SCR_UpdateScreen_Legacy now takes only the screen functions pointer (it
didn't need camera or realtime), and the camera sizzle code has been
moved into one place to make cleaning it up easier (when I get around to
auditing AngleVectors etc).
Skipping the root view (widget) sort of made sense before windows became
separate canvases as there was only the one hierarchy, but doing so
prevented windows (panels) from fitting themselves to their children.
However, now I need to think of a good way of specifying a minimum size
for panels.
WIdgets can't possibly be active when the entire UI is hidden, and
resetting the active widget when hiding the UI helps when the state gets
broken due to widget id conflicts.
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).
It's not perfect as the first N expanding children get grown by 1 pixel
regarless of weight, but it's much better than leaving a (possibly quite
large) gap at the edge of the layout.
I'm not sure this is what I want, especially in the long run, but it
does make simple windows much easier to create (and not look broken due
to being specified too small).
The source tree is made read-only by `make distcheck`, so writing
temporary files to the source directory is a no-no (really, it's a bit
of a bug in qfcc, as per #51).
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).
This has use when the order of components in the pool affects draw order
(or has other significance), especially at the subpool level. I plan to
use it for fixing overlapping windows in imui.
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).
As I had long suspected, building large hierarchies is fiendishly
expensive (at least O(N^2)). However, this is because the hierarchies
are structured such that adding high-level nodes results in a lot of
copying due to the flattened (breadth-first) layout (which does make for
excellent breadth-first performance when working with a hierarchy).
Using tree mode allows adding new nodes to be O(1) (I guess O(N) for the
size of the sub-tree being added, but that's not supported yet) and
costs only an additional 8 bytes per node. Switching from flat mode to
tree mode is very cheap as only the additional tree-related indices need
to be fixed up (they're almost entirely ignored in flat mode). Switching
from tree to flat mode is a little more expensive as the entire tree
needs to be copied, but it seems to be an O(N) (size of the tree).
With this, building the style editor window went from about 25% to about
5% (and most of that is realloc!), with a 1.3% cost for switching from
tree mode to flat mode.
There's still a lot of work to do (supporting removal and tree inserts).
There's still the problem with unused variables when building for
windows because of vulkan debug stuff, but this fixes the important
errors. It actually still works (at least under wine).
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).
Removing a hierarchy from an entity can result in a large number of
component removes in the same pool, thus changing index of the lest
element of the pool. This *seems* to fix the memory corruption I've been
experiencing with the debug UI.
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.