A widget's region is now held in the coordinates of the slot it draws in rather than the window's, and `Painter::place` is how a container asks for a slot: it draws a child it decides the box of and may decide again. Everything under that slot is a fraction of its box, so placing the child a second time is one entry to write whether it moved or changed length. A child drawn any other way has no slot and shares its nearest ancestor's. That is what keeps the chain short. `chain_cost` measured depth as the cost -- free to 8, +42.6% at 16 -- and a slot per widget put a transcript's glyphs past that for nothing, since almost every slot was zero. `Span`, `Aligned` and `Scroll` are the containers that re-place a child after drawing it, and `tests/layout.rs` pins that four widgets between a span and a leaf leave the leaf's chain one deep. `UiRegion::stretch`, `UiRegion::stretchable` and `UiScalar::stretch` are gone. Nothing is inverted any more: a box that changed length is written to its slot, and the descendants recompose against it in the shader. That also retires the case the guard existed for, where a fixed length has no fraction to recover -- `tests/layout.rs` now stretches a 40-tall row on its other axis, which `stretchable` refused outright. What still walks the CPU is deciding who must draw again, which no chain can answer: `mark_resized` descends from the widget whose box changed and marks anything whose own box changed length and whose drawing reads it. A part of a box with no relative extent on an axis is a fixed length, and composing into it leaves none either, so the walk stops where a length did not change -- an 80-wide child in a widened row is not redrawn though it says `Redraw`. `Span`, `Pad`, `Stack`, `Offset`, `Aligned`, `SetSize` and `LayerOffset` say `Scale`: each places in fractions and offsets of its own box and none reads the box's pixel length. `Scroll` and `MaxSize` do read pixels and stay `Redraw`. 45 tests pass, five of them new. Render verification comes after the CPU side, per the owner. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
138 lines
4.1 KiB
Rust
138 lines
4.1 KiB
Rust
use crate::{
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Mask, MoveIdx, MoveOffset, PrimitiveRegistry, TextData, Textures, UiRegion, WeakWidget,
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WidgetId, Widgets,
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util::{Arena, Id, TrackedArena},
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};
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/// How far the shader will walk a move chain. It bounds a malformed cycle
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/// rather than any real tree; `Moves::resolve` uses the same number so the
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/// two agree on what a deep tree resolves to.
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pub const CHAIN_LIMIT: u32 = 64;
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mod active;
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mod painter;
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mod render_state;
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pub use active::*;
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pub use painter::{Painter, PrimitiveLike};
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pub use render_state::*;
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#[derive(Default)]
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pub struct UiData {
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pub widgets: Widgets,
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/// Every primitive this ui can draw.
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pub primitives: PrimitiveRegistry,
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pub textures: Textures,
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pub text: TextData,
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pub masks: TrackedArena<Mask, u32>,
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}
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/// Where each widget's drawing sits relative to its parent's slot, so moving
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/// a subtree writes one entry rather than every descendant's primitives.
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#[derive(Default)]
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pub struct Moves {
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arena: Arena<MoveOffset, u32>,
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pub changed: bool,
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}
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impl Moves {
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pub fn push(&mut self, parent: MoveIdx, region: UiRegion) -> MoveIdx {
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self.changed = true;
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MoveIdx::slot(self.arena.push(MoveOffset::new(parent, region)).idx())
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}
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/// Re-points a slot at a different parent, for a widget drawn somewhere
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/// else in the tree than it was.
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pub fn set_parent(&mut self, idx: MoveIdx, parent: MoveIdx) {
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let entry = self.arena.get_mut(Id::preset(idx.idx() as u32));
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if entry.parent != parent {
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entry.parent = parent;
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self.changed = true;
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}
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}
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pub fn remove(&mut self, idx: MoveIdx) {
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self.changed = true;
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self.arena.remove(Id::preset(idx.idx() as u32));
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}
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/// Sets the box a slot's contents are placed within, itself given in the
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/// coordinates of its parent slot.
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pub fn set(&mut self, idx: MoveIdx, region: UiRegion) {
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let entry = self.arena.get_mut(Id::preset(idx.idx() as u32));
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if entry.region != region {
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entry.region = region;
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self.changed = true;
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}
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}
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/// Composes a region held in `idx`'s coordinates down the chain, which is
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/// the same walk the vertex shader does.
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pub fn resolve(&self, idx: MoveIdx, local: UiRegion) -> UiRegion {
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let mut region = local;
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let mut at = idx;
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for _ in 0..CHAIN_LIMIT {
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if at == MoveIdx::NONE {
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return region;
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}
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let entry = self.arena[at.idx()];
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region = region.within(&entry.region);
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at = entry.parent;
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}
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debug_assert!(
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at == MoveIdx::NONE,
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"a move chain longer than {CHAIN_LIMIT} resolves to the wrong place, \
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and the shader stops at the same depth"
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);
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region
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}
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/// How many slots a region in `idx` is composed through, which is what
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/// the shader's walk costs per primitive.
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pub fn depth(&self, idx: MoveIdx) -> usize {
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let mut depth = 0;
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let mut at = idx;
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while at != MoveIdx::NONE && depth < CHAIN_LIMIT as usize {
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at = self.arena[at.idx()].parent;
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depth += 1;
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}
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depth
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}
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pub fn entries(&self) -> &[MoveOffset] {
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&self.arena
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}
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pub fn clear(&mut self) {
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self.changed = true;
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self.arena = Arena::default();
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}
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}
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pub trait UiRsc {
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fn ui(&self) -> &UiData;
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fn ui_mut(&mut self) -> &mut UiData;
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#[allow(unused_variables)]
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fn on_add(&mut self, id: WeakWidget) {}
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#[allow(unused_variables)]
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fn on_remove(&mut self, id: WidgetId) {}
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#[allow(unused_variables)]
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fn on_draw(&mut self, active: &ActiveData) {}
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#[allow(unused_variables)]
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fn on_undraw(&mut self, active: &ActiveData) {}
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fn widgets(&self) -> &Widgets {
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&self.ui().widgets
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}
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fn widgets_mut(&mut self) -> &mut Widgets {
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&mut self.ui_mut().widgets
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}
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fn free(&mut self) {
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while let Some(id) = self.widgets_mut().free_next() {
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self.on_remove(id);
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}
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self.ui_mut().textures.free();
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}
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}
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