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