Bryan's call, 2026-09-16, for correctness. `Moves` walked the move chain in `Len`, so every level's four multiplies landed back on the grid before the next started and the residue grew with the depth of the tree. `WideLen` carries a length through the walk on a grid twenty-four bits of a box and twenty-two of a pixel finer, and rounds once at the end. What it buys, measured rather than argued: `Holds::through`'s allowance for the two routes to a length drops from three half steps to two, and the whole of a box now maps back to a range one step wide rather than one step per level of nesting. One half step further is arithmetically available -- the `Holds` assertion is quiet there and the whole-box case becomes an exact identity -- and it is **not taken**, because shrinker seed 220 then lays out differently warm than cold. Too narrow is meant to cost a redraw and no more; there it re-breaks a wrapping text, whose reported width moves a `Branch` onto its other subtree. That is the unsettled-text family, and closing it is what would let this go lower. The note is in `through`. `Moves` now answers three questions instead of one, and they are different questions: `size_of` for how long a box is, which is what reads a box in pixels; `compose` for where both of its ends are, which is what compares two boxes; and `resolve`, unchanged, for the `Len` walk the vertex shader does again in floats. A length composes on its own in two multiplies a level rather than four, since where the parent sits falls out of the difference -- which is most of why this is not slower. Measured on the fixed-shape fixture, seed 1 depth 8, 500 frames of `many`, medians of 25 runs with all twenty-five work counters identical between the two: 1,880M instructions and 755M cycles against 1,908M and 760M. So it is free, and a little better on instructions. Three things were tried on the way and two kept: composing the length alone rather than both ends (-111M instructions), taking the pixel term's fraction on the ordinary grid so it stays in an `i64` (-2M instructions, -8M cycles), and skipping a parent that spans its own box, which **cost** 18M instructions and is not here -- the same verdict a short-circuit got in `UiSpan::within`. Checked: fmt, clippy, 83 suite tests, 17 core unit tests, the release oracle at 100 seeds and at 1000 seeds of depth 6, all fifteen shrinker cases at 400 seeds of depth 5, and `tabs`, `view`, `minimal`, `text` and `random` byte-identical at 1920x1200 against `d21a215`. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
168 lines
5.4 KiB
Rust
168 lines
5.4 KiB
Rust
use crate::{
|
|
Mask, MoveIdx, MoveOffset, PrimitiveRegistry, TextData, Textures, UiRegion, WeakWidget,
|
|
WideRegion, WideSize, WidgetId, Widgets,
|
|
util::{Arena, Id, TrackedArena},
|
|
};
|
|
|
|
/// How far the shader will walk a move chain. It bounds a malformed cycle
|
|
/// rather than any real tree; `Moves::resolve` uses the same number so the
|
|
/// two agree on what a deep tree resolves to.
|
|
pub const CHAIN_LIMIT: u32 = 64;
|
|
|
|
mod active;
|
|
mod holds;
|
|
mod painter;
|
|
mod render_state;
|
|
|
|
pub use active::*;
|
|
pub use holds::*;
|
|
pub use painter::{Painter, PrimitiveLike};
|
|
pub use render_state::*;
|
|
|
|
#[derive(Default)]
|
|
pub struct UiData {
|
|
pub widgets: Widgets,
|
|
/// Every primitive this ui can draw.
|
|
pub primitives: PrimitiveRegistry,
|
|
pub textures: Textures,
|
|
pub text: TextData,
|
|
pub masks: TrackedArena<Mask, u32>,
|
|
}
|
|
|
|
/// Where each widget's drawing sits relative to its parent's slot, so moving
|
|
/// a subtree writes one entry rather than every descendant's primitives.
|
|
#[derive(Default)]
|
|
pub struct Moves {
|
|
arena: Arena<MoveOffset, u32>,
|
|
pub changed: bool,
|
|
}
|
|
|
|
impl Moves {
|
|
pub fn push(&mut self, parent: MoveIdx, region: UiRegion) -> MoveIdx {
|
|
self.changed = true;
|
|
MoveIdx::slot(self.arena.push(MoveOffset::new(parent, region)).idx())
|
|
}
|
|
|
|
/// Re-points a slot at a different parent, for a widget drawn somewhere
|
|
/// else in the tree than it was.
|
|
pub fn set_parent(&mut self, idx: MoveIdx, parent: MoveIdx) {
|
|
let entry = self.arena.get_mut(Id::preset(idx.idx() as u32));
|
|
if entry.parent != parent {
|
|
entry.parent = parent;
|
|
self.changed = true;
|
|
}
|
|
}
|
|
|
|
pub fn remove(&mut self, idx: MoveIdx) {
|
|
self.changed = true;
|
|
self.arena.remove(Id::preset(idx.idx() as u32));
|
|
}
|
|
|
|
/// Sets the box a slot's contents are placed within, itself given in the
|
|
/// coordinates of its parent slot.
|
|
pub fn set(&mut self, idx: MoveIdx, region: UiRegion) {
|
|
let entry = self.arena.get_mut(Id::preset(idx.idx() as u32));
|
|
if entry.region != region {
|
|
entry.region = region;
|
|
self.changed = true;
|
|
}
|
|
}
|
|
|
|
/// Composes a region held in `idx`'s coordinates down the chain, on a
|
|
/// grid fine enough that the whole walk rounds once. Composing in `Len`
|
|
/// rounds four multiplies a level, so the residue grew with the depth of
|
|
/// the tree -- and it is the box this produces that layout takes a
|
|
/// structural decision on.
|
|
pub fn compose(&self, idx: MoveIdx, local: UiRegion) -> WideRegion {
|
|
let mut region = WideRegion::of(local);
|
|
self.walk(idx, |entry| region = region.within(entry));
|
|
region
|
|
}
|
|
|
|
/// How long a region held in `idx`'s coordinates is, composed down the
|
|
/// chain on the same fine grid as [`Self::compose`] and for the same
|
|
/// reason. Half the multiplies of composing the box, since a length does
|
|
/// not need to know where the box sits -- and what reads a box in pixels
|
|
/// nearly always wants only this.
|
|
pub fn size_of(&self, idx: MoveIdx, local: UiRegion) -> WideSize {
|
|
let mut size = WideSize::of(local);
|
|
self.walk(idx, |entry| size = size.within(entry));
|
|
size
|
|
}
|
|
|
|
/// The same walk the vertex shader does, in the same `Len` the shader is
|
|
/// handed. What layout decides on is [`Self::compose`]; this is for
|
|
/// asking where the drawing will actually land, which the shader works
|
|
/// out again in floats from these same entries.
|
|
pub fn resolve(&self, idx: MoveIdx, local: UiRegion) -> UiRegion {
|
|
let mut region = local;
|
|
self.walk(idx, |entry| region = region.within(entry));
|
|
region
|
|
}
|
|
|
|
fn walk(&self, idx: MoveIdx, mut step: impl FnMut(&UiRegion)) {
|
|
let mut at = idx;
|
|
for _ in 0..CHAIN_LIMIT {
|
|
if at == MoveIdx::NONE {
|
|
return;
|
|
}
|
|
let entry = &self.arena[at.idx()];
|
|
step(&entry.region);
|
|
at = entry.parent;
|
|
}
|
|
debug_assert!(
|
|
at == MoveIdx::NONE,
|
|
"a move chain longer than {CHAIN_LIMIT} resolves to the wrong place, \
|
|
and the shader stops at the same depth"
|
|
);
|
|
}
|
|
|
|
/// How many slots a region in `idx` is composed through, which is what
|
|
/// the shader's walk costs per primitive.
|
|
pub fn depth(&self, idx: MoveIdx) -> usize {
|
|
let mut depth = 0;
|
|
let mut at = idx;
|
|
while at != MoveIdx::NONE && depth < CHAIN_LIMIT as usize {
|
|
at = self.arena[at.idx()].parent;
|
|
depth += 1;
|
|
}
|
|
depth
|
|
}
|
|
|
|
pub fn entries(&self) -> &[MoveOffset] {
|
|
&self.arena
|
|
}
|
|
|
|
pub fn clear(&mut self) {
|
|
self.changed = true;
|
|
self.arena = Arena::default();
|
|
}
|
|
}
|
|
|
|
pub trait UiRsc {
|
|
fn ui(&self) -> &UiData;
|
|
fn ui_mut(&mut self) -> &mut UiData;
|
|
|
|
#[allow(unused_variables)]
|
|
fn on_add(&mut self, id: WeakWidget) {}
|
|
#[allow(unused_variables)]
|
|
fn on_remove(&mut self, id: WidgetId) {}
|
|
#[allow(unused_variables)]
|
|
fn on_draw(&mut self, active: &ActiveData) {}
|
|
#[allow(unused_variables)]
|
|
fn on_undraw(&mut self, active: &ActiveData) {}
|
|
|
|
fn widgets(&self) -> &Widgets {
|
|
&self.ui().widgets
|
|
}
|
|
fn widgets_mut(&mut self) -> &mut Widgets {
|
|
&mut self.ui_mut().widgets
|
|
}
|
|
fn free(&mut self) {
|
|
while let Some(id) = self.widgets_mut().free_next() {
|
|
self.on_remove(id);
|
|
}
|
|
self.ui_mut().textures.free();
|
|
}
|
|
}
|