Files
sx/library/modules/ui/pipeline.sx
agra 59f0aa7716 std: restructure — std/ modules, namespace tail, std/xml.sx
allocators/fs/process/socket/log/trace/test move under modules/std/
(allocators.sx becomes std/mem.sx; the Allocator protocol moves into
the std.sx prelude, impls stay in mem.sx). New std/xml.sx holds
xml_escape as xml.escape. std.sx gains the carried namespace tail —
flat-importing std.sx now also provides mem./xml./log. — with the
remaining modules (fs/process/socket/json/cli/hash/test) deferred from
the tail until the global last-wins maps are fully own-wins (pulling
them into every closure collides bare names corpus-wide; they stay
direct imports: modules/std/fs.sx etc.). log.sx's internal emit
renamed log_emit (it clobbered consumer fns named emit program-wide).
bundle.sx uses xml.escape via the carried alias. Consumer import paths
swept mechanically; .ir snapshots recaptured for the larger std
closure. m3te + game build unchanged.
2026-06-11 06:10:59 +03:00

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#import "modules/std.sx";
#import "modules/std/mem.sx";
#import "modules/ui/glyph_cache.sx"; // `font: GlyphCache` — name it, import it (non-transitive).
#import "modules/opengl.sx";
#import "modules/gpu/api.sx";
#import "modules/ui/types.sx";
#import "modules/ui/render.sx";
#import "modules/ui/events.sx";
#import "modules/ui/font.sx";
#import "modules/ui/view.sx";
#import "modules/ui/renderer.sx";
UIPipeline :: struct {
renderer: UIRenderer;
render_tree: RenderTree;
font: GlyphCache;
screen_width: f32;
screen_height: f32;
root: ViewChild;
has_root: bool;
// Frame arena infrastructure. Both arenas are embedded value-typed
// fields — Arena.init returns the state by value, so UIPipeline
// holds the storage directly. Internal code grabs `*Arena` via
// `@self.arena_a` when it needs to call methods through the
// protocol; consumers in `tick_with_body` cast to Allocator at the
// `push Context` site.
arena_a: Arena;
arena_b: Arena;
frame_index: s64;
body: Closure() -> View;
has_body: bool;
parent_allocator: Allocator;
// GPU protocol backend. When set, the pipeline propagates this to its
// renderer + font, and skips the per-frame GL state setup in
// commit_gpu (Metal bakes blend mode into the pipeline state).
gpu: ?GPU = null;
// Set the GPU dispatch BEFORE calling init() / init_font() so the
// shaders + atlas land on the right backend.
set_gpu :: (self: *UIPipeline, gpu: GPU) {
self.gpu = xx gpu;
self.renderer.gpu = xx gpu;
self.font.gpu = xx gpu;
}
init :: (self: *UIPipeline, width: f32, height: f32) {
self.render_tree = RenderTree.init();
self.renderer.init();
self.screen_width = width;
self.screen_height = height;
self.has_root = false;
self.has_body = false;
self.frame_index = 0;
}
init_font :: (self: *UIPipeline, path: [:0]u8, size: f32, dpi_scale: f32) {
self.font.init(path, size);
self.font.set_dpi_scale(dpi_scale);
self.renderer.dpi_scale = dpi_scale;
set_global_font(@self.font);
}
set_root :: (self: *UIPipeline, view: View) {
self.root = .{ view = view };
self.has_root = true;
}
set_body :: (self: *UIPipeline, body_fn: Closure() -> View) {
self.body = body_fn;
self.has_body = true;
self.parent_allocator = context.allocator;
// Initialize both arenas (256KB initial, grows automatically)
self.arena_a = Arena.init(self.parent_allocator, 262144);
self.arena_b = Arena.init(self.parent_allocator, 262144);
self.frame_index = 0;
}
resize :: (self: *UIPipeline, width: f32, height: f32) {
self.screen_width = width;
self.screen_height = height;
}
// Re-layout and re-render the existing view tree at current screen size.
// Does NOT rebuild from body — safe to call from C callbacks (no arena/context needed).
tick_relayout :: (self: *UIPipeline) {
if self.has_root == false { return; }
proposal := ProposedSize.fixed(self.screen_width, self.screen_height);
self.root.view.size_that_fits(proposal);
self.root.computed_frame = Frame.{
origin = Point.zero(),
size = Size.{ width = self.screen_width, height = self.screen_height }
};
self.root.view.layout(self.root.computed_frame);
self.render_tree.clear();
ctx := RenderContext.init(@self.render_tree);
self.root.view.render(@ctx, self.root.computed_frame);
self.commit_gpu();
}
// Process a single event through the view tree
dispatch_event :: (self: *UIPipeline, event: *Event) -> bool {
if self.has_root == false { return false; }
self.root.view.handle_event(event, self.root.computed_frame)
}
// Run one frame: layout → render → commit
tick :: (self: *UIPipeline) {
if self.has_body {
self.tick_with_body();
return;
}
if self.has_root == false { return; }
proposal := ProposedSize.fixed(self.screen_width, self.screen_height);
// Layout
self.root.view.size_that_fits(proposal);
self.root.computed_frame = Frame.{
origin = Point.zero(),
size = Size.{ width = self.screen_width, height = self.screen_height }
};
self.root.view.layout(self.root.computed_frame);
// Render to tree
self.render_tree.clear();
ctx := RenderContext.init(@self.render_tree);
self.root.view.render(@ctx, self.root.computed_frame);
// Commit to GPU
self.commit_gpu();
}
tick_with_body :: (self: *UIPipeline) {
build_arena : *Arena = if (self.frame_index & 1) == 0 then @self.arena_a else @self.arena_b;
build_arena.reset();
// Reset render_tree nodes (backing is stale after arena reset)
self.render_tree.nodes.items = null;
self.render_tree.nodes.len = 0;
self.render_tree.nodes.cap = 0;
push Context.{ allocator = xx build_arena, data = context.data } {
// Workaround: self.body() crashes through struct field (issue-0010)
body_fn := self.body;
root_view := body_fn();
self.root = .{ view = root_view };
self.has_root = true;
proposal := ProposedSize.fixed(self.screen_width, self.screen_height);
self.root.view.size_that_fits(proposal);
self.root.computed_frame = Frame.{
origin = Point.zero(),
size = Size.{ width = self.screen_width, height = self.screen_height }
};
self.root.view.layout(self.root.computed_frame);
self.render_tree.clear();
ctx := RenderContext.init(@self.render_tree);
self.root.view.render(@ctx, self.root.computed_frame);
self.commit_gpu();
}
self.frame_index += 1;
}
commit_gpu :: (self: *UIPipeline) {
if self.gpu == null {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
}
self.renderer.begin(self.screen_width, self.screen_height, self.font.texture_id);
self.renderer.process(@self.render_tree);
// Push any glyphs rasterized during process() to the GPU atlas BEFORE
// the final draw is recorded. On Metal we deferred per-render_text
// uploads so this is the single point where the atlas reaches the
// GPU. On the GL path it's a no-op (uploads already happened inline).
self.font.upload_atlas_to_gpu();
self.renderer.flush();
if self.gpu == null {
glDisable(GL_BLEND);
}
}
}