cOMS/ui/UILayout.cpp

847 lines
29 KiB
C++

#ifndef TOS_UI_LAYOUT_C
#define TOS_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"
// 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 = 0;
while (*pos != '\0') {
while (*pos == ' ' || *pos == '\t') {
++pos;
++level;
}
if (level > parent_level + 4) {
// This element is a childrens child and not a direct child
continue;
} else if (level <= parent_level || !str_is_alphanum(*pos)) {
// We are no longer inside of element
break;
}
++direct_child_elements;
str_move_past(&pos, '\n');
}
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[28];
int32 level = 0;
while (*pos != '\0') {
while (*pos == ' ' || *pos == '\t') {
++pos;
++level;
}
if (level > parent_level + 4) {
// This element is a childrens child and not a direct child
continue;
} else if (level <= parent_level) {
// We are no longer inside of element
break;
}
str_copy_move_until(&pos, block_name, ":");
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
int32 version = strtol(pos, (char **) &pos, 10); ++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);
++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[28];
char block_type[28];
// 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", 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;
int32 level;
while (*pos != '\0') {
if (*pos == '\n') {
++pos;
continue;
}
level = 0;
while (*pos == ' ' || *pos == '\t') {
++pos;
++level;
}
if (*pos == '\n' || *pos == '\0') {
continue;
}
str_copy_move_until(&pos, block_name, ":"); ++pos;
str_copy_move_until(&pos, block_type, " \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') {
if (*pos == '\n') {
++pos;
continue;
}
level = 0;
while (*pos == ' ' || *pos == '\t') {
++pos;
++level;
}
if (*pos == '\n' || *pos == '\0') {
continue;
}
str_copy_move_until(&pos, block_name, ":");
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') {
if (*pos == '\n') {
++pos;
continue;
}
if (*pos == ' ' || *pos == '\t') {
str_move_past(&pos, '\n');
continue;
}
str_copy_move_until(&pos, block_name, ":");
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** pos,
const byte* start
) {
// @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);
**pos = element->state_flag;
*pos += sizeof(element->state_flag);
**pos = element->type;
*pos += sizeof(element->type);
**pos = element->style_old;
*pos += sizeof(element->style_old);
**pos = element->style_new;
*pos += sizeof(element->style_new);
*((uint32 *) *pos) = SWAP_ENDIAN_LITTLE(element->parent);
*pos += sizeof(element->parent);
*((uint32 *) *pos) = SWAP_ENDIAN_LITTLE(element->state);
*pos += sizeof(element->state);
// Details
for (int32 i = 0; i < UI_STYLE_TYPE_SIZE; ++i) {
*((uint32 *) *pos) = SWAP_ENDIAN_LITTLE(element->style_types[i]);
*pos += sizeof(element->style_types[i]);
}
*((uint16 *) *pos) = SWAP_ENDIAN_LITTLE(element->children_count);
*pos += sizeof(element->children_count);
/* We don't save the animation state since that is always 0 in the file
memset(*pos, 0, sizeof(element->animation_state));
*pos += sizeof(element->animation_state);
*/
*((uint16 *) *pos) = SWAP_ENDIAN_LITTLE(element->animation_count);
*pos += sizeof(element->animation_count);
*((uint32 *) *pos) = SWAP_ENDIAN_LITTLE(element->animations);
*pos += sizeof(element->animations);
*((uint16 *) *pos) = SWAP_ENDIAN_LITTLE(element->vertex_count);
*pos += sizeof(element->vertex_count);
*((uint32 *) *pos) = SWAP_ENDIAN_LITTLE(element->vertices_active);
*pos += sizeof(element->vertices_active);
// 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 pos 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 *) *pos) = SWAP_ENDIAN_LITTLE(children[i]);
*pos += sizeof(*children);
}
// State element data e.g. UIInputState
ui_layout_serialize_element_state(element->type, data + element->state, pos);
// 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], pos);
}
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) {
**pos = animations[i].style_old;
*pos += sizeof(animations[i].style_old);
**pos = animations[i].style_new;
*pos += sizeof(animations[i].style_new);
*((uint16 *) *pos) = SWAP_ENDIAN_LITTLE(animations[i].duration);
*pos += sizeof(animations[i].duration);
**pos = animations[i].anim_type;
*pos += sizeof(animations[i].anim_type);
**pos = animations[i].keyframe_count;
*pos += 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, pos);
}
}
}
int32 layout_to_data(
const UILayout* __restrict layout,
byte* __restrict data
) {
byte* pos = data;
byte* max_pos = data;
// version
*((int32 *) pos) = SWAP_ENDIAN_LITTLE(UI_LAYOUT_VERSION);
pos += sizeof(int32);
// hashmap
byte* start = pos;
pos += hashmap_dump(&layout->hash_map, pos);
// UIElement data
for (uint32 i = 0; i < layout->hash_map.buf.count; ++i) {
HashEntryInt32* entry = (HashEntryInt32 *) hashmap_get_entry_by_index((HashMap *) &layout->hash_map, i);
if (!entry) {
continue;
}
pos = start + entry->value;
ui_layout_serialize_element(entry, layout->data, &pos, start);
if (pos > max_pos) {
max_pos = pos;
}
// save all the next elements
while (entry->next) {
pos = start + entry->value;
ui_layout_serialize_element(entry, layout->data, &pos, start);
if (pos > max_pos) {
max_pos = pos;
}
entry = (HashEntryInt32 *) hashmap_get_entry_by_element((HashMap *) &layout->hash_map, entry->next);
}
}
return (int32) (max_pos - 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** pos)
{
// @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 = **pos;
*pos += sizeof(element->state_flag);
element->type = (UIElementType) **pos;
*pos += sizeof(element->type);
element->style_old = (UIStyleType) **pos;
*pos += sizeof(element->style_old);
element->style_new = (UIStyleType) **pos;
*pos += sizeof(element->style_new);
element->parent = SWAP_ENDIAN_LITTLE(*((uint32 *) *pos));
*pos += sizeof(element->parent);
element->state = SWAP_ENDIAN_LITTLE(*((uint32 *) *pos));
*pos += sizeof(element->state);
// Details
for (int32 i = 0; i < UI_STYLE_TYPE_SIZE; ++i) {
element->style_types[i] = SWAP_ENDIAN_LITTLE(*((uint32 *) *pos));
*pos += sizeof(element->style_types[i]);
}
element->children_count = SWAP_ENDIAN_LITTLE(*((uint16 *) *pos));
*pos += 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 *) *pos));
*pos += sizeof(element->animation_count);
element->animations = SWAP_ENDIAN_LITTLE(*((uint32 *) *pos));
*pos += sizeof(element->animations);
element->vertex_count = SWAP_ENDIAN_LITTLE(*((uint16 *) *pos));
*pos += sizeof(element->vertex_count);
// @bug this needs to be changed?
element->vertices_active = SWAP_ENDIAN_LITTLE(*((uint32 *) *pos));
*pos += sizeof(element->vertices_active);
// 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 *) *pos));
*pos += sizeof(*children);
}
// State element data e.g. UIInputState
ui_layout_unserialize_element_state(element->type, data + element->state, pos);
// 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], pos);
}
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) **pos;
*pos += sizeof(animations[i].style_old);
animations[i].style_new = (UIStyleType) **pos;
*pos += sizeof(animations[i].style_new);
animations[i].duration = SWAP_ENDIAN_LITTLE(*((uint16 *) *pos));
*pos += sizeof(animations[i].duration);
animations[i].anim_type = (AnimationEaseType) **pos;
*pos += sizeof(animations[i].anim_type);
animations[i].keyframe_count = **pos;
*pos += 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, pos);
}
}
}
// 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
) {
const byte* pos = data;
const byte* max_pos = pos;
int32 version = *((int32 *) pos);
pos += 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 *) pos)), sizeof(HashEntryInt32), layout->data);
const byte* start = data;
pos += hashmap_load(&layout->hash_map, pos);
// layout data
for (int32 i = 0; i < layout->hash_map.buf.count; ++i) {
HashEntryInt32* entry = (HashEntryInt32 *) hashmap_get_entry_by_index(&layout->hash_map, i);
if (!entry) {
continue;
}
pos = start + entry->value;
ui_layout_parse_element(entry, layout->data, &pos);
if (pos > max_pos) {
max_pos = pos;
}
// save all the next elements
while (entry->next) {
pos = start + entry->value;
ui_layout_parse_element(entry, layout->data, &pos);
if (pos > max_pos) {
max_pos = pos;
}
entry = (HashEntryInt32 *) hashmap_get_entry_by_element(&layout->hash_map, entry->next);
}
}
layout->layout_size = (uint32) (max_pos - data);
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,
const Camera* __restrict camera
) {
EvaluatorVariable variables[] = {
{ "vw", (f32) camera->viewport_width },
{ "vh", (f32) camera->viewport_height },
{ "px", 0.0 }, // Placeholder for parent values
{ "py", 0.0 }, // Placeholder for parent values
{ "pw", 0.0 }, // Placeholder for parent values
{ "ph", 0.0 }, // Placeholder for parent values
};
// @todo Handle animations
// @todo Handle vertices_active offset
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
for (int32 i = 0; i < theme->hash_map.buf.count; ++i) {
HashEntryInt32* style_entry = (HashEntryInt32 *) hashmap_get_entry_by_index((HashMap *) &theme->hash_map, i);
if (!style_entry) {
continue;
}
// We don't handle special styles here, only the default one
if (strchr(style_entry->key, ':')) {
continue;
}
HashEntryInt32* entry = (HashEntryInt32 *) hashmap_get_entry(&layout->hash_map, style_entry->key);
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);
UIElement* parent = element->parent ? (UIElement *) (layout->data + element->parent) : NULL;
// @todo Continue implementation
switch (element->type) {
case UI_ELEMENT_TYPE_INPUT: {
ui_input_state_populate(group, (UIInputState *) (layout->data + element->state));
ui_input_element_populate(
layout,
group,
(UIInput *) (layout->data + element->style_types[UI_STYLE_TYPE_DEFAULT]),
parent,
variables
);
} break;
}
}
// 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)
for (int32 i = 0; i < theme->hash_map.buf.count; ++i) {
HashEntryInt32* style_entry = (HashEntryInt32 *) hashmap_get_entry_by_index((HashMap *) &theme->hash_map, i);
if (!style_entry) {
continue;
}
// We only handle special styles here, not the default one
char* special = strchr(style_entry->key, ':');
if (!special) {
// The default element was already handled outside this loop
continue;
}
UIStyleType style_type = (UIStyleType) ui_style_type_to_id(special);
char pure_name[HASH_MAP_MAX_KEY_LENGTH];
str_copy_until(style_entry->key, 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);
// 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);
UIElement* parent = element->parent ? (UIElement *) (layout->data + element->parent) : NULL;
// @todo Continue implementation
switch (element->type) {
case UI_ELEMENT_TYPE_INPUT: {
ui_input_element_populate(
layout,
group,
(UIInput *) (layout->data + element->style_types[style_type]),
parent,
variables
);
} break;
}
}
}
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();
}
}
}
void ui_layout_update_dfs(UILayout* layout, UIElement* element, byte category = 0) {
if (element->category == category) {
ui_layout_update(layout, element);
}
uint32* children = (uint32 *) (element + 1);
for (int32 i = 0; i < element->children_count; ++i) {
ui_layout_update(layout, (UIElement *) (layout->data + children[i]));
}
}
uint32 ui_layout_render_dfs(
UILayout* layout,
UIElement* element, Vertex3DTextureColor* __restrict vertices,
byte category = 0
) {
uint32 vertex_count = 0;
if (element->category == category) {
memcpy(vertices, layout->vertices_active + element->vertices_active, sizeof(*vertices) * element->vertex_count);
vertices += element->vertex_count;
vertex_count += element->vertex_count;
}
for (int32 i = 0; i < element->children_count; ++i) {
uint32 child_vertex_count = ui_layout_render_dfs(layout, element, 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, Vertex3DTextureColor* __restrict vertices,
byte category = 0
) {
uint32 vertex_count = 0;
if (element->category == category) {
ui_layout_update(layout, element);
memcpy(vertices, layout->vertices_active + element->vertices_active, sizeof(*vertices) * element->vertex_count);
vertices += element->vertex_count;
vertex_count += element->vertex_count;
}
for (int32 i = 0; i < element->children_count; ++i) {
uint32 child_vertex_count = ui_layout_update_render_dfs(layout, element, 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)
{
return layout->ui_chroma_codes[layout->width * y / 4 + x / 4];
}
#endif