Commit graph

25 commits

Author SHA1 Message Date
Bill Currie
97a83bf1ed [ui] Move passage paragraph placement into text handling
This allows the passage view to be sized properly during imui's layout
phase.
2024-01-08 10:27:17 +09:00
Bill Currie
082d00b6c3 [ui] Use the shaped text cache for passage text
This makes a pretty significant difference (~520us down to 80us) for
simple text passage, and even the first time is fast due to word
repetition.
2024-01-06 02:59:31 +09:00
Bill Currie
0307e9d165 [ui] Set all glyph views to be free-floating
This gets passage text working mostly nicely in IMUI: just some
ascender/descender issues.
2024-01-06 00:13:22 +09:00
Bill Currie
4d0c1c66b3 [ui] Refresh hierarchy pointers
With the change to hierarchies being components, any pointers to the
hierarchy component are not stable and must be refreshed after the
possibility of adding or removing a hierarchy.
2024-01-05 16:34:18 +09:00
Bill Currie
60c22e8fda [ecs] Make hierarchy ownership of entities optional
I'm not sure this is what I want.
2024-01-05 11:50:48 +09:00
Bill Currie
f5ebc1083f [ecs] Pass the registry in to the component destroy function
This makes it possible for hierarchies to clean themselves up (by
deleting their entities (though that will cause other problems later
when the hierarchy doesn't own the entities)), thus plugging a memory
leak when parsing passage text.
2024-01-03 12:39:54 +09:00
Bill Currie
35eec0b2e5 [ecs] Implement hierarchies as components
The main goal of this change was to make it easier to tell when a
hierarchy has been deleted, but as a side benefit, it got rid of the use
of PR_RESMAP. Also, it's easy to track the number of hierarchies.

Unfortunately, it showed how brittle the component side of the ECS is
(scene and canvas registries assumed their components were the first (no
long the case), thus the sweeping changes).

Centerprint doesn't work (but it hasn't for a while).
2024-01-02 16:38:01 +09:00
Bill Currie
f5de553949 [ui] Take passage view parent parameter
I'm not sure this will be useful in imui, but it might in a retained
mode UI.
2023-12-28 16:43:31 +09:00
Bill Currie
f4f81db440 [ui] Free any preexisting passage glyphs
This plugs a memory leak in Text_PassageView.
2023-12-28 16:40:26 +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
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
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
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
004ebd40b8 [ui] Fix more memory leaks
The text passage component was a legitimate leak, but the rest just
shutdown losses (ie, valgrind noise).
2023-03-05 18:31:30 +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
b230fe18ce [ecs] Split component registration from pool creation
While this does require an extra call after registering components, it
allows for multiple component sets (ie, sub-systems) to be registered
before the component pools are created. The base id for the registered
component set is returned so it can be passed to the subsystem as
needed.
2022-12-13 22:58:44 +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
50d588567b [ui] Fix a pile of errors in text shaping
The main problem was the confusion about the coordinates within a single
glyph, and thus the glyphs position within the view's box. With this,
flowed text works fairly well except for some issues with spacing
between lines (which I think is due to the flow code not having been
tested with offset boxes).
2022-12-10 19:05:39 +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
c5af5728fe [ui] Fix some passage text shaping bugs
Passage_Delete needs to check if the hierarchy is valid as no text may
have been added, which results in a null pointer for the hierarchy.

Text shaping needs to set language etc every time it resets the buffer.
2022-12-09 15:20:10 +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