ui: port game UI framework into library/modules/ui
20 files (~3,830 lines): view protocol, layout, renderer, glyph cache, fonts, gestures, animation, scroll, stacks, modifiers, etc. Internal imports rewritten from "ui/..." to "modules/ui/...". Consumers now `#import "modules/ui"` from any project; no symlink hacks needed. Verified by compiling game/main.sx without its local ui/ — resolves via the Phase 6 stdlib fallback.
This commit is contained in:
179
library/modules/ui/render.sx
Executable file
179
library/modules/ui/render.sx
Executable file
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#import "modules/std.sx";
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#import "modules/ui/types.sx";
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RenderNodeType :: enum {
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rect;
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rounded_rect;
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text;
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image;
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clip_push;
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clip_pop;
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opacity_push;
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opacity_pop;
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}
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RenderNode :: struct {
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type: RenderNodeType;
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frame: Frame;
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// Rect / rounded_rect
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fill_color: Color;
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stroke_color: Color;
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stroke_width: f32;
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corner_radius: f32;
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// Text
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text: string;
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font_size: f32;
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text_color: Color;
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// Image
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texture_id: u32;
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uv_min: Point;
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uv_max: Point;
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// Opacity
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opacity: f32;
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depth: s64;
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}
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RenderTree :: struct {
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nodes: List(RenderNode);
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generation: s64;
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init :: () -> RenderTree {
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RenderTree.{ generation = 0 };
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}
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clear :: (self: *RenderTree) {
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self.nodes.len = 0;
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self.generation += 1;
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}
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add :: (self: *RenderTree, node: RenderNode) -> s64 {
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idx := self.nodes.len;
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self.nodes.append(node);
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idx;
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}
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}
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// Stateful builder — views use this to emit render nodes
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RenderContext :: struct {
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tree: *RenderTree;
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clip_depth: s64;
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opacity: f32;
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depth: s64;
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init :: (tree: *RenderTree) -> RenderContext {
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RenderContext.{
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tree = tree,
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clip_depth = 0,
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opacity = 1.0,
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depth = 0
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};
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}
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add_rect :: (self: *RenderContext, frame: Frame, fill: Color) {
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self.tree.add(.{
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type = .rect,
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frame = frame,
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fill_color = fill,
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opacity = self.opacity,
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depth = self.depth,
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});
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self.depth += 1;
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}
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add_rounded_rect :: (self: *RenderContext, frame: Frame, fill: Color, radius: f32) {
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self.tree.add(.{
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type = .rounded_rect,
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frame = frame,
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fill_color = fill,
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corner_radius = radius,
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opacity = self.opacity,
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depth = self.depth,
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});
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self.depth += 1;
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}
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add_stroked_rect :: (self: *RenderContext, frame: Frame, fill: Color, stroke: Color, stroke_w: f32, radius: f32) {
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self.tree.add(.{
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type = .rounded_rect,
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frame = frame,
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fill_color = fill,
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stroke_color = stroke,
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stroke_width = stroke_w,
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corner_radius = radius,
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opacity = self.opacity,
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depth = self.depth,
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});
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self.depth += 1;
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}
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add_text :: (self: *RenderContext, frame: Frame, text: string, font_size: f32, color: Color) {
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self.tree.add(.{
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type = .text,
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frame = frame,
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text = text,
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font_size = font_size,
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text_color = color,
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opacity = self.opacity,
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depth = self.depth,
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});
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self.depth += 1;
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}
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add_image :: (self: *RenderContext, frame: Frame, texture_id: u32) {
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self.add_image_uv(frame, texture_id, Point.zero(), Point.{ x = 1.0, y = 1.0 });
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}
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add_image_uv :: (self: *RenderContext, frame: Frame, texture_id: u32, uv_min: Point, uv_max: Point) {
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self.tree.add(.{
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type = .image,
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frame = frame,
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texture_id = texture_id,
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uv_min = uv_min,
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uv_max = uv_max,
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opacity = self.opacity,
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depth = self.depth,
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});
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self.depth += 1;
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}
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push_clip :: (self: *RenderContext, frame: Frame) {
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self.tree.add(.{
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type = .clip_push,
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frame = frame,
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depth = self.depth,
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});
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self.clip_depth += 1;
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}
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pop_clip :: (self: *RenderContext) {
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self.tree.add(.{
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type = .clip_pop,
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depth = self.depth,
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});
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self.clip_depth -= 1;
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}
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push_opacity :: (self: *RenderContext, alpha: f32) {
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prev := self.opacity;
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self.opacity = prev * alpha;
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self.tree.add(.{
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type = .opacity_push,
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opacity = self.opacity,
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depth = self.depth,
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});
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}
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pop_opacity :: (self: *RenderContext, prev_opacity: f32) {
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self.tree.add(.{
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type = .opacity_pop,
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depth = self.depth,
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});
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self.opacity = prev_opacity;
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}
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}
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