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.
180 lines
4.2 KiB
Plaintext
Executable File
180 lines
4.2 KiB
Plaintext
Executable File
#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: i64;
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}
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RenderTree :: struct {
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nodes: List(RenderNode);
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generation: i64;
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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.items.len = 0;
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self.generation += 1;
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}
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add :: (self: *RenderTree, node: RenderNode) -> i64 {
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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: i64;
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opacity: f32;
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depth: i64;
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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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