Surface rename of the signed integer family: s1..s64 become i1..i64
(u1..u64, usize, isize unchanged). 'string' keeps the s-prefix arm in
name classification; width parsing moves to the i-prefix arm next to
isize.
Internal TypeId tags follow the surface (.s8/.s16/.s32/.s64 ->
.i8/.i16/.i32/.i64), as do mono-key mangle fragments (ptr_i64,
tu_i64_bool) and all display/diagnostic formatting (i{d}).
Migrated in the same sweep: stdlib + examples + issue repros + FFI C
companions (shared symbol names like ffi_id_i64), expected
stdout/stderr/ir snapshots, specs.md, readme.md, CLAUDE.md/AGENTS.md,
implementation_plan.md, docs/, issue writeups. Vendored stb_image and
historical flow state left untouched.
zig build test: 426/426; examples suite: 595/595.
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.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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