From a7c2d13bcca784350d851b665b8a19697e113b34 Mon Sep 17 00:00:00 2001 From: San Jacobs Date: Thu, 17 Aug 2023 01:48:00 +0200 Subject: Screw everything, we do oui now --- lib/oui/oui.odin | 1186 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1186 insertions(+) create mode 100644 lib/oui/oui.odin (limited to 'lib/oui/oui.odin') diff --git a/lib/oui/oui.odin b/lib/oui/oui.odin new file mode 100644 index 0000000..d14f369 --- /dev/null +++ b/lib/oui/oui.odin @@ -0,0 +1,1186 @@ +package oui + +import "core:mem" +import "core:fmt" +import "core:time" +import "core:slice" + +// LAYOUTING IS CUSTOMIZED +// 1. RectCut Layouting (directionality + cut distance) +// 2. Absolute Layouting (set the rect yourself) +// 3. Relative Layouting (set the rect relative to a parent) +// 4. Custom Layouting (callback - roll your own thing) + +// TODO +// Animation + +MAX_DATASIZE :: 4096 +MAX_DEPTH :: 64 +MAX_INPUT_EVENTS :: 64 +CLICK_THRESHOLD :: time.Millisecond * 250 +MAX_CONSUME :: 256 + +Input_Event :: struct { + key: int, + char: rune, + repeat: bool, + call: Call, +} + +Mouse_Button :: enum { + Left, + Middle, + Right, +} +Mouse_Buttons :: bit_set[Mouse_Button] + +Context :: struct { + buttons: Mouse_Buttons, + last_buttons: Mouse_Buttons, + button_capture: Mouse_Button, + + cursor_start: I2, + cursor_last_frame: I2, + cursor_delta_frame: I2, + cursor: I2, + cursor_handle: int, // handle <-> looks + cursor_handle_callback: proc(new: int), // callback on handle change + scroll: I2, + + active_item: Item, + focus_item: Item, + focus_redirect_item: Item, // redirect messages if no item is focused to this item + last_hot_item: Item, + last_click_item: Item, + hot_item: Item, + clicked_item: Item, + + state: State, + stage: Stage, + active_key: int, + active_key_repeat: bool, + active_char: rune, + mods: u32, // keyboard mods + + // consume building + consume: [MAX_CONSUME]u8, + consume_focused: bool, // wether consuming is active + consume_index: int, + + // defaults + escape_key: int, + + // click counting + clicks: int, + click_time: time.Time, + + count: int, + last_count: int, + event_count: int, + data_size: int, + + // items data + items: []Item_Raw, + last_items: []Item_Raw, + item_map: []Item, // last -> current matches + item_sort: []Item, + + // buffer data + // TODO could be an arena + buffer: []byte, + + // input event buffer + events: [MAX_INPUT_EVENTS]Input_Event, +} + +State :: enum { + Idle, + Capture, +} + +Stage :: enum { + Layout, + Post_Layout, + Process, +} + +Item_State :: enum { + Cold, + Hot, + Active, + Frozen, +} + +// Cut modes +Cut :: enum { + Left, + Right, + Top, + Bottom, + Fill, +} + +// ratio of parent size +Ratio :: enum { + None, + X, + Y, + XY, +} + +// layout modes | Default is CUT +Layout :: enum { + Cut, + Absolute, + Relative, + // Custom, +} + +// MOUSE calls: +// Down / Up called 1 frame +// Hot_Up called when active was over hot +// Capture called while holding active down +Call :: enum { + // left mouse button + Left_Down, + Left_Up, + Left_Hot_Up, + Left_Capture, + + // right mouse button + Right_Down, + Right_Up, + Right_Hot_Up, + Right_Capture, + + // middle mouse button + Middle_Down, + Middle_Up, + Middle_Hot_Up, + Middle_Capture, + + // Scroll info + Scroll, + + // Cursor Info + Cursor_Handle, + + // FIND + Find_Ignore, + + // Key / Char + Key_Down, + Key_Up, + Char, +} + +I2 :: [2]int +Item :: int + +Callback :: proc(Item, Call) -> int + +Item_Raw :: struct { + handle: rawptr, // item handle + + // callback class will always be called / set usually - user can override class calls + callback: Callback, + + state: Item_State, + ignore: bool, + + // item state | makes this item UNIQUE + layout: Layout, + ratio: Ratio, + z_index: int, + + // tree info + parent: Item, + first_kid: Item, + next_item: Item, + + // layout final + rect: Rect, + + // layout info + layout_offset: [2]int, + layout_margin: int, + layout_size: [2]int, // width/height + layout_ratio: [2]f32, // TODO could be merged to somewhere else + + // cut info + layout_cut_self: Cut, // how the item will cut from the rect + layout_cut_children: Cut, // state that the children will inherit + layout_cut_gap: int, // how much to insert a gap after a cut + + // persistent data per item - queryable after end_layout + hot: f32, + active: f32, +} + +//////////////////////////////////////////////////////////////////////////////// +// CONTEXT MANAGEMENT +//////////////////////////////////////////////////////////////////////////////// + +ui: ^Context + +@private +context_clear_data :: proc() #no_bounds_check { + ui.last_count = ui.count + ui.count = 0 + ui.data_size = 0 + ui.hot_item = -1 + + // swap buffers + ui.items, ui.last_items = ui.last_items, ui.items + + // set map + for i in 0.. ^Context { + ctx := new(Context) + ctx.buffer = make([]byte, buffer_capacity) + ctx.items = make([]Item_Raw, item_capacity) + ctx.last_items = make([]Item_Raw, item_capacity) + ctx.item_map = make([]Item, item_capacity) + ctx.item_sort = make([]Item, item_capacity) + + ctx.stage = .Process + + old_ctx := ui + context_make_current(ctx) + context_clear_data() + context_clear_state() + context_make_current(old_ctx) + return ctx +} + +context_make_current :: #force_inline proc(ctx: ^Context) { + ui = ctx +} + +context_destroy :: proc(ctx: ^Context) { + if ui == ctx { + context_make_current(nil) + } + + delete(ctx.buffer) + delete(ctx.items) + delete(ctx.last_items) + delete(ctx.item_map) + free(ctx) +} + +context_get :: #force_inline proc() -> ^Context { + return ui +} + +//////////////////////////////////////////////////////////////////////////////// +// INPUT CONTROL +//////////////////////////////////////////////////////////////////////////////// + +@private +add_input_event :: proc(event: Input_Event) #no_bounds_check { + if ui.event_count == MAX_INPUT_EVENTS { + return + } + + ui.events[ui.event_count] = event + ui.event_count += 1 +} + +@private +clear_input_events :: proc() { + ui.event_count = 0 + ui.scroll = {} +} + +set_cursor :: #force_inline proc(x, y: int) { + ui.cursor = { x, y } +} + +set_cursor_handle_callback :: proc(callback: proc(new: int)) { + ui.cursor_handle_callback = callback +} + +get_cursor :: #force_inline proc() -> I2 { + return ui.cursor +} + +get_cursor_start :: #force_inline proc() -> I2 { + return ui.cursor_start +} + +get_cursor_delta :: #force_inline proc() -> I2 { + return ui.cursor - ui.cursor_start +} + +get_cursor_delta_frame :: #force_inline proc() -> I2 { + return ui.cursor_delta_frame +} + +set_button :: proc(button: Mouse_Button, enabled: bool) { + if enabled { + incl(&ui.buttons, button) + } else { + excl(&ui.buttons, button) + } +} + +set_mods :: proc(mods: u32, enabled: bool) { + if enabled { + ui.mods |= mods + } else { + ui.mods = mods + } +} + +get_last_button :: proc(button: Mouse_Button) -> bool { + return button in ui.last_buttons +} + +get_button :: proc(button: Mouse_Button) -> bool { + return button in ui.buttons +} + +button_pressed :: proc(button: Mouse_Button) -> bool { + return !get_last_button(button) && get_button(button) +} + +button_released :: proc(button: Mouse_Button) -> bool { + return get_last_button(button) && !get_button(button) +} + +get_clicks :: #force_inline proc() -> int { + return ui.clicks +} + +set_key :: proc(key: int, down: bool, repeat: bool) { + add_input_event({ key, 0, repeat, down ? .Key_Down : .Key_Up }) +} + +set_char :: proc(value: rune) { + add_input_event({ 0, value, false, .Char }) +} + +set_scroll :: proc(x, y: int) { + ui.scroll += { x, y } +} + +get_scroll :: #force_inline proc() -> I2 { + return ui.scroll +} + +//////////////////////////////////////////////////////////////////////////////// +// STAGES +//////////////////////////////////////////////////////////////////////////////// + +begin_layout :: proc() { + assert(ui.stage == .Process) + context_clear_data() + ui.stage = .Layout +} + +end_layout :: proc() #no_bounds_check { + assert(ui.stage == .Layout) + + if ui.count > 0 { + compute_size(0) + arrange(0, nil, 0) + + if ui.last_count > 0 { + map_items(0, 0) + + // remap hot/activeness of matched items + for i in 0.. 0 { + update_hot_item() + } + + ui.stage = .Post_Layout + + // update hot/active for animation + speed := f32(0.05) + for i in 0.. bool { + if get_button(button) { + hot_item^ = -1 + active_item^ = ui.hot_item + + if active_item^ != focus_item^ { + focus_item^ = -1 + ui.focus_item = -1 + } + + if active_item^ >= 0 { + diff := time.since(ui.click_time) + if diff > CLICK_THRESHOLD { + ui.clicks = 0 + } + + ui.clicks += 1 + ui.last_click_item = active_item^ + ui.click_time = time.now() + + switch button { + case .Left: item_callback(active_item^, .Left_Down) + case .Middle: item_callback(active_item^, .Middle_Down) + case .Right: item_callback(active_item^, .Right_Down) + } + } + + // only capture if wanted + ui.button_capture = button + ui.state = .Capture + return true + } + + return false +} + +process :: proc() { + assert(ui.stage != .Layout) + if ui.stage == .Process { + update_hot_item() + } + ui.stage = .Process + + if ui.count == 0 { + clear_input_events() + return + } + + hot_item := ui.last_hot_item + active_item := ui.active_item + focus_item := ui.focus_item + cursor_handle := ui.cursor_handle + + // send all keyboard events + if focus_item >= 0 { + for i in 0..= 0 { + switch ui.button_capture { + case .Left: item_callback(active_item, .Left_Up) + case .Middle: item_callback(active_item, .Middle_Up) + case .Right: item_callback(active_item, .Right_Up) + } + + if active_item == hot { + switch ui.button_capture { + case .Left: item_callback(active_item, .Left_Hot_Up) + case .Middle: item_callback(active_item, .Middle_Hot_Up) + case .Right: item_callback(active_item, .Right_Hot_Up) + } + ui.clicked_item = active_item + } + } + + active_item = -1 + ui.state = .Idle + } else { + if active_item >= 0 { + switch ui.button_capture { + case .Left: item_callback(active_item, .Left_Capture) + case .Middle: item_callback(active_item, .Middle_Capture) + case .Right: item_callback(active_item, .Right_Capture) + } + } + + hot_item = hot == active_item ? hot : -1 + } + } + + // look for possible cursor handle + if hot_item != -1 { + wanted_handle := item_callback(hot_item, .Cursor_Handle) + if wanted_handle != -1 { + ui.cursor_handle = wanted_handle + } else { + // change back to zero - being the default arrow type + if ui.cursor_handle != 0 { + ui.cursor_handle = 0 + } + } + } + + // change of cursor handle + if cursor_handle != ui.cursor_handle { + if ui.cursor_handle_callback != nil { + ui.cursor_handle_callback(ui.cursor_handle) + } + } + + ui.cursor_delta_frame = ui.cursor_last_frame - ui.cursor + ui.cursor_last_frame = ui.cursor + ui.last_hot_item = hot_item + ui.active_item = active_item + ui.last_buttons = ui.buttons +} + +context_clear_state :: proc() { + ui.last_hot_item = -1 + ui.active_item = -1 + ui.focus_item = -1 + ui.last_click_item = -1 +} + +//////////////////////////////////////////////////////////////////////////////// +// UI DECLARATION +//////////////////////////////////////////////////////////////////////////////// + +item_make :: proc() -> Item { + assert(ui.stage == .Layout) + assert(ui.count < len(ui.items)) + + idx := ui.count + ui.count += 1 + + item := &ui.items[idx] + mem.zero_item(item) + + item.first_kid = -1 + item.next_item = -1 + + return idx +} + +item_callback :: proc(item: Item, call: Call) -> int #no_bounds_check { + pitem := &ui.items[item] + + if pitem.callback == nil { + return -1 + } + + return pitem.callback(item, call) +} + +// call the callback for the parent of the item +item_callback_parent :: proc(item: Item, call: Call) -> int #no_bounds_check { + pitem := &ui.items[item] + return item_callback(pitem.parent, call) +} + +set_frozen :: proc(item: Item, enable: bool) { + pitem := &ui.items[item] + if enable { + pitem.state = .Frozen + } else { + pitem.state = .Cold + } +} + +set_handle :: proc(item: Item, handle: rawptr) { + pitem := &ui.items[item] + pitem.handle = handle +} + +alloc_handle :: proc(item: Item, size: int, loc := #caller_location) -> rawptr { + pitem := &ui.items[item] + assert(pitem.handle == nil) + assert(ui.data_size + size <= len(ui.buffer)) + pitem.handle = &ui.buffer[ui.data_size] + ui.data_size += size + return pitem.handle +} + +alloc_typed :: proc(item: Item, $T: typeid) -> ^T { + return cast(^T) alloc_handle(item, size_of(T)) +} + +set_callback :: #force_inline proc(item: Item, callback: Callback) { + pitem := &ui.items[item] + pitem.callback = callback +} + +item_append :: proc(item: Item, sibling: Item) -> Item { + assert(sibling > 0) + pitem := &ui.items[item] + psibling := &ui.items[sibling] + psibling.parent = pitem.parent + // TODO cut append + psibling.next_item = pitem.next_item + pitem.next_item = sibling + return sibling +} + +item_insert :: proc(item: Item, child: Item) -> Item { + assert(child > 0) + pparent := &ui.items[item] + pchild := &ui.items[child] + + // set cut direction + pchild.parent = item + pchild.layout_cut_self = pparent.layout_cut_children + + if pparent.first_kid < 0 { + pparent.first_kid = child + } else { + item_append(last_child(item), child) + } + + return child +} + +insert_front :: item_insert + +item_insert_back :: proc(item: Item, child: Item) -> Item { + assert(child > 0) + pparent := &ui.items[item] + pchild := &ui.items[child] + pchild.parent = item + pchild.layout_cut_self = pparent.layout_cut_children + + pchild.next_item = pparent.first_kid + pparent.first_kid = child + return child +} + +set_size :: proc(item: Item, w, h: int) { + pitem := &ui.items[item] + pitem.layout_size = { w, h } +} + +set_height :: proc(item: Item, h: int) { + pitem := &ui.items[item] + pitem.layout_size.y = h +} + +set_width :: proc(item: Item, w: int) { + pitem := &ui.items[item] + pitem.layout_size.x = w +} + +set_ratio :: proc(item: Item, width, height: f32) { + pitem := &ui.items[item] + w := clamp(width, 0, 1) + h := clamp(height, 0, 1) + pitem.layout_ratio = { w, h } + + if w != 0 && h != 0 { + pitem.ratio = .XY + } else { + if w != 0 { + pitem.ratio = .X + } else if h != 0 { + pitem.ratio = .Y + } + } +} + +set_gap :: proc(item: Item, gap: int) { + pitem := &ui.items[item] + pitem.layout_cut_gap = gap +} + +set_margin :: proc(item: Item, margin: int) { + pitem := &ui.items[item] + pitem.layout_margin = margin +} + +set_offset :: proc(item: Item, x, y: int) { + pitem := &ui.items[item] + pitem.layout_offset = { x, y } +} + +// set a custom layouting method - default is by cut +set_layout :: proc(item: Item, layout: Layout) { + pitem := &ui.items[item] + pitem.layout = layout +} + +// set the cut direction on the item - only applies to children +set_cut :: proc(item: Item, cut: Cut) { + pitem := &ui.items[item] + pitem.layout_cut_children = cut +} + +set_z :: proc(item: Item, z_index: int) { + pitem := &ui.items[item] + pitem.z_index = z_index +} + +set_ignore :: proc(item: Item) { + pitem := &ui.items[item] + pitem.ignore = true +} + +focus :: proc(item: Item, consume := false) { + assert(item >= -1 && item < ui.count) + assert(ui.stage != .Layout) + ui.focus_item = item + ui.consume_focused = consume + ui.consume_index = 0 +} + +consume_result :: proc() -> string { + return transmute(string) mem.Raw_String { &ui.consume[0], ui.consume_index } +} + +focus_redirect :: proc(item: Item) { + ui.focus_redirect_item = item +} + +//////////////////////////////////////////////////////////////////////////////// +// ITERATION +//////////////////////////////////////////////////////////////////////////////// + +last_child :: proc(item: Item) -> Item { + item := first_child(item) + + if item < 0 { + return -1 + } + + for { + next_item := next_sibling(item) + if next_item < 0 { + return item + } + item = next_item + } + + return -1 +} + +first_child :: proc(item: Item) -> Item { + return ui.items[item].first_kid +} + +next_sibling :: proc(item: Item) -> Item { + return ui.items[item].next_item +} + +get_parent :: proc(item: Item) -> Item { + return ui.items[item].parent +} + +// NOTE: uses temp allocator, since item_sort gets reused and the output needs to be stable! +// return z sorted list of children +children_sorted :: proc(item: Item) -> []Item { + count: int + + // loop through children and push items + kid := first_child(item) + for kid > 0 { + ui.item_sort[count] = kid + kid = next_sibling(kid) + count += 1 + } + + // SHITTY since we need to refetch the items, could maybe perform sorting better + list := ui.item_sort[:count] + slice.sort_by(list, proc(a, b: Item) -> bool { + aa := ui.items[a] + bb := ui.items[b] + return aa.z_index < bb.z_index + }) + + return slice.clone(list, context.temp_allocator) +} + +//////////////////////////////////////////////////////////////////////////////// +// QUERYING +//////////////////////////////////////////////////////////////////////////////// + +get_item_count :: #force_inline proc() -> int { + return ui.count +} + +get_alloc_size :: #force_inline proc() -> int { + return ui.data_size +} + +get_handle :: #force_inline proc(item: Item) -> rawptr { + pitem := ui.items[item] + return pitem.handle +} + +get_hot_item :: #force_inline proc() -> Item { + return ui.hot_item +} + +get_focused_item :: #force_inline proc() -> Item { + return ui.focus_item +} + +find_item :: proc( + item: Item, + pitem: ^Item_Raw, + x, y: int, + loc := #caller_location, +) -> Item #no_bounds_check { + // TODO frozen + // if pitem.state == .Frozen { + // return -1 + // } + + kid := pitem.first_kid + for kid >= 0 { + pkid := &ui.items[kid] + + // fetch ignore status + ignore := pkid.ignore + if item_callback(kid, .Find_Ignore) >= 0 { + ignore = true + } + + if !ignore && rect_contains(pkid.rect, x, y) { + return find_item(kid, pkid, x, y) + } + + kid = pkid.next_item + } + + return item +} + +get_key :: proc() -> int { + return ui.active_key +} + +get_key_repeat :: proc() -> bool { + return ui.active_key_repeat +} + +get_char :: proc() -> rune { + return ui.active_char +} + +get_mods :: proc() -> u32 { + return ui.mods +} + +get_rect :: proc(item: Item) -> Rect #no_bounds_check { + return ui.items[item].rect +} + +contains :: proc(item: Item, x, y: int) -> bool #no_bounds_check { + return rect_contains(ui.items[item].rect, x, y) +} + +get_width :: #force_inline proc(item: Item) -> int #no_bounds_check { + return ui.items[item].layout_size.x +} + +get_height :: #force_inline proc(item: Item) -> int #no_bounds_check { + return ui.items[item].layout_size.y +} + +recover_item :: proc(old_item: Item) -> Item #no_bounds_check { + assert(old_item >= -1 && old_item < ui.last_count) + if old_item == -1 { + return -1 + } + return ui.item_map[old_item] +} + +remap_item :: proc(old_item, new_item: Item) #no_bounds_check { + assert(old_item >= 0 && old_item < ui.last_count) + assert(new_item >= -1 && new_item < ui.count) + ui.item_map[old_item] = new_item +} + +get_last_item_count :: proc() -> int { + return ui.last_count +} + +//////////////////////////////////////////////////////////////////////////////// +// PRIVATE +//////////////////////////////////////////////////////////////////////////////// + +@private +compare_items :: proc(p1, p2: ^Item_Raw) -> bool { + // return (p1.flags & MASK_COMPARE) == (p2.flags & MASK_COMPARE) + return p1.layout == p2.layout && p1.ratio == p2.ratio +} + +@private +map_items :: proc(i1, i2: Item) -> bool #no_bounds_check { + p1 := &ui.last_items[i1] + if i2 == -1 { + return false + } + + p2 := &ui.items[i2] + + if !compare_items(p1, p2) { + return false + } + + count := 0 + failed := 0 + kid1 := p1.first_kid + kid2 := p2.first_kid + + for kid1 != -1 { + pkid1 := &ui.last_items[kid1] + count += 1 + + if !map_items(kid1, kid2) { + failed = count + break + } + + kid1 = pkid1.next_item + + if kid2 != -1 { + kid2 = ui.items[kid2].next_item + } + } + + if count > 0 && failed == 1 { + return false + } + + // same item + ui.item_map[i1] = i2 + return true +} + +@private +validate_state_items :: proc() { + ui.last_hot_item = recover_item(ui.last_hot_item) + ui.active_item = recover_item(ui.active_item) + ui.focus_item = recover_item(ui.focus_item) + ui.last_click_item = recover_item(ui.last_click_item) +} + +//////////////////////////////////////////////////////////////////////////////// +// OTHER +//////////////////////////////////////////////////////////////////////////////// + +// true if the item match the active +is_active :: #force_inline proc(item: Item) -> bool { + return ui.active_item == item +} + +// true if the item match the hot +is_hot :: #force_inline proc(item: Item) -> bool { + return ui.last_hot_item == item +} + +// true if the item match the focused +is_focused :: #force_inline proc(item: Item) -> bool { + return ui.focus_item == item +} + +// true if the item match the clicked (HOT_UP) +is_clicked :: #force_inline proc(item: Item) -> bool { + return ui.clicked_item == item +} + +// get the latest appended item +get_latest :: #force_inline proc() -> int { + return ui.count - 1 +} + +// shorthand for is_clicked(get_latest()) +latest_clicked :: #force_inline proc() -> bool { + return ui.clicked_item == ui.count - 1 +} + +// float activeness of an item 0 | 0.5 | 1 +activeness :: proc(item: Item) -> f32 { + return ui.active_item == item ? 1 : (ui.last_hot_item == item ? 0.5 : 0) +} + +// get hot animation value +get_hot :: proc(item: Item) -> f32 #no_bounds_check { + pitem := &ui.items[item] + return pitem.hot; +} + +// get active animation value +get_active :: proc(item: Item) -> f32 #no_bounds_check { + pitem := &ui.items[item] + return pitem.active; +} + +// hot + active activeness +get_activeness :: proc(item: Item) -> f32 #no_bounds_check { + pitem := &ui.items[item] + return max(pitem.hot * 0.5, pitem.active) +} + +// compute the size of an item +// optional HSIZED / VSIZED for custom sizes +compute_size :: proc(item: Item) #no_bounds_check { + pitem := &ui.items[item] + + // if flags_check(pitem.flags, ITEM_HSIZED) { + // pitem.layout_size.x = item_callback(item, ITEM_HSIZED) + // } + + // if flags_check(pitem.flags, ITEM_VSIZED) { + // pitem.layout_size.y = item_callback(item, ITEM_VSIZED) + // } + + pitem.rect.r = pitem.layout_size.x + pitem.rect.b = pitem.layout_size.y + + // iterate children + kid := first_child(item) + for kid > 0 { + compute_size(kid) + kid = next_sibling(kid) + } +} + +// layouts items based on rect-cut by default or custom ones +arrange :: proc(item: Item, layout: ^Rect, gap: int) #no_bounds_check { + pitem := &ui.items[item] + + // check for wanted ratios -> size conversion which depend on parent rect + switch pitem.ratio { + case .None: + case .X: pitem.layout_size.x = int(rect_widthf(layout^) * pitem.layout_ratio.x) + case .Y: pitem.layout_size.y = int(rect_heightf(layout^) * pitem.layout_ratio.y) + case .XY: + pitem.layout_size.x = int(rect_widthf(layout^) * pitem.layout_ratio.x) + pitem.layout_size.y = int(rect_heightf(layout^) * pitem.layout_ratio.y) + } + + switch pitem.layout { + // DEFAULT + case .Cut: + // directionality + switch pitem.layout_cut_self { + case .Left: pitem.rect = rect_cut_left(layout, pitem.layout_size.x) + case .Right: pitem.rect = rect_cut_right(layout, pitem.layout_size.x) + case .Top: pitem.rect = rect_cut_top(layout, pitem.layout_size.y) + case .Bottom: pitem.rect = rect_cut_bottom(layout, pitem.layout_size.y) + case .Fill: + pitem.rect = layout^ + layout^ = {} + } + + // apply gapping + if gap > 0 { + switch pitem.layout_cut_self { + case .Left: layout.l += gap + case .Right: layout.r -= gap + case .Top: layout.t += gap + case .Bottom: layout.b -= gap + case .Fill: + } + } + + // case .Custom: + // item_callback(item, LAYOUT_CUSTOM) + + case .Absolute: + rect_sized(&pitem.rect, pitem.layout_offset, pitem.layout_size) + + case .Relative: + rect_sized(&pitem.rect, { layout.l, layout.t } + pitem.layout_offset, pitem.layout_size) + } + + // layout children with this resultant rect for LAYOUT_CUT + layout_with := pitem.rect + kid := first_child(item) + + if pitem.layout_margin > 0 { + layout_with = rect_margin(layout_with, pitem.layout_margin) + } + + for kid > 0 { + arrange(kid, &layout_with, pitem.layout_cut_gap) + kid = next_sibling(kid) + } +} \ No newline at end of file -- cgit v1.2.1