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game/ui/render.sx
2026-02-24 19:22:05 +02:00

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#import "modules/std.sx";
#import "ui/types.sx";
RenderNodeType :: enum {
rect;
rounded_rect;
text;
image;
clip_push;
clip_pop;
opacity_push;
opacity_pop;
}
RenderNode :: struct {
type: RenderNodeType;
frame: Frame;
// Rect / rounded_rect
fill_color: Color;
stroke_color: Color;
stroke_width: f32;
corner_radius: f32;
// Text
text: string;
font_size: f32;
text_color: Color;
// Image
texture_id: u32;
// Opacity
opacity: f32;
depth: s64;
}
RenderTree :: struct {
nodes: List(RenderNode);
generation: s64;
init :: () -> RenderTree {
RenderTree.{ generation = 0 };
}
clear :: (self: *RenderTree) {
self.nodes.len = 0;
self.generation += 1;
}
add :: (self: *RenderTree, node: RenderNode) -> s64 {
idx := self.nodes.len;
self.nodes.append(node);
idx;
}
}
// Stateful builder — views use this to emit render nodes
RenderContext :: struct {
tree: *RenderTree;
clip_depth: s64;
opacity: f32;
depth: s64;
init :: (tree: *RenderTree) -> RenderContext {
RenderContext.{
tree = tree,
clip_depth = 0,
opacity = 1.0,
depth = 0
};
}
add_rect :: (self: *RenderContext, frame: Frame, fill: Color) {
node : RenderNode = ---;
memset(@node, 0, size_of(RenderNode));
node.type = .rect;
node.frame = frame;
node.fill_color = fill;
node.opacity = self.opacity;
node.depth = self.depth;
self.tree.add(node);
self.depth += 1;
}
add_rounded_rect :: (self: *RenderContext, frame: Frame, fill: Color, radius: f32) {
node : RenderNode = ---;
memset(@node, 0, size_of(RenderNode));
node.type = .rounded_rect;
node.frame = frame;
node.fill_color = fill;
node.corner_radius = radius;
node.opacity = self.opacity;
node.depth = self.depth;
self.tree.add(node);
self.depth += 1;
}
add_stroked_rect :: (self: *RenderContext, frame: Frame, fill: Color, stroke: Color, stroke_w: f32, radius: f32) {
node : RenderNode = ---;
memset(@node, 0, size_of(RenderNode));
node.type = .rounded_rect;
node.frame = frame;
node.fill_color = fill;
node.stroke_color = stroke;
node.stroke_width = stroke_w;
node.corner_radius = radius;
node.opacity = self.opacity;
node.depth = self.depth;
self.tree.add(node);
self.depth += 1;
}
add_text :: (self: *RenderContext, frame: Frame, text: string, font_size: f32, color: Color) {
node : RenderNode = ---;
memset(@node, 0, size_of(RenderNode));
node.type = .text;
node.frame = frame;
node.text = text;
node.font_size = font_size;
node.text_color = color;
node.opacity = self.opacity;
node.depth = self.depth;
self.tree.add(node);
self.depth += 1;
}
add_image :: (self: *RenderContext, frame: Frame, texture_id: u32) {
node : RenderNode = ---;
memset(@node, 0, size_of(RenderNode));
node.type = .image;
node.frame = frame;
node.texture_id = texture_id;
node.opacity = self.opacity;
node.depth = self.depth;
self.tree.add(node);
self.depth += 1;
}
push_clip :: (self: *RenderContext, frame: Frame) {
node : RenderNode = ---;
memset(@node, 0, size_of(RenderNode));
node.type = .clip_push;
node.frame = frame;
node.depth = self.depth;
self.tree.add(node);
self.clip_depth += 1;
}
pop_clip :: (self: *RenderContext) {
node : RenderNode = ---;
memset(@node, 0, size_of(RenderNode));
node.type = .clip_pop;
node.depth = self.depth;
self.tree.add(node);
self.clip_depth -= 1;
}
push_opacity :: (self: *RenderContext, alpha: f32) {
prev := self.opacity;
self.opacity = prev * alpha;
node : RenderNode = ---;
memset(@node, 0, size_of(RenderNode));
node.type = .opacity_push;
node.opacity = self.opacity;
node.depth = self.depth;
self.tree.add(node);
}
pop_opacity :: (self: *RenderContext, prev_opacity: f32) {
node : RenderNode = ---;
memset(@node, 0, size_of(RenderNode));
node.type = .opacity_pop;
node.depth = self.depth;
self.tree.add(node);
self.opacity = prev_opacity;
}
}