Files
sx/library/modules/ui/render.sx
agra 5cc45a2b38 refactor: List is slice-backed { items: []T; cap } — directly iterable
items is now a []T slice whose .len IS the live element count (cap = allocated
capacity), so a List iterates directly: `for xs.items (e) { ... }`. A
`len :: (self) -> i64 #get => items.len` accessor keeps `xs.len` reads working;
`.len` WRITES become `.items.len`. List stays 24 bytes (`[]T`=16 + cap=8).

- list.sx: append/ensure_capacity/deinit rewritten for the slice backing. deinit
  guards the free on `cap > 0` (true ownership) and resets via explicit
  ptr=null/len=0 (a `.{}` slice assignment yields a garbage len; `.[]` is the
  empty-slice literal but can't be assigned to a generic []T — both worked around).
- Compiler coupling updated: comptime_vm makeStringList/readStringList write/read
  items as a {ptr,len} fat pointer at field 0 + cap at field 1; control_flow
  listView views an `items: []T` slice (keeps the legacy {[*]T,len} shape too).
- Migrated List `.len` writes to `.items.len` in sched.sx + ui/{render,pipeline,
  glyph_cache} + platform/{sdl3,android,uikit}.
- Snapshots: List's type-table layout changed → ~40 .ir + memory/0800 (items now
  prints as a slice) regenerated; diagnostics/1183 retargeted to a genuine
  many-pointer (xs.items is a slice now). Example memory/0840 locks for-each.
2026-06-22 11:55:19 +03:00

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#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.items.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;
}
}