cOMS/ui/UILayout.cpp
Dennis Eichhorn eb9a135ca7
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fixing bugs and adding some test scripts
2025-04-27 20:10:58 +00:00

971 lines
34 KiB
C++
Executable File

#ifndef COMS_UI_LAYOUT_C
#define COMS_UI_LAYOUT_C
#include <string.h>
#include "../stdlib/Types.h"
#include "../stdlib/HashMap.h"
#include "../asset/Asset.h"
#include "../camera/Camera.h"
#include "../system/FileUtils.cpp"
#include "../compiler/CompilerUtils.h"
#include "UILayout.h"
#include "UITheme.h"
#include "UIElement.h"
#include "UIElementType.h"
#include "UIInput.h"
#include "UILabel.h"
#include "UIWindow.h"
// @todo We should add some asserts that ensure that the respective structs at least start at a 4byte memory alignment
// @performance We are prefetching stuff but we are not yet ensuring data is cache line aligned. We should align each UIElements, element specific data
// Doesn't change the position of pos outside of the function, since lookahead
static
void ui_layout_count_direct_children(UIElement* __restrict element, const char* __restrict pos, int32 parent_level)
{
// Find amount of child elements
// We have to perform a lookahead since this determins the size of our children array
uint16 direct_child_elements = 0;
int32 level;
while (*pos != '\0') {
level = 0;
while (is_whitespace(*pos)) {
++pos;
++level;
}
if (level > parent_level + 4) {
// This element is a childrens child and not a direct child
str_move_past(&pos, '\n');
continue;
} else if (level <= parent_level) {
// We are no longer inside of element
str_move_past(&pos, '\n');
break;
} else if (is_eol(pos)) {
pos += is_eol(pos);
continue;
}
str_move_past(&pos, '\n');
++direct_child_elements;
}
element->children_count = direct_child_elements;
}
static
void ui_layout_assign_children(
UILayout* __restrict layout,
UIElement* __restrict element,
const char* __restrict pos,
int32 parent_level
) {
int32 current_child_pos = 0;
char block_name[HASH_MAP_MAX_KEY_LENGTH];
while (*pos != '\0') {
int32 level = 0;
while (is_whitespace(*pos)) {
++pos;
++level;
}
if (level > parent_level + 4) {
// This element is a childrens child and not a direct child
str_move_past(&pos, '\n');
continue;
} else if (level <= parent_level) {
// We are no longer inside of element
str_move_past(&pos, '\n');
break;
}
str_copy_move_until(block_name, &pos, ":");
str_move_past(&pos, '\n');
// Children array (located after the UIElement)
uint32* children = (uint32 *) (element + 1);
// Set child offset
HashEntryInt32* child_entry = (HashEntryInt32 *) hashmap_get_entry(&layout->hash_map, block_name);
children[current_child_pos] = child_entry->value;
// Create a reference to the parent element for the child element
UIElement* child_element = (UIElement *) (layout->data + child_entry->value);
child_element->parent = (uint32) ((uintptr_t) element - (uintptr_t) layout->data);
++current_child_pos;
}
}
// WARNING: theme needs to have memory already reserved and assigned to data
void layout_from_file_txt(
UILayout* __restrict layout,
const char* __restrict path,
RingMemory* ring
) {
FileBody file = {};
file_read(path, &file, ring);
ASSERT_SIMPLE(file.size);
const char* pos = (char *) file.content;
// move past the "version" string
pos += 8;
// Use version for different handling
[[maybe_unused]] int32 version = (int32) str_to_int(pos, &pos); ++pos;
// 1. Iteration: We have to find how many elements are defined in the layout file.
// Therefore we have to do an initial iteration
// We start at 1 since we always have a root element
int32 temp_element_count = 1;
while (*pos != '\0') {
// Skip all white spaces
str_skip_empty(&pos);
if (*pos == '\0') {
break;
}
++temp_element_count;
// Go to the next line
str_move_past(&pos, '\n');
}
// 2. Iteration: Fill HashMap
// @performance This is probably horrible since we are not using a perfect hashing function (1 hash -> 1 index)
// I wouldn't be surprised if we have a 50% hash overlap (2 hashes -> 1 index)
hashmap_create(&layout->hash_map, temp_element_count, sizeof(HashEntryInt32), layout->data);
int64 hm_size = hashmap_size(&layout->hash_map);
pos = (char *) file.content;
// move past version string
str_move_past(&pos, '\n');
char block_name[HASH_MAP_MAX_KEY_LENGTH];
char block_type[32];
// We store the UIElement and associated data after the hashmap
byte* element_data = layout->data + hm_size;
// Create root element
UIElement* root = (UIElement *) element_data;
hashmap_insert(&layout->hash_map, "root", (int32) (element_data - layout->data));
ui_layout_count_direct_children(root, pos, -4);
// NOTE: The root element cannot have any animations or vertices
element_data += sizeof(UIElement) + sizeof(uint32) * root->children_count;
while (*pos != '\0') {
while (is_eol(pos)) {
pos += is_eol(pos);
}
int32 level = 0;
while (is_whitespace(*pos)) {
++pos;
++level;
}
if (is_eol(pos) || *pos == '\0') {
continue;
}
str_copy_move_until(block_name, &pos, ":"); ++pos;
str_copy_move_until(block_type, &pos, " \r\n");
str_move_past(&pos, '\n');
// Insert new element
UIElement* element = (UIElement *) element_data;
hashmap_insert(&layout->hash_map, block_name, (int32) ((uintptr_t) element_data - (uintptr_t) layout->data));
element->type = (UIElementType) ui_element_type_to_id(block_type);
// The children array is dynamic in size and comes directly after the UIElement
ui_layout_count_direct_children(element, pos, level);
element_data += sizeof(UIElement)
+ sizeof(uint32) * element->children_count; // Children offsets come after the UIElement
// We put the state data after this element
element->state = (uint32) ((uintptr_t) element_data - (uintptr_t) layout->data);
element_data += ui_element_state_size(element->type);
// We put the active element data after this element
element->style_types[UI_STYLE_TYPE_ACTIVE] = (uint32) ((uintptr_t) element_data - (uintptr_t) layout->data);
// @performance We should probably make sure the data is nicely aligned here
element_data += ui_element_type_size(element->type);
// We put the default element data after this element
// Depending on the theme we will have also additional styles (e.g. :active, :hidden, ...)
element->style_types[UI_STYLE_TYPE_DEFAULT] = (uint32) ((uintptr_t) element_data - (uintptr_t) layout->data);
// @performance We should probably make sure the data is nicely aligned here
element_data += ui_element_type_size(element->type);
}
// 3. Iteration: Create child references
pos = (char *) file.content;
// move past version string
str_move_past(&pos, '\n');
while (*pos != '\0') {
while (is_eol(pos)) {
pos += is_eol(pos);
}
int32 level = 0;
while (is_whitespace(*pos)) {
++pos;
++level;
}
if (is_eol(pos) || *pos == '\0') {
continue;
}
str_copy_move_until(block_name, &pos, ":");
str_move_past(&pos, '\n');
UIElement* element = (UIElement *) (layout->data + ((HashEntryInt32 *) hashmap_get_entry(&layout->hash_map, block_name))->value);
ui_layout_assign_children(layout, element, pos, level);
// ui_layout_assign_children doesn't move the pos pointer
str_move_past(&pos, '\n');
}
// 4. Iteration: Create root child references
pos = (char *) file.content;
// move past version string
str_move_past(&pos, '\n');
uint32* root_children = (uint32 *) (root + 1);
int32 child = 0;
while (*pos != '\0') {
while (is_eol(pos)) {
pos += is_eol(pos);
}
if (is_whitespace(*pos)) {
str_move_past(&pos, '\n');
continue;
}
if (is_eol(pos) || *pos == '\0') {
continue;
}
str_copy_move_until(block_name, &pos, ":");
str_move_past(&pos, '\n');
root_children[child++] = ((HashEntryInt32 *) hashmap_get_entry(&layout->hash_map, block_name))->value;
}
}
static
void ui_layout_serialize_element_state(UIElementType type, const void* __restrict state, byte** __restrict pos) {
switch (type) {
case UI_ELEMENT_TYPE_INPUT: {
ui_input_state_serialize((UIInputState *) state, pos);
} break;
}
}
static
void ui_layout_serialize_element_detail(UIElementType type, const void* __restrict details, byte** __restrict pos) {
switch (type) {
case UI_ELEMENT_TYPE_INPUT: {
ui_input_element_serialize((UIInput *) details, pos);
} break;
}
}
static
void ui_layout_serialize_element(
HashEntryInt32* entry,
byte* data,
byte** out
) {
// @performance Are we sure the data is nicely aligned?
// Probably depends on the from_txt function and the start of layout->data
UIElement* element = (UIElement *) (data + entry->value);
**out = element->state_flag;
*out += sizeof(element->state_flag);
**out = element->type;
*out += sizeof(element->type);
**out = element->style_old;
*out += sizeof(element->style_old);
**out = element->style_new;
*out += sizeof(element->style_new);
*((uint32 *) *out) = SWAP_ENDIAN_LITTLE(element->parent);
*out += sizeof(element->parent);
*((uint32 *) *out) = SWAP_ENDIAN_LITTLE(element->state);
*out += sizeof(element->state);
// Details
for (int32 i = 0; i < UI_STYLE_TYPE_SIZE; ++i) {
*((uint32 *) *out) = SWAP_ENDIAN_LITTLE(element->style_types[i]);
*out += sizeof(element->style_types[i]);
}
*((uint16 *) *out) = SWAP_ENDIAN_LITTLE(element->children_count);
*out += sizeof(element->children_count);
/* We don't save the animation state since that is always 0 in the file
memset(*out, 0, sizeof(element->animation_state));
*out += sizeof(element->animation_state);
*/
*((uint16 *) *out) = SWAP_ENDIAN_LITTLE(element->animation_count);
*out += sizeof(element->animation_count);
*((uint32 *) *out) = SWAP_ENDIAN_LITTLE(element->animations);
*out += sizeof(element->animations);
*((uint16 *) *out) = SWAP_ENDIAN_LITTLE(element->vertex_count_max);
*out += sizeof(element->vertex_count_max);
*((uint16 *) *out) = SWAP_ENDIAN_LITTLE(element->vertex_count_active);
*out += sizeof(element->vertex_count_active);
*((uint32 *) *out) = SWAP_ENDIAN_LITTLE(element->vertices_active_offset);
*out += sizeof(element->vertices_active_offset);
// Output dynamic length content directly after UIElement
//
// WARNING: The data ordering in our output data is not necessarily the same as in memory ESPECIALLY for animations
// However, we can simply reconstruct the memory order by reversing the logic
//
// @todo We could optimize the memory layout of our data 9e.g. ->style_types, children, ... to be more packed
// At this point we may have this data available now (if we save a cached version = layout+theme)
// Obviously, this won't have an effect on the current run-tim but would make the memory layout nicer on the next load
// It would be kind of a self-optimizing ui layout system :).
// Of course, updating the reference values (uint32) will be challenging since the file out will still not be the same as the offset due to alignment and padding
// We would probably need a helper_offset value that gets passed around also as parameter of this function
//////////////////////////////////////
// Children array
uint32* children = (uint32 *) (element + 1);
for (int32 i = 0; i < element->children_count; ++i) {
*((uint32 *) *out) = SWAP_ENDIAN_LITTLE(children[i]);
*out += sizeof(*children);
}
// State element data e.g. UIInputState
ui_layout_serialize_element_state(element->type, data + element->state, out);
// detailed element data/style_types e.g. UIInput
// When you create a layout this is should only contain the default style type
// BUT we also support layout caching where a fully parsed layout+theme can be saved and loaded
// This is very fast since now we don't need to build the layout based on the theme as long as the theme and window dimensions didn't change
for (int32 i = 0; i < UI_STYLE_TYPE_SIZE; ++i) {
if (!element->style_types[i]) {
continue;
}
ui_layout_serialize_element_detail(element->type, data + element->style_types[i], out);
}
UIAnimation* animations = (UIAnimation *) (data + element->animations);
int32 element_style_type_size = ui_element_type_size(element->type);
for (int32 i = 0; i < element->animation_count; ++i) {
**out = animations[i].style_old;
*out += sizeof(animations[i].style_old);
**out = animations[i].style_new;
*out += sizeof(animations[i].style_new);
*((uint16 *) *out) = SWAP_ENDIAN_LITTLE(animations[i].duration);
*out += sizeof(animations[i].duration);
**out = animations[i].anim_type;
*out += sizeof(animations[i].anim_type);
**out = animations[i].keyframe_count;
*out += sizeof(animations[i].keyframe_count);
// The keyframes are the element detail information (e.g. UIInput) and they are located after the respective Animation definition
byte* keyframes = (byte *) (&animations[i] + 1);
for (int32 j = 0; j < animations[i].keyframe_count; ++j) {
ui_layout_serialize_element_detail(element->type, keyframes + j * element_style_type_size, out);
}
}
}
int32 layout_to_data(
const UILayout* __restrict layout,
byte* __restrict data
) {
LOG_1("Save layout");
byte* out = data;
// version
*((int32 *) out) = SWAP_ENDIAN_LITTLE(UI_LAYOUT_VERSION);
out += sizeof(int32);
// hashmap
out += hashmap_dump(&layout->hash_map, out);
// UIElement data
uint32 chunk_id = 0;
chunk_iterate_start(&layout->hash_map.buf, chunk_id) {
HashEntryInt32* entry = (HashEntryInt32 *) chunk_get_element((ChunkMemory *) &layout->hash_map.buf, chunk_id);
ui_layout_serialize_element(entry, layout->data, &out);
} chunk_iterate_end;
LOG_1("Saved layout");
return (int32) (out - data);
}
static
void ui_layout_unserialize_element_state(UIElementType type, void* __restrict state, const byte** __restrict pos) {
switch (type) {
case UI_ELEMENT_TYPE_INPUT: {
ui_input_state_unserialize((UIInputState *) state, pos);
} break;
}
}
static
void ui_layout_unserialize_element_detail(UIElementType type, void* __restrict details, const byte** __restrict pos) {
switch (type) {
case UI_ELEMENT_TYPE_INPUT: {
ui_input_element_unserialize((UIInput *) details, pos);
} break;
}
}
static
void ui_layout_parse_element(HashEntryInt32* entry, byte* data, const byte** in)
{
// @performance Are we sure the data is nicely aligned?
// Probably depends on the from_txt function and the start of layout->data
UIElement* element = (UIElement *) (data + entry->value);
element->state_flag = **in;
*in += sizeof(element->state_flag);
element->type = (UIElementType) **in;
*in += sizeof(element->type);
element->style_old = (UIStyleType) **in;
*in += sizeof(element->style_old);
element->style_new = (UIStyleType) **in;
*in += sizeof(element->style_new);
element->parent = SWAP_ENDIAN_LITTLE(*((uint32 *) *in));
*in += sizeof(element->parent);
element->state = SWAP_ENDIAN_LITTLE(*((uint32 *) *in));
*in += sizeof(element->state);
// Details
for (int32 i = 0; i < UI_STYLE_TYPE_SIZE; ++i) {
element->style_types[i] = SWAP_ENDIAN_LITTLE(*((uint32 *) *in));
*in += sizeof(element->style_types[i]);
}
element->children_count = SWAP_ENDIAN_LITTLE(*((uint16 *) *in));
*in += sizeof(element->children_count);
// @question Do we really have to do that? Shouldn't the animation_state data be 0 anyways or could there be garbage values?
memset(&element->animation_state, 0, sizeof(element->animation_state));
element->animation_count = SWAP_ENDIAN_LITTLE(*((uint16 *) *in));
*in += sizeof(element->animation_count);
element->animations = SWAP_ENDIAN_LITTLE(*((uint32 *) *in));
*in += sizeof(element->animations);
element->vertex_count_max = SWAP_ENDIAN_LITTLE(*((uint16 *) *in));
*in += sizeof(element->vertex_count_max);
element->vertex_count_active = SWAP_ENDIAN_LITTLE(*((uint16 *) *in));
*in += sizeof(element->vertex_count_active);
element->vertices_active_offset = SWAP_ENDIAN_LITTLE(*((uint32 *) *in));
*in += sizeof(element->vertices_active_offset);
// Load dynamic length content
// Some of the content belongs directly after the element but some of it belongs at very specific offsets
// The reason for that is that the offsets are stored e.g. in element->state
// The memory is fragmented since a lot of the information is split up in different files (layout file and theme file)
// Therefor, we cannot create a nice memory layout when loading a layout+theme
//
// @question Can we optimize the memory layout to a less fragmented version?
// One solution could be to combine layout file and theme file. In that case we always know the correct element count
// Or see the serialization function for more comments
//////////////////////////////////////
// Children array
uint32* children = (uint32 *) (element + 1);
for (int32 i = 0; i < element->children_count; ++i) {
children[i] = SWAP_ENDIAN_LITTLE(*((uint32 *) *in));
*in += sizeof(*children);
}
// State element data e.g. UIInputState
ui_layout_unserialize_element_state(element->type, data + element->state, in);
// detailed element data/style_types e.g. UIInput
for (int32 i = 0; i < UI_STYLE_TYPE_SIZE; ++i) {
if (!element->style_types[i]) {
continue;
}
ui_layout_unserialize_element_detail(element->type, data + element->style_types[i], in);
}
UIAnimation* animations = (UIAnimation *) (data + element->animations);
int32 element_style_type_size = ui_element_type_size(element->type);
for (int32 i = 0; i < element->animation_count; ++i) {
animations[i].style_old = (UIStyleType) **in;
*in += sizeof(animations[i].style_old);
animations[i].style_new = (UIStyleType) **in;
*in += sizeof(animations[i].style_new);
animations[i].duration = SWAP_ENDIAN_LITTLE(*((uint16 *) *in));
*in += sizeof(animations[i].duration);
animations[i].anim_type = (AnimationEaseType) **in;
*in += sizeof(animations[i].anim_type);
animations[i].keyframe_count = **in;
*in += sizeof(animations[i].keyframe_count);
// The keyframes are the element detail information (e.g. UIInput) and they are located after the respective Animation definition
byte* keyframes = (byte *) (&animations[i] + 1);
for (int32 j = 0; j < animations[i].keyframe_count; ++j) {
ui_layout_unserialize_element_detail(element->type, keyframes + j * element_style_type_size, in);
}
}
}
// The size of layout->data should be the file size + a bunch of additional data for additional theme dependent "UIElements->style_types".
// Yes, this means we have a little too much data but not by a lot
int32 layout_from_data(
const byte* __restrict data,
UILayout* __restrict layout
) {
PROFILE(PROFILE_LAYOUT_FROM_DATA, NULL, false, true);
LOG_1("Load layout");
const byte* in = data;
int32 version = SWAP_ENDIAN_LITTLE(*((int32 *) in));
in += sizeof(version);
// Prepare hashmap (incl. reserve memory) by initializing it the same way we originally did
// Of course we still need to populate the data using hashmap_load()
hashmap_create(&layout->hash_map, (int32) SWAP_ENDIAN_LITTLE(*((uint32 *) in)), sizeof(HashEntryInt32), layout->data);
in += hashmap_load(&layout->hash_map, in);
// layout data
// @performance We are iterating the hashmap twice (hashmap_load and here)
uint32 chunk_id = 0;
chunk_iterate_start(&layout->hash_map.buf, chunk_id) {
HashEntryInt32* entry = (HashEntryInt32 *) chunk_get_element((ChunkMemory *) &layout->hash_map.buf, chunk_id);
ui_layout_parse_element(entry, layout->data, &in);
} chunk_iterate_end;
layout->layout_size = (uint32) (in - data);
LOG_1("Loaded layout");
return (int32) layout->layout_size;
}
// @performance Implement a way to only load a specific element and all its children
// This way we can re-load specific elements on change and we could also greatly reduce the setup time by ignoring ui elements that are rarely visible
void layout_from_theme(
UILayout* __restrict layout,
const UIThemeStyle* __restrict theme
) {
PROFILE(PROFILE_LAYOUT_FROM_THEME, NULL, false, true);
LOG_1("Load theme for layout");
// @todo Handle animations
// @todo Handle vertices_active offset
if (theme->font) {
layout->font = theme->font;
}
// Current position where we can the different sub elements (e.g. :hover, :active, ...)
// We make sure that the offset is a multiple of 8 bytes for better alignment
uint32 dynamic_pos = ROUND_TO_NEAREST(layout->layout_size, 8);
// We first need to handle the default element -> iterate all elements but only handle the default style
// The reason for this is, later on in the specialized style we use the base style and copy it over as foundation
uint32 chunk_id = 0;
chunk_iterate_start(&theme->hash_map.buf, chunk_id) {
HashEntryInt32* style_entry = (HashEntryInt32 *) chunk_get_element((ChunkMemory *) &theme->hash_map.buf, chunk_id);
// We don't handle special styles here, only the default one
if (str_find(style_entry->key, ':')) {
continue;
}
// +1 to skip '#' or '.'
HashEntryInt32* entry = (HashEntryInt32 *) hashmap_get_entry(&layout->hash_map, style_entry->key + 1);
if (!entry) {
// Couldn't find the base element
continue;
}
// Populate default element
UIElement* element = (UIElement *) (layout->data + entry->value);
UIAttributeGroup* group = (UIAttributeGroup *) (theme->data + style_entry->value);
// @todo Continue implementation
switch (element->type) {
case UI_ELEMENT_TYPE_LABEL: {
ui_label_state_populate(group, (UILabelState *) (layout->data + element->state));
ui_label_element_populate(
layout,
element,
group,
(UILabel *) (layout->data + element->style_types[UI_STYLE_TYPE_DEFAULT])
);
} break;
case UI_ELEMENT_TYPE_INPUT: {
ui_input_state_populate(group, (UIInputState *) (layout->data + element->state));
ui_input_element_populate(
layout,
element,
group,
(UIInput *) (layout->data + element->style_types[UI_STYLE_TYPE_DEFAULT])
);
} break;
case UI_ELEMENT_TYPE_VIEW_WINDOW: {
ui_window_state_populate(group, (UIWindowState *) (layout->data + element->state));
ui_window_element_populate(
layout,
element,
group,
(UIWindow *) (layout->data + element->style_types[UI_STYLE_TYPE_DEFAULT])
);
} break;
}
} chunk_iterate_end;
// We iterate every style
// 1. Fill default element if it is default style
// 2. Create and fill new element if it isn't default style (e.g. :hover)
// @performance It is dumb that we iterate here again (see iteration above). It would be nice to combine both iterations
// If we could see if the default element is already populated we could easily combine this
// We could use a helper array to keep track of initialized chunk_id but we also don't have access to malloc/ring memory here
chunk_id = 0;
chunk_iterate_start(&theme->hash_map.buf, chunk_id) {
HashEntryInt32* style_entry = (HashEntryInt32 *) chunk_get_element((ChunkMemory *) &theme->hash_map.buf, chunk_id);
// We only handle special styles here, not the default one
const char* special = str_find(style_entry->key, ':');
if (!special) {
// The default element was already handled outside this loop
continue;
}
char pure_name[HASH_MAP_MAX_KEY_LENGTH];
// +1 to skip '#' or '.'
str_copy_until(style_entry->key + 1, pure_name, ':');
HashEntryInt32* entry = (HashEntryInt32 *) hashmap_get_entry(&layout->hash_map, pure_name);
if (!entry) {
// Couldn't find the base element
continue;
}
UIElement* element = (UIElement *) (layout->data + entry->value);
UIStyleType style_type = (UIStyleType) ui_style_type_to_id(special);
// Doesn't exist (usually the first load, but exists when we resize our window)
if (!element->style_types[style_type]) {
element->style_types[style_type] = dynamic_pos;
dynamic_pos += ui_element_type_size(element->type);
}
// The style inherits from the default style/element
memcpy(
layout->data + element->style_types[style_type],
layout->data + element->style_types[UI_STYLE_TYPE_DEFAULT],
ui_element_type_size(element->type)
);
// Populate element style_types
UIAttributeGroup* group = (UIAttributeGroup *) (theme->data + style_entry->value);
// @todo Continue implementation
switch (element->type) {
case UI_ELEMENT_TYPE_LABEL: {
ui_label_element_populate(
layout,
element,
group,
(UILabel *) (layout->data + element->style_types[style_type])
);
} break;
case UI_ELEMENT_TYPE_INPUT: {
ui_input_element_populate(
layout,
element,
group,
(UIInput *) (layout->data + element->style_types[style_type])
);
} break;
case UI_ELEMENT_TYPE_VIEW_WINDOW: {
ui_window_element_populate(
layout,
element,
group,
(UIWindow *) (layout->data + element->style_types[style_type])
);
} break;
}
} chunk_iterate_end;
}
void ui_layout_update(UILayout* layout, UIElement* element) {
if (element->style_new != element->style_old
&& (element->state_flag & UI_ELEMENT_STATE_CHANGED)
&& (element->state_flag & UI_ELEMENT_STATE_ANIMATION)
) {
// @todo Even if an animation is ongoing we might not want to update if the last step is < n ms ago
switch (element->type) {
case UI_ELEMENT_TYPE_BUTTON: {
} break;
case UI_ELEMENT_TYPE_SELECT: {
} break;
case UI_ELEMENT_TYPE_INPUT: {
ui_input_element_update(layout, element);
} break;
case UI_ELEMENT_TYPE_LABEL: {
ui_label_element_update(layout, element);
} break;
case UI_ELEMENT_TYPE_TEXT: {
} break;
case UI_ELEMENT_TYPE_TEXTAREA: {
} break;
case UI_ELEMENT_TYPE_IMAGE: {
} break;
case UI_ELEMENT_TYPE_LINK: {
} break;
case UI_ELEMENT_TYPE_TABLE: {
} break;
case UI_ELEMENT_TYPE_VIEW_WINDOW: {
} break;
case UI_ELEMENT_TYPE_VIEW_PANEL: {
} break;
case UI_ELEMENT_TYPE_VIEW_TAB: {
} break;
case UI_ELEMENT_TYPE_CURSOR: {
} break;
default:
UNREACHABLE();
}
}
LOG_1("Loaded theme for layout");
}
// @question We might want to change the names of update/render
// In some cases it's more like cache/render
// @question We might want to allow rendering without caching (currently we always rely on the cache)
// This increases our RAM requirements (every vertex is in cache AND in the asset AND in VRAM)
// However, this also has the benefit of allowing us to ONLY re-render individual elements
// @performance Profile our prefetching, no sure if it is actually helpful or harmful
// @performance In our immediate mode solution we decided the update/render based on a bitfield
// That is very efficient, the code below isn't doing that maybe there is a way to implement that here as well?
// I don't think so but it would be nice
// This function caches the vertices
void ui_layout_update_dfs(UILayout* layout, UIElement* element, byte category = 0) {
if (element->type == UI_ELEMENT_TYPE_MANUAL
|| !(element->state_flag & UI_ELEMENT_STATE_VISIBLE)
|| !(element->state_flag & UI_ELEMENT_STATE_CHANGED)
) {
return;
}
if (element->category == category) {
ui_layout_update(layout, element);
}
if (element->children_count) {
uint32* children = (uint32 *) (element + 1);
for (int32 i = 0; i < element->children_count - 1; ++i) {
intrin_prefetch_l2(layout->data + children[i + 1]);
ui_layout_update(layout, (UIElement *) (layout->data + children[i]));
}
ui_layout_update(layout, (UIElement *) (layout->data + children[element->children_count - 1]));
}
}
uint32 ui_layout_render_dfs(
UILayout* layout,
UIElement* element, Vertex3DSamplerTextureColor* __restrict vertices,
byte category = 0
) {
if (element->type == UI_ELEMENT_TYPE_MANUAL
|| !(element->state_flag & UI_ELEMENT_STATE_VISIBLE)
) {
return 0;
}
uint32 vertex_count = 0;
if (element->vertex_count_active && element->category == category) {
memcpy(vertices, layout->vertices_active + element->vertices_active_offset, sizeof(*vertices) * element->vertex_count_active);
vertices += element->vertex_count_active;
vertex_count += element->vertex_count_active;
}
if (element->children_count) {
uint32* children = (uint32 *) (element + 1);
for (int32 i = 0; i < element->children_count - 1; ++i) {
intrin_prefetch_l2(layout->data + children[i + 1]);
uint32 child_vertex_count = ui_layout_render_dfs(layout, (UIElement *) (layout->data + children[i]), vertices, category);
vertices += child_vertex_count;
vertex_count += child_vertex_count;
}
uint32 child_vertex_count = ui_layout_render_dfs(layout, (UIElement *) (layout->data + children[element->children_count - 1]), vertices, category);
vertices += child_vertex_count;
vertex_count += child_vertex_count;
}
return vertex_count;
}
uint32 ui_layout_update_render_dfs(
UILayout* layout,
UIElement* __restrict element, Vertex3DSamplerTextureColor* __restrict vertices,
byte category = 0
) {
if (element->type == UI_ELEMENT_TYPE_MANUAL
|| !(element->state_flag & UI_ELEMENT_STATE_VISIBLE)
) {
return 0;
}
uint32 vertex_count = 0;
if (element->category == category) {
ui_layout_update(layout, element);
memcpy(vertices, layout->vertices_active + element->vertices_active_offset, sizeof(*vertices) * element->vertex_count_active);
vertices += element->vertex_count_active;
vertex_count += element->vertex_count_active;
}
if (element->children_count) {
uint32* children = (uint32 *) (element + 1);
for (int32 i = 0; i < element->children_count - 1; ++i) {
intrin_prefetch_l2(layout->data + children[i + 1]);
uint32 child_vertex_count = ui_layout_update_render_dfs(layout, (UIElement *) (layout->data + children[i]), vertices, category);
vertices += child_vertex_count;
vertex_count += child_vertex_count;
}
uint32 child_vertex_count = ui_layout_update_render_dfs(layout, (UIElement *) (layout->data + children[element->children_count - 1]), vertices, category);
vertices += child_vertex_count;
vertex_count += child_vertex_count;
}
return vertex_count;
}
inline
uint32 layout_element_from_location(UILayout* layout, uint16 x, uint16 y) noexcept
{
return layout->ui_chroma_codes[layout->width * y / 4 + x / 4];
}
inline
UIElement* layout_get_element(const UILayout* __restrict layout, const char* __restrict element) noexcept
{
HashEntryInt32* entry = (HashEntryInt32 *) hashmap_get_entry((HashMap *) &layout->hash_map, element);
if (!entry) {
return NULL;
}
return (UIElement *) (layout->data + entry->value);
}
inline
void* layout_get_element_state(const UILayout* layout, UIElement* element) noexcept
{
return layout->data + element->state;
}
inline
void* layout_get_element_style(const UILayout* layout, UIElement* element, UIStyleType style_type) noexcept
{
if (!element) {
return NULL;
}
return layout->data + element->style_types[style_type];
}
inline
UIElement* layout_get_element_parent(const UILayout* layout, UIElement* element) noexcept
{
if (!element) {
return NULL;
}
return (UIElement *) (layout->data + element->parent);
}
inline
UIElement* layout_get_element_child(const UILayout* layout, UIElement* element, uint16 child) noexcept
{
if (!element) {
return NULL;
}
uint16* children = (uint16 *) (element + 1);
return (UIElement *) (layout->data + children[child]);
}
#endif