Files
sx/library/modules/ui/render.sx
agra 989e18b760 feat: tuple syntax cutover — Tuple(...) type + .(...) value
Replace the bare-paren tuple grammar with explicit, position-unambiguous
forms, mirroring how structs work:

  type     `(A, B)`        -> `Tuple(A, B)`          (named keeps `:`)
  value    `(a, b)`        -> `.(a, b)`              (named uses `=`)
  typed    (new)           -> `Tuple(A, B).(a, b)`   (like `Point.{...}`)
  failable `-> (T, !)`     -> `-> T !`
           `-> (T1, T2, !)`-> `-> Tuple(T1, T2) !`   (channel outside Tuple)

Bare `(...)` is now grouping only, everywhere; a comma in bare parens is a
hard error with a migration hint. Grouping, function types `(A, B) -> R`,
param lists, lambdas, and match bindings are unaffected.

`Tuple(...)` is strictly a TYPE in every position (including `size_of` /
`type_info` args); a tuple VALUE comes only from `.(...)` (anonymous) or
`Tuple(...).(...)` (explicitly typed). A bare `Tuple(1, 2)` is a tuple
type with non-type elements -> rejected.

The ~110 tuple-bearing corpus files were migrated with a one-shot
AST-aware migrator (the `sx migrate` tool from the prior commit, removed
here). New examples: 0130 (new syntax), 0131 (typed construction), 1060
(named-tuple failable return). 1116 golden updated for the new hint text.
2026-06-25 17:53:57 +03:00

180 lines
4.2 KiB
Plaintext

#import "modules/std.sx";
#import "modules/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;
uv_min: Point;
uv_max: Point;
// Opacity
opacity: f32;
depth: i64;
}
RenderTree :: struct {
nodes: List(RenderNode);
generation: i64;
init :: () -> RenderTree {
RenderTree.{ generation = 0 }
}
clear :: (self: *RenderTree) {
self.nodes.len = 0;
self.generation += 1;
}
add :: (self: *RenderTree, node: RenderNode) -> i64 {
idx := self.nodes.len;
self.nodes.append(node);
idx
}
}
// Stateful builder — views use this to emit render nodes
RenderContext :: struct {
tree: *RenderTree;
clip_depth: i64;
opacity: f32;
depth: i64;
init :: (tree: *RenderTree) -> RenderContext {
RenderContext.{
tree = tree,
clip_depth = 0,
opacity = 1.0,
depth = 0
}
}
add_rect :: (self: *RenderContext, frame: Frame, fill: Color) {
self.tree.add(.{
type = .rect,
frame = frame,
fill_color = fill,
opacity = self.opacity,
depth = self.depth,
});
self.depth += 1;
}
add_rounded_rect :: (self: *RenderContext, frame: Frame, fill: Color, radius: f32) {
self.tree.add(.{
type = .rounded_rect,
frame = frame,
fill_color = fill,
corner_radius = radius,
opacity = self.opacity,
depth = self.depth,
});
self.depth += 1;
}
add_stroked_rect :: (self: *RenderContext, frame: Frame, fill: Color, stroke: Color, stroke_w: f32, radius: f32) {
self.tree.add(.{
type = .rounded_rect,
frame = frame,
fill_color = fill,
stroke_color = stroke,
stroke_width = stroke_w,
corner_radius = radius,
opacity = self.opacity,
depth = self.depth,
});
self.depth += 1;
}
add_text :: (self: *RenderContext, frame: Frame, text: string, font_size: f32, color: Color) {
self.tree.add(.{
type = .text,
frame = frame,
text = text,
font_size = font_size,
text_color = color,
opacity = self.opacity,
depth = self.depth,
});
self.depth += 1;
}
add_image :: (self: *RenderContext, frame: Frame, texture_id: u32) {
self.add_image_uv(frame, texture_id, Point.zero(), Point.{ x = 1.0, y = 1.0 });
}
add_image_uv :: (self: *RenderContext, frame: Frame, texture_id: u32, uv_min: Point, uv_max: Point) {
self.tree.add(.{
type = .image,
frame = frame,
texture_id = texture_id,
uv_min = uv_min,
uv_max = uv_max,
opacity = self.opacity,
depth = self.depth,
});
self.depth += 1;
}
push_clip :: (self: *RenderContext, frame: Frame) {
self.tree.add(.{
type = .clip_push,
frame = frame,
depth = self.depth,
});
self.clip_depth += 1;
}
pop_clip :: (self: *RenderContext) {
self.tree.add(.{
type = .clip_pop,
depth = self.depth,
});
self.clip_depth -= 1;
}
push_opacity :: (self: *RenderContext, alpha: f32) {
prev := self.opacity;
self.opacity = prev * alpha;
self.tree.add(.{
type = .opacity_push,
opacity = self.opacity,
depth = self.depth,
});
}
pop_opacity :: (self: *RenderContext, prev_opacity: f32) {
self.tree.add(.{
type = .opacity_pop,
depth = self.depth,
});
self.opacity = prev_opacity;
}
}