better & more fine grained redraw system (should allow movement)

This commit is contained in:
2025-09-07 23:33:36 -04:00
parent d4690401eb
commit 09f4de619e
6 changed files with 308 additions and 215 deletions

View File

@@ -1,185 +1,164 @@
use std::ops::Range;
use crate::{
layout::{
Active, SensorMap, SizeCtx, TextAttrs, TextBuffer, TextData, TextOffset, TextureHandle,
Textures, UiRegion, Vec2, WidgetId, WidgetInstance, Widgets,
Textures, UiRegion, Vec2, WidgetId, Widgets,
},
render::{Primitive, PrimitiveHandle, Primitives},
util::Id,
util::{HashSet, Id},
};
struct State {
pub struct Painter<'a, 'c> {
ctx: &'a mut PainterCtx<'c>,
region: UiRegion,
children: Vec<Id>,
parent: Option<Id>,
textures: Vec<TextureHandle>,
// TODO: there's probably a better way but idc at this point
id: Option<Id>,
primitives: Vec<PrimitiveHandle>,
children: Vec<Id>,
id: Id,
}
pub struct Painter<'a> {
widgets: &'a Widgets,
sensors_map: &'a SensorMap,
pub(super) active: &'a mut Active,
pub(super) primitives: &'a mut Primitives,
textures: &'a mut Textures,
text: &'a mut TextData,
screen_size: Vec2,
/// state of what's currently being drawn
state: State,
pub struct PainterCtx<'a> {
pub widgets: &'a Widgets,
pub sensor_map: &'a SensorMap,
pub active: &'a mut Active,
pub primitives: &'a mut Primitives,
pub textures: &'a mut Textures,
pub text: &'a mut TextData,
pub screen_size: Vec2,
drawing: HashSet<Id>,
}
impl<'a> Painter<'a> {
#[allow(clippy::too_many_arguments)]
pub(super) fn new(
pub struct WidgetInstance {
pub id: Id,
pub region: UiRegion,
pub parent: Option<Id>,
pub textures: Vec<TextureHandle>,
pub primitives: Vec<PrimitiveHandle>,
pub children: Vec<Id>,
pub span: Range<usize>,
}
impl<'a> PainterCtx<'a> {
pub fn new(
widgets: &'a Widgets,
primitives: &'a mut Primitives,
sensors_map: &'a SensorMap,
sensor_map: &'a SensorMap,
active: &'a mut Active,
text: &'a mut TextData,
textures: &'a mut Textures,
text: &'a mut TextData,
screen_size: Vec2,
) -> Self {
Self {
widgets,
sensor_map,
active,
sensors_map,
primitives,
text,
textures,
text,
screen_size,
state: State {
region: UiRegion::full(),
children: Vec::new(),
parent: None,
id: None,
textures: Vec::new(),
},
drawing: HashSet::new(),
}
}
/// Writes a primitive to be rendered
pub fn write_at<P: Primitive>(&mut self, data: P, region: UiRegion) -> PrimitiveHandle<P> {
self.primitives.write(data, region)
}
/// Writes a primitive to be rendered
pub fn write<P: Primitive>(&mut self, data: P) -> PrimitiveHandle<P> {
self.write_at(data, self.state.region)
}
/// Draws a widget within this widget's region.
pub fn draw<W>(&mut self, id: &WidgetId<W>) {
self.draw_at(id, self.state.region);
}
/// Draws a widget somewhere within this one.
/// Useful for drawing child widgets in select areas.
pub fn draw_within<W>(&mut self, id: &WidgetId<W>, region: UiRegion) {
self.draw_at(id, region.within(&self.state.region));
}
/// Draws a widget in an arbitrary region.
pub fn draw_at<W>(&mut self, id: &WidgetId<W>, region: UiRegion) {
self.draw_raw_at(&id.id, region);
}
fn draw_raw_at(&mut self, id: &Id, region: UiRegion) {
self.state.children.push(id.duplicate());
// &mut self is passed to avoid copying all of the "static" pointers in self
// so need to save non static data here
let child_state = State {
region,
children: Vec::new(),
id: Some(id.duplicate()),
parent: self.state.id.as_ref().map(|i| i.duplicate()),
textures: Vec::new(),
pub fn redraw(&mut self, id: &Id) {
self.drawing.clear();
let Some(active) = self.remove(id) else {
return;
};
self.primitives.set_pos(active.span.start);
self.draw_inner(id, active.region, active.parent(), Some(active.children));
let delta = self.primitives.apply(active.span.clone());
if delta != 0
&& let Some(parent) = active.parent
{
self.shift_parent(parent, active.span.start, delta);
}
}
pub fn draw(&mut self, id: &Id) {
self.drawing.clear();
self.primitives.clear();
self.draw_inner(id, UiRegion::full(), None, None);
self.primitives.replace();
}
fn draw_inner(
&mut self,
id: &Id,
region: UiRegion,
parent: Option<Id>,
old_children: Option<Vec<Id>>,
) {
if self.drawing.contains(id) {
panic!("Cannot draw the same widget twice");
}
let mut old_children = old_children.unwrap_or_default();
if let Some(active) = self.active.widgets.get(id) {
if active.parent != parent {
panic!("Cannot draw the same widget twice");
}
if active.region == region {
self.primitives.skip(&active.span);
return;
}
// TODO:
// else if active.region.size() == region.size() { move }
let active = self.remove(id).unwrap();
old_children = active.children;
}
let mut painter = Painter {
region,
id: id.duplicate(),
textures: Vec::new(),
primitives: Vec::new(),
ctx: self,
children: Vec::new(),
};
// save state
let self_state = std::mem::replace(&mut self.state, child_state);
// draw widgets
let start_i = self.primitives.cur_pos();
self.widgets.get_dyn_dynamic(id).draw(self);
let end_i = self.primitives.cur_pos();
// restore state
let child_state = std::mem::replace(&mut self.state, self_state);
let start_i = painter.ctx.primitives.cur_pos();
painter.ctx.widgets.get_dyn_dynamic(id).draw(&mut painter);
let end_i = painter.ctx.primitives.cur_pos();
// add to active
self.active.add(
id,
WidgetInstance {
region,
span: start_i..end_i,
children: child_state.children,
parent: child_state.parent,
textures: child_state.textures,
},
self.sensors_map,
);
}
pub fn draw_texture(&mut self, handle: &TextureHandle) {
self.state.textures.push(handle.clone());
self.write(handle.primitive());
}
pub fn draw_texture_at(&mut self, handle: &TextureHandle, region: UiRegion) {
let old = self.state.region;
self.state.region = region;
self.draw_texture(handle);
self.state.region = old;
}
/// returns (handle, offset from top left)
pub fn render_text(
&mut self,
buffer: &mut TextBuffer,
content: &str,
attrs: &TextAttrs,
) -> (TextureHandle, TextOffset) {
self.text.draw(buffer, content, attrs, self.textures)
}
pub fn region(&self) -> UiRegion {
self.state.region
}
pub fn region_size(&self) -> Vec2 {
self.state.region.in_size(self.screen_size)
}
pub fn size<W>(&mut self, id: &WidgetId<W>) -> Vec2 {
self.widgets
.get_dyn_dynamic(&id.id)
.get_size(&mut self.size_ctx())
}
pub fn size_ctx(&mut self) -> SizeCtx<'_> {
SizeCtx {
size: self.region().in_size(self.screen_size),
text: self.text,
textures: self.textures,
widgets: self.widgets,
let instance = WidgetInstance {
id: id.duplicate(),
region,
parent,
textures: painter.textures,
span: start_i..end_i,
primitives: painter.primitives,
children: painter.children,
};
for c in &old_children {
if !instance.children.contains(c) {
self.remove_rec(c);
}
}
self.active.add(id, instance, self.sensor_map);
}
pub(crate) fn redraw(&mut self, id: &Id) {
if !self.active.widgets.contains_key(id) {
return;
fn remove(&mut self, id: &Id) -> Option<WidgetInstance> {
let inst = self.active.remove(id);
if let Some(inst) = &inst {
for h in &inst.primitives {
self.primitives.free(h);
}
}
let instance = self.free(id);
self.state.id = instance.parent;
self.primitives.prepare(instance.span.clone());
self.draw_raw_at(id, instance.region);
let start = instance.span.start;
let delta = self.primitives.apply(instance.span);
if delta != 0
&& let Some(parent) = self.state.id.take()
{
self.shift_parent(parent, start, delta);
inst
}
fn remove_rec(&mut self, id: &Id) -> Option<WidgetInstance> {
let inst = self.remove(id);
if let Some(inst) = &inst {
for c in &inst.children {
self.remove_rec(c);
}
}
inst
}
/// shifts the primitive spans for all widgets above this one in the tree
@@ -191,7 +170,7 @@ impl<'a> Painter<'a> {
*end = end.strict_add_signed(delta);
// ids are supposed to be unique so theoretically no cloning is needed
// leaving for now for testing
let parent = instance.parent.as_ref().map(|p| p.duplicate());
let parent = instance.parent();
for child in instance
.children
.iter()
@@ -221,12 +200,86 @@ impl<'a> Painter<'a> {
self.shift_child(&child, start, delta);
}
}
}
fn free(&mut self, id: &Id) -> WidgetInstance {
let instance = self.active.remove(id).unwrap();
for child in &instance.children {
self.free(child);
impl<'a, 'c> Painter<'a, 'c> {
fn write_at<P: Primitive>(&mut self, data: P, region: UiRegion) {
self.primitives
.push(self.ctx.primitives.write(self.id.duplicate(), data, region));
}
/// Writes a primitive to be rendered
pub fn write<P: Primitive>(&mut self, data: P) {
self.write_at(data, self.region)
}
/// Draws a widget within this widget's region.
pub fn draw<W>(&mut self, id: &WidgetId<W>) {
self.draw_at(id, self.region);
}
/// Draws a widget somewhere within this one.
/// Useful for drawing child widgets in select areas.
pub fn draw_within<W>(&mut self, id: &WidgetId<W>, region: UiRegion) {
self.draw_at(id, region.within(&self.region));
}
fn draw_at<W>(&mut self, id: &WidgetId<W>, region: UiRegion) {
self.children.push(id.id.duplicate());
self.ctx
.draw_inner(&id.id, region, Some(self.id.duplicate()), None);
}
pub fn draw_texture_within(&mut self, handle: &TextureHandle, region: UiRegion) {
self.textures.push(handle.clone());
self.write_at(handle.primitive(), region.within(&self.region));
}
pub fn draw_texture(&mut self, handle: &TextureHandle) {
self.textures.push(handle.clone());
self.write(handle.primitive());
}
pub fn draw_texture_at(&mut self, handle: &TextureHandle, region: UiRegion) {
self.textures.push(handle.clone());
self.write_at(handle.primitive(), region);
}
/// returns (handle, offset from top left)
pub fn render_text(
&mut self,
buffer: &mut TextBuffer,
content: &str,
attrs: &TextAttrs,
) -> (TextureHandle, TextOffset) {
self.ctx
.text
.draw(buffer, content, attrs, self.ctx.textures)
}
pub fn region_size(&self) -> Vec2 {
self.region.in_size(self.ctx.screen_size)
}
pub fn size<W>(&mut self, id: &WidgetId<W>) -> Vec2 {
self.ctx
.widgets
.get_dyn_dynamic(&id.id)
.get_size(&mut self.size_ctx())
}
pub fn size_ctx(&mut self) -> SizeCtx<'_> {
SizeCtx {
size: self.region.in_size(self.ctx.screen_size),
text: self.ctx.text,
textures: self.ctx.textures,
widgets: self.ctx.widgets,
}
instance
}
}
impl WidgetInstance {
pub fn parent(&self) -> Option<Id> {
self.parent.as_ref().map(|p| p.duplicate())
}
}