and not actively playing).
While there will be some GPU resources to sort out for multi-pass bsp
processing, I think this is the last piece required before shadow passes
can be implemented.
Samplers have no direct relation to render passes or pipelines, so
should not necessarily be in the same config file. This makes all the
old config files obsolete, and quite a bit of support code in vkparse.c.
This gets screenshots working again. As the implementation is now a
(trivial) state machine, the pause when grabbing a screenshot is
significantly reduced (it can be reduced even further by doing the png
compression in a separate thread).
The new system seems to work quite nicely with brush models, which was
the intent, but it's nice to see. Hopefully, it works well when it comes
to shadows. There's still water warp and screen shots to fix, and
fisheye to get working, as well.
Gotta be sure :)
With the new system mostly up and running (just bsp rendering and
descriptor sets/layout handling to go, and they're independent of the
old render pass system), the old system can finally be cleared out.
The particles die instantly due to curFrame not updating (next commit),
but otherwise work nicely, especially sync is better (many thanks to
Darian for his help with understanding sync scope).
This was necessary to get the 2d elements drawn after the fence had been
fired (thus indicating descriptors could be updated) but before actual
rendering of the 2d elements (which is how it was done before the switch
to the new system).
It turns out there was a bug in the old iqm push constants spec (I still
need to figure out how to use layouts in the new system so I can
completely delete the old).
The output system's update_input takes a parameter specifying the render
step from which it is to get the output view of that step and updates
its descriptors as necessary.
With this, the full render job is working for alias models (minus a few
glitches).
Many thanks to Peter and Darian for clearing up my misunderstanding of
how vkResetCommandPool works. The manager creates command buffers from
the command pool on an as-needed basis (when the queue of available
buffers is empty), and keeps track of those buffers in a queue. When the
pool is reset, the queues (one each for primary and secondary command
buffers) are reset such that the tracked buffers are available again.