Commit graph

66 commits

Author SHA1 Message Date
Bill Currie
a9fb1e5720 [ui] Remove IMUI_FlexibleSpace prototype
The function doesn't exist and likely never will.
2023-07-21 12:35:56 +09:00
Bill Currie
bf3d57cdbf [ui] Return whether events to imui were consumed
Needed for non-ui handling of events (eg, mouse interaction with the
main screen).
2023-07-14 11:25:50 +09:00
Bill Currie
21a9cbc61b [ui] Implement a basic menu system
Menus within menu contexts automatically create menu items for the
sub-menu, and menus collapse when leaf menus are select.
2023-07-13 23:16:26 +09:00
Bill Currie
6d7e1064ec [ui] Support anchoring and extending panels
Panels can be anchored to a widget in another hierarchy, allowing for
things like cascading menus. They can also be extended via referencing
them by name, allowing for subsystems to add items to an already panel
(eg, extending a menu).
2023-07-13 14:22:31 +09:00
Bill Currie
1404b85846 [ui] Give panels/windows a group offset
This allows for finer control of render order and thus layering (will be
important for menus).
2023-07-12 10:17:43 +09:00
Bill Currie
4522264c57 [ui] Fix an include order issue
Concrete sized arrays need concrete types.
2023-07-11 12:04:32 +09:00
Bill Currie
24b5066760 [ui] Implement panel widgets and use for windows
The intent is to use them for menus, tooltips and anything else along
those lines, but windows was a good starting point (and puts a border
along the top of the window too).
2023-07-11 10:04:07 +09:00
Bill Currie
48cc4db45d [ui] Give windows a small border
It's currently hard-coded to black, but it makes the windows much easier
to see when overlapping.
2023-07-10 22:10:04 +09:00
Bill Currie
79e4a5f6a8 [ui] Add the concept of draw order to canvases
Canvas draw order is sorted by group then order within the group. As a
fallback, the canvas entity id is used to keep the sort stable, but
that's only as stable as the ids themselves (if the canvases are
destroyed and recreated, the ids may switch around).
2023-07-09 23:27:26 +09:00
Bill Currie
c2d68f5495 [ui] Avoid creating a subpool for the canvas component
It's never used and just not needed.
2023-07-09 22:22:05 +09:00
Bill Currie
f359f47e54 [ui] Add a formatted label (like printf)
Formatted printing is just too handy, and having to use va all the time
is a bit of a pain.
2023-07-09 12:10:28 +09:00
Bill Currie
a8b80c4be5 [ui] Delete subpools when a canvas is deleted
Yet another finger in the memory dyke.
2023-07-09 12:06:08 +09:00
Bill Currie
ad9e85b8d4 [ui] Access the canvas visibility flag safely
That wasn't so well thought out as adding fields before the flag made
for some rather interesting behavior.
2023-07-09 11:49:05 +09:00
Bill Currie
bf05da26cc [ui] Make Canvas_SetLen operate on only one canvas
I plan on using sub-canvases to fix the imui window overlap issue and
don't want the windows being affected by (eg) hud canvas size changes.
2023-07-08 20:56:40 +09:00
Bill Currie
79ab2f7ba7 [ui] Add a shaped text cache system
Shaped text is cached using all the shaping parameters as well as the
text itself as a key. This makes text shaping a non-issue for imui when
the text is stable, taking my simple test from 120fps to 1000fps
(optimized build).
2023-07-08 11:15:51 +09:00
Bill Currie
d4b11923b9 [ui] Add inactive labels and a style api
Labels are always good and the style api allows pushing/popping and
modifying the current style.
2023-07-06 19:34:48 +09:00
Bill Currie
08cd03e632 [ui] Allow the parent layout rules to be modified
This makes it easy to control whether a window is a fixed size or fits
its children (or any other scheme, though those are the two most
likely).
2023-07-06 19:24:23 +09:00
Bill Currie
df40a50b91 [ui] Implement dragable collapsible windows
And of course, closable.
2023-07-06 12:21:14 +09:00
Bill Currie
a6e75b7617 [ui] Add a very basic style system
Nothing can be changed at the moment, but it actually looks a little
like a UI.
2023-07-06 01:27:46 +09:00
Bill Currie
b34d3cae91 [ui] Rename the imui size control enumerators
I didn't particularly like the "kind" in the name. I'm not super happy
with percent, but it will do for now.
2023-07-06 00:15:34 +09:00
Bill Currie
0fab830be6 [ui] Implement auto-expand layout
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).
2023-07-05 19:33:00 +09:00
Bill Currie
104fba13a6 [ui] Add a text color component
Despite the current rendering API taking only byte color, the component
holds a uint32_t to allow for rgba color when I figure out a suitable
API.
2023-07-04 17:17:16 +09:00
Bill Currie
403cf72f52 [ui] Implement a layout stack and radio buttons
Also, remove an intermittent double free caused by deleting views that
have already been deleted.
2023-07-04 01:31:04 +09:00
Bill Currie
e37b477739 [ui] Implement checkbox
Simplistic, but it works. Also cleaned up some of the repetitive code.
2023-07-03 23:33:15 +09:00
Bill Currie
6d823cca84 [ui] Rebuild the hierarchy every frame
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.
2023-07-03 03:52:07 +09:00
Bill Currie
e98cd1355d [ui] Implement auto-layout
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.
2023-07-02 15:04:22 +09:00
Bill Currie
ed5ef3a5fb [ui] Implement event handling in imui
Button presses work nicely thanks to both Casey Muratori and Darian (for
clearing up some of Casey's comments about `hot`).
2023-07-02 01:25:27 +09:00
Bill Currie
0257165b7d [ui] Add the beginnings of an immediate mode UI
Based on the articles on Hidden Grove
(https://www.rfleury.com/archive?sort=new). So far, I can get a
non-functional button on the screen :)
2023-07-01 19:55:19 +09:00
Bill Currie
4eef11c329 [ui] Add visibility control to canvases 2023-07-01 19:53:26 +09:00
Bill Currie
c1cd81222d [ui] Add font text drawing to canvas
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.
2023-07-01 19:49:49 +09:00
Bill Currie
32346b6123 [ui] Add support for simple text strings
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.
2023-07-01 19:42:02 +09:00
Bill Currie
5fcc743d1a [ui] Use fontconfig to find system fonts
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.
2023-07-01 19:15:22 +09:00
Bill Currie
31151ec5d5 [ui] Rename Text_View to Text_PassageView
It works with passages but I want to be able to create simple text views
from strings, so Text_View was kind of polluting the namespace.
2023-07-01 14:40:20 +09:00
Bill Currie
89afcfcb6d [ui] Add a lateupdate component to canvas
Like update, the function takes just a view, but is useful for updates
that need to run after the other components are run.
2023-01-22 03:43:58 +09:00
Bill Currie
f0fab885d4 [ui] Get canvas into a usable state
Canvas_SortComponentPool now takes the raw canvas component id as it is
specialized to the canvas subpools.

Canvas_SetLen resizes the root view and then updates the hierarchy for
every canvas in the system.

Canvas_InitSys sets up the component system with the systems it needs
(canvas, view, text). This is required to ensure view_href is just past
the canvas components as it is needed for retrieving the actual canvas
component (and thus sub-pool range ids) from arbitrary views in the
canvas.

Entities are fetched with the correct offset from the pool entities.
2023-01-21 03:26:02 +09:00
Bill Currie
32cead5f88 [ui] Add a function to create a new canvas entity
The entity has only a canvas component and (root) view component
attached. The plan is to use it for screen-space canvases.
2023-01-20 15:57:29 +09:00
Bill Currie
4e1ddaa964 [renderer] Add fitted pic rendering
The pic is scaled to fill the specified rect (then clipped to the
screen (effectively)). Done just for the console background for now, but
it will be used for slice-pics as well.

Not implemented for vulkan yet as I'm still thinking about the
descriptor management needed for the instanced rendering.

Making the conback rendering conditional gave an approximately 3% speed
boost to glsl with the GL stub (~12200fps to ~12550fps), for either
conback render method.
2023-01-17 11:33:47 +09:00
Bill Currie
8833518826 [ecs] Support sorting subpools
Sorting the whole pool when subpools are in use could break the
subpools (very high probability, depending on the sort criteria and
subpool criteria).
2023-01-16 11:32:12 +09:00
Bill Currie
b5912bba9b [ui] Clean up the canvas component
It turns out only the range ids are needed in the canvas component at
this stage, and moving the canvas system base into canvas_system_t makes
sense.
2022-12-21 01:54:10 +09:00
Bill Currie
6decbd18c4 [ui] Add a canvas system
This is the beginning of supporting 2d rendering in 3d space. The idea
is that a canvas can be in 2d orthographic space (not attached to any
entity with a 3d transform), or in 3d perspective space (attached to an
entity with a 3d transform, either as a child of the camera, or of some
object in 3d space).

It will replace the current HUD code when it's working.
2022-12-20 19:45:48 +09:00
Bill Currie
24a85dbadc [ui] Add a component set for passage hierarchy refs
While "set" is a tad strong (there's just the one component for now), I
had missed the changes when adding ECS systems. Fixes the segfault at
the end of demo1 (ie, when any center text is printed).
2022-12-16 18:12:38 +09:00
Bill Currie
41d25df0d2 [ui] Attach text views to passage entities
Instead of creating new entities for the text views. This approximately
halves the number of entities required to display flowed text, but also
tests the ability to have an entity in multiple hierarchies (the goal of
the ECS component and system changes).
2022-12-14 22:38:37 +09:00
Bill Currie
3c4dccf801 [ecs] Organize headers and code
There's now a main ecs.h file that includes the sub-system headers,
removing the need to explicitly include several header files, but the
sub-systems are a less cluttered.
2022-12-13 15:31:35 +09:00
Bill Currie
1a56376f98 [scene,ui] Be more consistent with component enum names
Actual registry component counts are *_comp_count while hierarchy type
component counts are *_type_count.
2022-12-12 13:37:01 +09:00
Bill Currie
bb677a1a7c [ecs] Move href_comp into hierarchy_t
This means that the component id used for hierarchy references must be
passed to Hierarchy_New and Hierarchy_Copy, but does all an entity to
have more than one hierarchy, which is useful for canvases (hierarchies
of views) in the 3d world (the canvas root would have a 3d hierarchy
reference and a 2d (view) hierarchy reference).
2022-12-12 00:20:20 +09:00
Bill Currie
d98eb8abc6 [ui] Add support for setting text attributes
Font cannot be overridden yet, but script attributes (language, script
type, direction) and features can be set at all three levels in a
passage. Attributes on the root level act as defaults for the paragraph
and word levels, and paragraph attributes act as defaults for the word
level.
2022-12-09 18:46:26 +09:00
Bill Currie
b93ab95c47 [ruamoko] Add some builtins for passages and text
Just some basic implementation so I can test shaping of passage text.
2022-12-09 15:18:47 +09:00
Bill Currie
5fd510ade4 [ui] Add font to renderer when loading
This causes some problems with linking if libQFgui is linked with
libQFrenderer (which is necessary in the long run), but it seems
everything gets away with it for now (which, tbh, I don't like).
2022-12-08 16:57:45 +09:00
Bill Currie
95f55dfc34 [ui] Move text handling into gui lib
And add a function to process a passage into a set of views with glyphs.
The views can be flowed: they have flow gravity and their sizes set to
contain all the glyphs within each view (nominally, words). Nothing is
tested yet, and font rendering is currently broken completely.
2022-12-08 15:33:50 +09:00
Bill Currie
136bf882f6 [ui] Move font loading into new gui library
Font and text handling is very much part of user interface and at least
partially independent of rendering, but does fit it better with GUI than
genera UI (ie, both graphics and text mode), thus libQFgui as well as
libQFui are built in the ui directory.

The existing font related builtins have been moved into the ruamoko
client library.
2022-12-07 17:38:38 +09:00