diff options
Diffstat (limited to 'src/layout.h')
| -rw-r--r-- | src/layout.h | 1196 |
1 files changed, 1196 insertions, 0 deletions
diff --git a/src/layout.h b/src/layout.h new file mode 100644 index 0000000..4506c7b --- /dev/null +++ b/src/layout.h @@ -0,0 +1,1196 @@ +#ifndef LAY_INCLUDE_HEADER
+#define LAY_INCLUDE_HEADER
+
+// Do this:
+//
+// #define LAY_IMPLEMENTATION
+//
+// in exactly one C or C++ file in your project before you include layout.h.
+// Your includes should look like this:
+//
+// #include ...
+// #include ...
+// #define LAY_IMPLEMENTATION
+// #include "layout.h"
+//
+// All other files in your project should not define LAY_IMPLEMENTATION.
+
+#include <stdint.h>
+
+#ifndef LAY_EXPORT
+#define LAY_EXPORT extern
+#endif
+
+// Users of this library can define LAY_ASSERT if they would like to use an
+// assert other than the one from assert.h.
+#ifndef LAY_ASSERT
+#include <assert.h>
+#define LAY_ASSERT assert
+#endif
+
+// 'static inline' for things we always want inlined -- the compiler should not
+// even have to consider not inlining these.
+#if defined(__GNUC__) || defined(__clang__)
+#define LAY_STATIC_INLINE __attribute__((always_inline)) static inline
+#elif defined(_MSC_VER)
+#define LAY_STATIC_INLINE __forceinline static
+#else
+#define LAY_STATIC_INLINE inline static
+#endif
+
+typedef uint32_t lay_id;
+#if LAY_FLOAT == 1
+typedef float lay_scalar;
+#else
+typedef int16_t lay_scalar;
+#endif
+
+#define LAY_INVALID_ID UINT32_MAX
+
+// GCC and Clang allow us to create vectors based on a type with the
+// vector_size extension. This will allow us to access individual components of
+// the vector via indexing operations.
+#if defined(__GNUC__) || defined(__clang__)
+
+// Using floats for coordinates takes up more space than using int16. 128 bits
+// for a four-component vector.
+#ifdef LAY_FLOAT
+typedef float lay_vec4 __attribute__ ((__vector_size__ (16), aligned(4)));
+typedef float lay_vec2 __attribute__ ((__vector_size__ (8), aligned(4)));
+// Integer version uses 64 bits for a four-component vector.
+#else
+typedef int16_t lay_vec4 __attribute__ ((__vector_size__ (8), aligned(2)));
+typedef int16_t lay_vec2 __attribute__ ((__vector_size__ (4), aligned(2)));
+#endif // LAY_FLOAT
+
+// Note that we're not actually going to make any explicit use of any
+// platform's SIMD instructions -- we're just using the vector extension for
+// more convenient syntax. Therefore, we can specify more relaxed alignment
+// requirements. See the end of this file for some notes about this.
+
+// MSVC doesn't have the vetor_size attribute, but we want convenient indexing
+// operators for our layout logic code. Therefore, we force C++ compilation in
+// MSVC, and use C++ operator overloading.
+#elif defined(_MSC_VER)
+struct lay_vec4 {
+ lay_scalar xyzw[4];
+ const lay_scalar& operator[](int index) const
+ { return xyzw[index]; }
+ lay_scalar& operator[](int index)
+ { return xyzw[index]; }
+};
+struct lay_vec2 {
+ lay_scalar xy[2];
+ const lay_scalar& operator[](int index) const
+ { return xy[index]; }
+ lay_scalar& operator[](int index)
+ { return xy[index]; }
+};
+#endif // __GNUC__/__clang__ or _MSC_VER
+
+typedef struct lay_item_t {
+ uint32_t flags;
+ lay_id first_child;
+ lay_id next_sibling;
+ lay_vec4 margins;
+ lay_vec2 size;
+} lay_item_t;
+
+typedef struct lay_context {
+ lay_item_t *items;
+ lay_vec4 *rects;
+ lay_id capacity;
+ lay_id count;
+} lay_context;
+
+// Container flags to pass to lay_set_container()
+typedef enum lay_box_flags {
+ // flex-direction (bit 0+1)
+
+ // left to right
+ LAY_ROW = 0x002,
+ // top to bottom
+ LAY_COLUMN = 0x003,
+
+ // model (bit 1)
+
+ // free layout
+ LAY_LAYOUT = 0x000,
+ // flex model
+ LAY_FLEX = 0x002,
+
+ // flex-wrap (bit 2)
+
+ // single-line
+ LAY_NOWRAP = 0x000,
+ // multi-line, wrap left to right
+ LAY_WRAP = 0x004,
+
+
+ // justify-content (start, end, center, space-between)
+ // at start of row/column
+ LAY_START = 0x008,
+ // at center of row/column
+ LAY_MIDDLE = 0x000,
+ // at end of row/column
+ LAY_END = 0x010,
+ // insert spacing to stretch across whole row/column
+ LAY_JUSTIFY = 0x018
+
+ // align-items
+ // can be implemented by putting a flex container in a layout container,
+ // then using LAY_TOP, LAY_BOTTOM, LAY_VFILL, LAY_VCENTER, etc.
+ // FILL is equivalent to stretch/grow
+
+ // align-content (start, end, center, stretch)
+ // can be implemented by putting a flex container in a layout container,
+ // then using LAY_TOP, LAY_BOTTOM, LAY_VFILL, LAY_VCENTER, etc.
+ // FILL is equivalent to stretch; space-between is not supported.
+} lay_box_flags;
+
+// child layout flags to pass to lay_set_behave()
+typedef enum lay_layout_flags {
+ // attachments (bit 5-8)
+ // fully valid when parent uses LAY_LAYOUT model
+ // partially valid when in LAY_FLEX model
+
+ // anchor to left item or left side of parent
+ LAY_LEFT = 0x020,
+ // anchor to top item or top side of parent
+ LAY_TOP = 0x040,
+ // anchor to right item or right side of parent
+ LAY_RIGHT = 0x080,
+ // anchor to bottom item or bottom side of parent
+ LAY_BOTTOM = 0x100,
+ // anchor to both left and right item or parent borders
+ LAY_HFILL = 0x0a0,
+ // anchor to both top and bottom item or parent borders
+ LAY_VFILL = 0x140,
+ // center horizontally, with left margin as offset
+ LAY_HCENTER = 0x000,
+ // center vertically, with top margin as offset
+ LAY_VCENTER = 0x000,
+ // center in both directions, with left/top margin as offset
+ LAY_CENTER = 0x000,
+ // anchor to all four directions
+ LAY_FILL = 0x1e0,
+ // When in a wrapping container, put this element on a new line. Wrapping
+ // layout code auto-inserts LAY_BREAK flags as needed. See GitHub issues for
+ // TODO related to this.
+ //
+ // Drawing routines can read this via item pointers as needed after
+ // performing layout calculations.
+ LAY_BREAK = 0x200
+} lay_layout_flags;
+
+enum {
+ // these bits, starting at bit 16, can be safely assigned by the
+ // application, e.g. as item types, other event types, drop targets, etc.
+ // this is not yet exposed via API functions, you'll need to get/set these
+ // by directly accessing item pointers.
+ //
+ // (In reality we have more free bits than this, TODO)
+ //
+ // TODO fix int/unsigned size mismatch (clang issues warning for this),
+ // should be all bits as 1 instead of INT_MAX
+ LAY_USERMASK = 0x7fff0000,
+
+ // a special mask passed to lay_find_item() (currently does not exist, was
+ // not ported from oui)
+ LAY_ANY = 0x7fffffff
+};
+
+enum {
+ // extra item flags
+
+ // bit 0-2
+ LAY_ITEM_BOX_MODEL_MASK = 0x000007,
+ // bit 0-4
+ LAY_ITEM_BOX_MASK = 0x00001F,
+ // bit 5-9
+ LAY_ITEM_LAYOUT_MASK = 0x0003E0,
+ // item has been inserted (bit 10)
+ LAY_ITEM_INSERTED = 0x400,
+ // horizontal size has been explicitly set (bit 11)
+ LAY_ITEM_HFIXED = 0x800,
+ // vertical size has been explicitly set (bit 12)
+ LAY_ITEM_VFIXED = 0x1000,
+ // bit 11-12
+ LAY_ITEM_FIXED_MASK = LAY_ITEM_HFIXED | LAY_ITEM_VFIXED,
+
+ // which flag bits will be compared
+ LAY_ITEM_COMPARE_MASK = LAY_ITEM_BOX_MODEL_MASK
+ | (LAY_ITEM_LAYOUT_MASK & ~LAY_BREAK)
+ | LAY_USERMASK
+};
+
+LAY_STATIC_INLINE lay_vec4 lay_vec4_xyzw(lay_scalar x, lay_scalar y, lay_scalar z, lay_scalar w)
+{
+#if (defined(__GNUC__) || defined(__clang__)) && !defined(__cplusplus)
+ return (lay_vec4){x, y, z, w};
+#else
+ lay_vec4 result;
+ result[0] = x;
+ result[1] = y;
+ result[2] = z;
+ result[3] = w;
+ return result;
+#endif
+}
+
+// Call this on a context before using it. You must also call this on a context
+// if you would like to use it again after calling lay_destroy_context() on it.
+LAY_EXPORT void lay_init_context(lay_context *ctx);
+
+// Reserve enough heap memory to contain `count` items without needing to
+// reallocate. The initial lay_init_context() call does not allocate any heap
+// memory, so if you init a context and then call this once with a large enough
+// number for the number of items you'll create, there will not be any further
+// reallocations.
+LAY_EXPORT void lay_reserve_items_capacity(lay_context *ctx, lay_id count);
+
+// Frees any heap allocated memory used by a context. Don't call this on a
+// context that did not have lay_init_context() call on it. To reuse a context
+// after destroying it, you will need to call lay_init_context() on it again.
+LAY_EXPORT void lay_destroy_context(lay_context *ctx);
+
+// Clears all of the items in a context, setting its count to 0. Use this when
+// you want to re-declare your layout starting from the root item. This does not
+// free any memory or perform allocations. It's safe to use the context again
+// after calling this. You should probably use this instead of init/destroy if
+// you are recalculating your layouts in a loop.
+LAY_EXPORT void lay_reset_context(lay_context *ctx);
+
+// Performs the layout calculations, starting at the root item (id 0). After
+// calling this, you can use lay_get_rect() to query for an item's calculated
+// rectangle. If you use procedures such as lay_append() or lay_insert() after
+// calling this, your calculated data may become invalid if a reallocation
+// occurs.
+//
+// You should prefer to recreate your items starting from the root instead of
+// doing fine-grained updates to the existing context.
+//
+// However, it's safe to use lay_set_size on an item, and then re-run
+// lay_run_context. This might be useful if you are doing a resizing animation
+// on items in a layout without any contents changing.
+LAY_EXPORT void lay_run_context(lay_context *ctx);
+
+// Like lay_run_context(), this procedure will run layout calculations --
+// however, it lets you specify which item you want to start from.
+// lay_run_context() always starts with item 0, the first item, as the root.
+// Running the layout calculations from a specific item is useful if you want
+// need to iteratively re-run parts of your layout hierarchy, or if you are only
+// interested in updating certain subsets of it. Be careful when using this --
+// it's easy to generated bad output if the parent items haven't yet had their
+// output rectangles calculated, or if they've been invalidated (e.g. due to
+// re-allocation).
+LAY_EXPORT void lay_run_item(lay_context *ctx, lay_id item);
+
+// Performing a layout on items where wrapping is enabled in the parent
+// container can cause flags to be modified during the calculations. If you plan
+// to call lay_run_context or lay_run_item multiple times without calling
+// lay_reset, and if you have a container that uses wrapping, and if the width
+// or height of the container may have changed, you should call
+// lay_clear_item_break on all of the children of a container before calling
+// lay_run_context or lay_run_item again. If you don't, the layout calculations
+// may perform unnecessary wrapping.
+//
+// This requirement may be changed in the future.
+//
+// Calling this will also reset any manually-specified breaking. You will need
+// to set the manual breaking again, or simply not call this on any items that
+// you know you wanted to break manually.
+//
+// If you clear your context every time you calculate your layout, or if you
+// don't use wrapping, you don't need to call this.
+LAY_EXPORT void lay_clear_item_break(lay_context *ctx, lay_id item);
+
+// Returns the number of items that have been created in a context.
+LAY_EXPORT lay_id lay_items_count(lay_context *ctx);
+
+// Returns the number of items the context can hold without performing a
+// reallocation.
+LAY_EXPORT lay_id lay_items_capacity(lay_context *ctx);
+
+// Create a new item, which can just be thought of as a rectangle. Returns the
+// id (handle) used to identify the item.
+LAY_EXPORT lay_id lay_item(lay_context *ctx);
+
+// Inserts an item into another item, forming a parent - child relationship. An
+// item can contain any number of child items. Items inserted into a parent are
+// put at the end of the ordering, after any existing siblings.
+LAY_EXPORT void lay_insert(lay_context *ctx, lay_id parent, lay_id child);
+
+// lay_append inserts an item as a sibling after another item. This allows
+// inserting an item into the middle of an existing list of items within a
+// parent. It's also more efficient than repeatedly using lay_insert(ctx,
+// parent, new_child) in a loop to create a list of items in a parent, because
+// it does not need to traverse the parent's children each time. So if you're
+// creating a long list of children inside of a parent, you might prefer to use
+// this after using lay_insert to insert the first child.
+LAY_EXPORT void lay_append(lay_context *ctx, lay_id earlier, lay_id later);
+
+// Like lay_insert, but puts the new item as the first child in a parent instead
+// of as the last.
+LAY_EXPORT void lay_push(lay_context *ctx, lay_id parent, lay_id child);
+
+// Gets the size that was set with lay_set_size or lay_set_size_xy. The _xy
+// version writes the output values to the specified addresses instead of
+// returning the values in a lay_vec2.
+LAY_EXPORT lay_vec2 lay_get_size(lay_context *ctx, lay_id item);
+LAY_EXPORT void lay_get_size_xy(lay_context *ctx, lay_id item, lay_scalar *x, lay_scalar *y);
+
+// Sets the size of an item. The _xy version passes the width and height as
+// separate arguments, but functions the same.
+LAY_EXPORT void lay_set_size(lay_context *ctx, lay_id item, lay_vec2 size);
+LAY_EXPORT void lay_set_size_xy(lay_context *ctx, lay_id item, lay_scalar width, lay_scalar height);
+
+// Set the flags on an item which determines how it behaves as a parent. For
+// example, setting LAY_COLUMN will make an item behave as if it were a column
+// -- it will lay out its children vertically.
+LAY_EXPORT void lay_set_contain(lay_context *ctx, lay_id item, uint32_t flags);
+
+// Set the flags on an item which determines how it behaves as a child inside of
+// a parent item. For example, setting LAY_VFILL will make an item try to fill
+// up all available vertical space inside of its parent.
+LAY_EXPORT void lay_set_behave(lay_context *ctx, lay_id item, uint32_t flags);
+
+// Get the margins that were set by lay_set_margins. The _ltrb version writes
+// the output values to the specified addresses instead of returning the values
+// in a lay_vec4.
+// l: left, t: top, r: right, b: bottom
+LAY_EXPORT lay_vec4 lay_get_margins(lay_context *ctx, lay_id item);
+LAY_EXPORT void lay_get_margins_ltrb(lay_context *ctx, lay_id item, lay_scalar *l, lay_scalar *t, lay_scalar *r, lay_scalar *b);
+
+// Set the margins on an item. The components of the vector are:
+// 0: left, 1: top, 2: right, 3: bottom.
+LAY_EXPORT void lay_set_margins(lay_context *ctx, lay_id item, lay_vec4 ltrb);
+
+// Same as lay_set_margins, but the components are passed as separate arguments
+// (left, top, right, bottom).
+LAY_EXPORT void lay_set_margins_ltrb(lay_context *ctx, lay_id item, lay_scalar l, lay_scalar t, lay_scalar r, lay_scalar b);
+
+// Get the pointer to an item in the buffer by its id. Don't keep this around --
+// it will become invalid as soon as any reallocation occurs. Just store the id
+// instead (it's smaller, anyway, and the lookup cost will be nothing.)
+LAY_STATIC_INLINE lay_item_t *lay_get_item(const lay_context *ctx, lay_id id)
+{
+ LAY_ASSERT(id != LAY_INVALID_ID && id < ctx->count);
+ return ctx->items + id;
+}
+
+// Get the id of first child of an item, if any. Returns LAY_INVALID_ID if there
+// is no child.
+LAY_STATIC_INLINE lay_id lay_first_child(const lay_context *ctx, lay_id id)
+{
+ const lay_item_t *pitem = lay_get_item(ctx, id);
+ return pitem->first_child;
+}
+
+// Get the id of the next sibling of an item, if any. Returns LAY_INVALID_ID if
+// there is no next sibling.
+LAY_STATIC_INLINE lay_id lay_next_sibling(const lay_context *ctx, lay_id id)
+{
+ const lay_item_t *pitem = lay_get_item(ctx, id);
+ return pitem->next_sibling;
+}
+
+// Returns the calculated rectangle of an item. This is only valid after calling
+// lay_run_context and before any other reallocation occurs. Otherwise, the
+// result will be undefined. The vector components are:
+// 0: x starting position, 1: y starting position
+// 2: width, 3: height
+LAY_STATIC_INLINE lay_vec4 lay_get_rect(const lay_context *ctx, lay_id id)
+{
+ LAY_ASSERT(id != LAY_INVALID_ID && id < ctx->count);
+ return ctx->rects[id];
+}
+
+// The same as lay_get_rect, but writes the x,y positions and width,height
+// values to the specified addresses instead of returning them in a lay_vec4.
+LAY_STATIC_INLINE void lay_get_rect_xywh(
+ const lay_context *ctx, lay_id id,
+ lay_scalar *x, lay_scalar *y, lay_scalar *width, lay_scalar *height)
+{
+ LAY_ASSERT(id != LAY_INVALID_ID && id < ctx->count);
+ lay_vec4 rect = ctx->rects[id];
+ *x = rect[0];
+ *y = rect[1];
+ *width = rect[2];
+ *height = rect[3];
+}
+
+#undef LAY_EXPORT
+#undef LAY_STATIC_INLINE
+
+#endif // LAY_INCLUDE_HEADER
+
+// Notes about the use of vector_size merely for syntax convenience:
+//
+// The current layout calculation procedures are not written in a way that
+// would benefit from SIMD instruction usage.
+//
+// (Passing 128-bit float4 vectors using __vectorcall *might* get you some
+// small benefit in very specific situations, but is unlikely to be worth the
+// hassle. And I believe this would only be needed if you compiled the library
+// in a way where the compiler was prevented from using inlining when copying
+// rectangle/size data.)
+//
+// I might go back in the future and just use regular struct-wrapped arrays.
+// I'm not sure if relying the vector thing in GCC/clang and then using C++
+// operator overloading in MSVC is worth the annoyance of saving a couple of
+// extra characters on each array access in the implementation code.
+
+#ifdef LAY_IMPLEMENTATION
+
+#include <stddef.h>
+#include <stdbool.h>
+
+// Users of this library can define LAY_REALLOC to use a custom (re)allocator
+// instead of stdlib's realloc. It should have the same behavior as realloc --
+// first parameter type is a void pointer, and its value is either a null
+// pointer or an existing pointer. The second parameter is a size_t of the new
+// desired size. The buffer contents should be preserved across reallocations.
+//
+// And, if you define LAY_REALLOC, you will also need to define LAY_FREE, which
+// should have the same behavior as free.
+#ifndef LAY_REALLOC
+#include <stdlib.h>
+#define LAY_REALLOC(_block, _size) realloc(_block, _size)
+#define LAY_FREE(_block) free(_block)
+#endif
+
+// Like the LAY_REALLOC define, LAY_MEMSET can be used for a custom memset.
+// Otherwise, the memset from string.h will be used.
+#ifndef LAY_MEMSET
+#include <string.h>
+#define LAY_MEMSET(_dst, _val, _size) memset(_dst, _val, _size)
+#endif
+
+#if defined(__GNUC__) || defined(__clang__)
+#define LAY_FORCE_INLINE __attribute__((always_inline)) inline
+#ifdef __cplusplus
+#define LAY_RESTRICT __restrict
+#else
+#define LAY_RESTRICT restrict
+#endif // __cplusplus
+#elif defined(_MSC_VER)
+#define LAY_FORCE_INLINE __forceinline
+#define LAY_RESTRICT __restrict
+#else
+#define LAY_FORCE_INLINE inline
+#ifdef __cplusplus
+#define LAY_RESTRICT
+#else
+#define LAY_RESTRICT restrict
+#endif // __cplusplus
+#endif
+
+// Useful math utilities
+static LAY_FORCE_INLINE lay_scalar lay_scalar_max(lay_scalar a, lay_scalar b)
+{ return a > b ? a : b; }
+static LAY_FORCE_INLINE lay_scalar lay_scalar_min(lay_scalar a, lay_scalar b)
+{ return a < b ? a : b; }
+static LAY_FORCE_INLINE float lay_float_max(float a, float b)
+{ return a > b ? a : b; }
+static LAY_FORCE_INLINE float lay_float_min(float a, float b)
+{ return a < b ? a : b; }
+
+void lay_init_context(lay_context *ctx)
+{
+ ctx->capacity = 0;
+ ctx->count = 0;
+ ctx->items = NULL;
+ ctx->rects = NULL;
+}
+
+void lay_reserve_items_capacity(lay_context *ctx, lay_id count)
+{
+ if (count >= ctx->capacity) {
+ ctx->capacity = count;
+ const size_t item_size = sizeof(lay_item_t) + sizeof(lay_vec4);
+ ctx->items = (lay_item_t*)LAY_REALLOC(ctx->items, ctx->capacity * item_size);
+ const lay_item_t *past_last = ctx->items + ctx->capacity;
+ ctx->rects = (lay_vec4*)past_last;
+ }
+}
+
+void lay_destroy_context(lay_context *ctx)
+{
+ if (ctx->items != NULL) {
+ LAY_FREE(ctx->items);
+ ctx->items = NULL;
+ ctx->rects = NULL;
+ }
+}
+
+void lay_reset_context(lay_context *ctx)
+{ ctx->count = 0; }
+
+static void lay_calc_size(lay_context *ctx, lay_id item, int dim);
+static void lay_arrange(lay_context *ctx, lay_id item, int dim);
+
+void lay_run_context(lay_context *ctx)
+{
+ LAY_ASSERT(ctx != NULL);
+
+ if (ctx->count > 0) {
+ lay_run_item(ctx, 0);
+ }
+}
+
+void lay_run_item(lay_context *ctx, lay_id item)
+{
+ LAY_ASSERT(ctx != NULL);
+
+ lay_calc_size(ctx, item, 0);
+ lay_arrange(ctx, item, 0);
+ lay_calc_size(ctx, item, 1);
+ lay_arrange(ctx, item, 1);
+}
+
+// Alternatively, we could use a flag bit to indicate whether an item's children
+// have already been wrapped and may need re-wrapping. If we do that, in the
+// future, this would become deprecated and we could make it a no-op.
+
+void lay_clear_item_break(lay_context *ctx, lay_id item)
+{
+ LAY_ASSERT(ctx != NULL);
+ lay_item_t *pitem = lay_get_item(ctx, item);
+ pitem->flags = pitem->flags & ~(uint32_t)LAY_BREAK;
+}
+
+lay_id lay_items_count(lay_context *ctx)
+{
+ LAY_ASSERT(ctx != NULL);
+ return ctx->count;
+}
+
+lay_id lay_items_capacity(lay_context *ctx)
+{
+ LAY_ASSERT(ctx != NULL);
+ return ctx->capacity;
+}
+
+lay_id lay_item(lay_context *ctx)
+{
+ lay_id idx = ctx->count++;
+
+ if (idx >= ctx->capacity) {
+ ctx->capacity = ctx->capacity < 1 ? 32 : (ctx->capacity * 4);
+ const size_t item_size = sizeof(lay_item_t) + sizeof(lay_vec4);
+ ctx->items = (lay_item_t*)LAY_REALLOC(ctx->items, ctx->capacity * item_size);
+ const lay_item_t *past_last = ctx->items + ctx->capacity;
+ ctx->rects = (lay_vec4*)past_last;
+ }
+
+ lay_item_t *item = lay_get_item(ctx, idx);
+ // We can either do this here, or when creating/resetting buffer
+ LAY_MEMSET(item, 0, sizeof(lay_item_t));
+ item->first_child = LAY_INVALID_ID;
+ item->next_sibling = LAY_INVALID_ID;
+ // hmm
+ LAY_MEMSET(&ctx->rects[idx], 0, sizeof(lay_vec4));
+ return idx;
+}
+
+static LAY_FORCE_INLINE
+void lay_append_by_ptr(
+ lay_item_t *LAY_RESTRICT pearlier,
+ lay_id later, lay_item_t *LAY_RESTRICT plater)
+{
+ plater->next_sibling = pearlier->next_sibling;
+ plater->flags |= LAY_ITEM_INSERTED;
+ pearlier->next_sibling = later;
+}
+
+lay_id lay_last_child(const lay_context *ctx, lay_id parent)
+{
+ lay_item_t *pparent = lay_get_item(ctx, parent);
+ lay_id child = pparent->first_child;
+ if (child == LAY_INVALID_ID) return LAY_INVALID_ID;
+ lay_item_t *pchild = lay_get_item(ctx, child);
+ lay_id result = child;
+ for (;;) {
+ lay_id next = pchild->next_sibling;
+ if (next == LAY_INVALID_ID) break;
+ result = next;
+ pchild = lay_get_item(ctx, next);
+ }
+ return result;
+}
+
+void lay_append(lay_context *ctx, lay_id earlier, lay_id later)
+{
+ LAY_ASSERT(later != 0); // Must not be root item
+ LAY_ASSERT(earlier != later); // Must not be same item id
+ lay_item_t *LAY_RESTRICT pearlier = lay_get_item(ctx, earlier);
+ lay_item_t *LAY_RESTRICT plater = lay_get_item(ctx, later);
+ lay_append_by_ptr(pearlier, later, plater);
+}
+
+void lay_insert(lay_context *ctx, lay_id parent, lay_id child)
+{
+ LAY_ASSERT(child != 0); // Must not be root item
+ LAY_ASSERT(parent != child); // Must not be same item id
+ lay_item_t *LAY_RESTRICT pparent = lay_get_item(ctx, parent);
+ lay_item_t *LAY_RESTRICT pchild = lay_get_item(ctx, child);
+ LAY_ASSERT(!(pchild->flags & LAY_ITEM_INSERTED));
+ // Parent has no existing children, make inserted item the first child.
+ if (pparent->first_child == LAY_INVALID_ID) {
+ pparent->first_child = child;
+ pchild->flags |= LAY_ITEM_INSERTED;
+ // Parent has existing items, iterate to find the last child and append the
+ // inserted item after it.
+ } else {
+ lay_id next = pparent->first_child;
+ lay_item_t *LAY_RESTRICT pnext = lay_get_item(ctx, next);
+ for (;;) {
+ next = pnext->next_sibling;
+ if (next == LAY_INVALID_ID) break;
+ pnext = lay_get_item(ctx, next);
+ }
+ lay_append_by_ptr(pnext, child, pchild);
+ }
+}
+
+void lay_push(lay_context *ctx, lay_id parent, lay_id new_child)
+{
+ LAY_ASSERT(new_child != 0); // Must not be root item
+ LAY_ASSERT(parent != new_child); // Must not be same item id
+ lay_item_t *LAY_RESTRICT pparent = lay_get_item(ctx, parent);
+ lay_id old_child = pparent->first_child;
+ lay_item_t *LAY_RESTRICT pchild = lay_get_item(ctx, new_child);
+ LAY_ASSERT(!(pchild->flags & LAY_ITEM_INSERTED));
+ pparent->first_child = new_child;
+ pchild->flags |= LAY_ITEM_INSERTED;
+ pchild->next_sibling = old_child;
+}
+
+lay_vec2 lay_get_size(lay_context *ctx, lay_id item)
+{
+ lay_item_t *pitem = lay_get_item(ctx, item);
+ return pitem->size;
+}
+
+void lay_get_size_xy(
+ lay_context *ctx, lay_id item,
+ lay_scalar *x, lay_scalar *y)
+{
+ lay_item_t *pitem = lay_get_item(ctx, item);
+ lay_vec2 size = pitem->size;
+ *x = size[0];
+ *y = size[1];
+}
+
+void lay_set_size(lay_context *ctx, lay_id item, lay_vec2 size)
+{
+ lay_item_t *pitem = lay_get_item(ctx, item);
+ pitem->size = size;
+ uint32_t flags = pitem->flags;
+ if (size[0] == 0)
+ flags &= ~(uint32_t)LAY_ITEM_HFIXED;
+ else
+ flags |= LAY_ITEM_HFIXED;
+ if (size[1] == 0)
+ flags &= ~(uint32_t)LAY_ITEM_VFIXED;
+ else
+ flags |= LAY_ITEM_VFIXED;
+ pitem->flags = flags;
+}
+
+void lay_set_size_xy(
+ lay_context *ctx, lay_id item,
+ lay_scalar width, lay_scalar height)
+{
+ lay_item_t *pitem = lay_get_item(ctx, item);
+ pitem->size[0] = width;
+ pitem->size[1] = height;
+ // Kinda redundant, whatever
+ uint32_t flags = pitem->flags;
+ if (width == 0)
+ flags &= ~(uint32_t)LAY_ITEM_HFIXED;
+ else
+ flags |= LAY_ITEM_HFIXED;
+ if (height == 0)
+ flags &= ~(uint32_t)LAY_ITEM_VFIXED;
+ else
+ flags |= LAY_ITEM_VFIXED;
+ pitem->flags = flags;
+}
+
+void lay_set_behave(lay_context *ctx, lay_id item, uint32_t flags)
+{
+ LAY_ASSERT((flags & LAY_ITEM_LAYOUT_MASK) == flags);
+ lay_item_t *pitem = lay_get_item(ctx, item);
+ pitem->flags = (pitem->flags & ~(uint32_t)LAY_ITEM_LAYOUT_MASK) | flags;
+}
+
+void lay_set_contain(lay_context *ctx, lay_id item, uint32_t flags)
+{
+ LAY_ASSERT((flags & LAY_ITEM_BOX_MASK) == flags);
+ lay_item_t *pitem = lay_get_item(ctx, item);
+ pitem->flags = (pitem->flags & ~(uint32_t)LAY_ITEM_BOX_MASK) | flags;
+}
+void lay_set_margins(lay_context *ctx, lay_id item, lay_vec4 ltrb)
+{
+ lay_item_t *pitem = lay_get_item(ctx, item);
+ pitem->margins = ltrb;
+}
+void lay_set_margins_ltrb(
+ lay_context *ctx, lay_id item,
+ lay_scalar l, lay_scalar t, lay_scalar r, lay_scalar b)
+{
+ lay_item_t *pitem = lay_get_item(ctx, item);
+ // Alternative, uses stack and addressed writes
+ //pitem->margins = lay_vec4_xyzw(l, t, r, b);
+ // Alternative, uses rax and left-shift
+ //pitem->margins = (lay_vec4){l, t, r, b};
+ // Fewest instructions, but uses more addressed writes?
+ pitem->margins[0] = l;
+ pitem->margins[1] = t;
+ pitem->margins[2] = r;
+ pitem->margins[3] = b;
+}
+
+lay_vec4 lay_get_margins(lay_context *ctx, lay_id item)
+{ return lay_get_item(ctx, item)->margins; }
+
+void lay_get_margins_ltrb(
+ lay_context *ctx, lay_id item,
+ lay_scalar *l, lay_scalar *t, lay_scalar *r, lay_scalar *b)
+{
+ lay_item_t *pitem = lay_get_item(ctx, item);
+ lay_vec4 margins = pitem->margins;
+ *l = margins[0];
+ *t = margins[1];
+ *r = margins[2];
+ *b = margins[3];
+}
+
+// TODO restrict item ptrs correctly
+static LAY_FORCE_INLINE
+lay_scalar lay_calc_overlayed_size(
+ lay_context *ctx, lay_id item, int dim)
+{
+ const int wdim = dim + 2;
+ lay_item_t *LAY_RESTRICT pitem = lay_get_item(ctx, item);
+ lay_scalar need_size = 0;
+ lay_id child = pitem->first_child;
+ while (child != LAY_INVALID_ID) {
+ lay_item_t *pchild = lay_get_item(ctx, child);
+ lay_vec4 rect = ctx->rects[child];
+ // width = start margin + calculated width + end margin
+ lay_scalar child_size = rect[dim] + rect[2 + dim] + pchild->margins[wdim];
+ need_size = lay_scalar_max(need_size, child_size);
+ child = pchild->next_sibling;
+ }
+ return need_size;
+}
+
+static LAY_FORCE_INLINE
+lay_scalar lay_calc_stacked_size(
+ lay_context *ctx, lay_id item, int dim)
+{
+ const int wdim = dim + 2;
+ lay_item_t *LAY_RESTRICT pitem = lay_get_item(ctx, item);
+ lay_scalar need_size = 0;
+ lay_id child = pitem->first_child;
+ while (child != LAY_INVALID_ID) {
+ lay_item_t *pchild = lay_get_item(ctx, child);
+ lay_vec4 rect = ctx->rects[child];
+ need_size += rect[dim] + rect[2 + dim] + pchild->margins[wdim];
+ child = pchild->next_sibling;
+ }
+ return need_size;
+}
+
+static LAY_FORCE_INLINE
+lay_scalar lay_calc_wrapped_overlayed_size(
+ lay_context *ctx, lay_id item, int dim)
+{
+ const int wdim = dim + 2;
+ lay_item_t *LAY_RESTRICT pitem = lay_get_item(ctx, item);
+ lay_scalar need_size = 0;
+ lay_scalar need_size2 = 0;
+ lay_id child = pitem->first_child;
+ while (child != LAY_INVALID_ID) {
+ lay_item_t *pchild = lay_get_item(ctx, child);
+ lay_vec4 rect = ctx->rects[child];
+ if (pchild->flags & LAY_BREAK) {
+ need_size2 += need_size;
+ need_size = 0;
+ }
+ lay_scalar child_size = rect[dim] + rect[2 + dim] + pchild->margins[wdim];
+ need_size = lay_scalar_max(need_size, child_size);
+ child = pchild->next_sibling;
+ }
+ return need_size2 + need_size;
+}
+
+// Equivalent to uiComputeWrappedStackedSize
+static LAY_FORCE_INLINE
+lay_scalar lay_calc_wrapped_stacked_size(
+ lay_context *ctx, lay_id item, int dim)
+{
+ const int wdim = dim + 2;
+ lay_item_t *LAY_RESTRICT pitem = lay_get_item(ctx, item);
+ lay_scalar need_size = 0;
+ lay_scalar need_size2 = 0;
+ lay_id child = pitem->first_child;
+ while (child != LAY_INVALID_ID) {
+ lay_item_t *pchild = lay_get_item(ctx, child);
+ lay_vec4 rect = ctx->rects[child];
+ if (pchild->flags & LAY_BREAK) {
+ need_size2 = lay_scalar_max(need_size2, need_size);
+ need_size = 0;
+ }
+ need_size += rect[dim] + rect[2 + dim] + pchild->margins[wdim];
+ child = pchild->next_sibling;
+ }
+ return lay_scalar_max(need_size2, need_size);
+}
+
+static void lay_calc_size(lay_context *ctx, lay_id item, int dim)
+{
+ lay_item_t *pitem = lay_get_item(ctx, item);
+
+ lay_id child = pitem->first_child;
+ while (child != LAY_INVALID_ID) {
+ // NOTE: this is recursive and will run out of stack space if items are
+ // nested too deeply.
+ lay_calc_size(ctx, child, dim);
+ lay_item_t *pchild = lay_get_item(ctx, child);
+ child = pchild->next_sibling;
+ }
+
+ // Set the mutable rect output data to the starting input data
+ ctx->rects[item][dim] = pitem->margins[dim];
+
+ // If we have an explicit input size, just set our output size (which other
+ // calc_size and arrange procedures will use) to it.
+ if (pitem->size[dim] != 0) {
+ ctx->rects[item][2 + dim] = pitem->size[dim];
+ return;
+ }
+
+ // Calculate our size based on children items. Note that we've already
+ // called lay_calc_size on our children at this point.
+ lay_scalar cal_size;
+ switch (pitem->flags & LAY_ITEM_BOX_MODEL_MASK) {
+ case LAY_COLUMN|LAY_WRAP:
+ // flex model
+ if (dim) // direction
+ cal_size = lay_calc_stacked_size(ctx, item, 1);
+ else
+ cal_size = lay_calc_overlayed_size(ctx, item, 0);
+ break;
+ case LAY_ROW|LAY_WRAP:
+ // flex model
+ if (!dim) // direction
+ cal_size = lay_calc_wrapped_stacked_size(ctx, item, 0);
+ else
+ cal_size = lay_calc_wrapped_overlayed_size(ctx, item, 1);
+ break;
+ case LAY_COLUMN:
+ case LAY_ROW:
+ // flex model
+ if ((pitem->flags & 1) == (uint32_t)dim) // direction
+ cal_size = lay_calc_stacked_size(ctx, item, dim);
+ else
+ cal_size = lay_calc_overlayed_size(ctx, item, dim);
+ break;
+ default:
+ // layout model
+ cal_size = lay_calc_overlayed_size(ctx, item, dim);
+ break;
+ }
+
+ // Set our output data size. Will be used by parent calc_size procedures.,
+ // and by arrange procedures.
+ ctx->rects[item][2 + dim] = cal_size;
+}
+
+static LAY_FORCE_INLINE
+void lay_arrange_stacked(
+ lay_context *ctx, lay_id item, int dim, bool wrap)
+{
+ const int wdim = dim + 2;
+ lay_item_t *pitem = lay_get_item(ctx, item);
+
+ const uint32_t item_flags = pitem->flags;
+ lay_vec4 rect = ctx->rects[item];
+ lay_scalar space = rect[2 + dim];
+
+ float max_x2 = (float)(rect[dim] + space);
+
+ lay_id start_child = pitem->first_child;
+ while (start_child != LAY_INVALID_ID) {
+ lay_scalar used = 0;
+ uint32_t count = 0; // count of fillers
+ uint32_t squeezed_count = 0; // count of squeezable elements
+ uint32_t total = 0;
+ bool hardbreak = false;
+ // first pass: count items that need to be expanded,
+ // and the space that is used
+ lay_id child = start_child;
+ lay_id end_child = LAY_INVALID_ID;
+ while (child != LAY_INVALID_ID) {
+ lay_item_t *pchild = lay_get_item(ctx, child);
+ const uint32_t child_flags = pchild->flags;
+ const uint32_t flags = (child_flags & LAY_ITEM_LAYOUT_MASK) >> dim;
+ const uint32_t fflags = (child_flags & LAY_ITEM_FIXED_MASK) >> dim;
+ const lay_vec4 child_margins = pchild->margins;
+ lay_vec4 child_rect = ctx->rects[child];
+ lay_scalar extend = used;
+ if ((flags & LAY_HFILL) == LAY_HFILL) {
+ ++count;
+ extend += child_rect[dim] + child_margins[wdim];
+ } else {
+ if ((fflags & LAY_ITEM_HFIXED) != LAY_ITEM_HFIXED)
+ ++squeezed_count;
+ extend += child_rect[dim] + child_rect[2 + dim] + child_margins[wdim];
+ }
+ // wrap on end of line or manual flag
+ if (wrap && (
+ total && ((extend > space) ||
+ (child_flags & LAY_BREAK)))) {
+ end_child = child;
+ hardbreak = (child_flags & LAY_BREAK) == LAY_BREAK;
+ // add marker for subsequent queries
+ pchild->flags = child_flags | LAY_BREAK;
+ break;
+ } else {
+ used = extend;
+ child = pchild->next_sibling;
+ }
+ ++total;
+ }
+
+ lay_scalar extra_space = space - used;
+ float filler = 0.0f;
+ float spacer = 0.0f;
+ float extra_margin = 0.0f;
+ float eater = 0.0f;
+
+ if (extra_space > 0) {
+ if (count > 0)
+ filler = (float)extra_space / (float)count;
+ else if (total > 0) {
+ switch (item_flags & LAY_JUSTIFY) {
+ case LAY_JUSTIFY:
+ // justify when not wrapping or not in last line,
+ // or not manually breaking
+ if (!wrap || ((end_child != LAY_INVALID_ID) && !hardbreak))
+ spacer = (float)extra_space / (float)(total - 1);
+ break;
+ case LAY_START:
+ break;
+ case LAY_END:
+ extra_margin = extra_space;
+ break;
+ default:
+ extra_margin = extra_space / 2.0f;
+ break;
+ }
+ }
+ }
+#ifdef LAY_FLOAT
+ // In floating point, it's possible to end up with some small negative
+ // value for extra_space, while also have a 0.0 squeezed_count. This
+ // would cause divide by zero. Instead, we'll check to see if
+ // squeezed_count is > 0. I believe this produces the same results as
+ // the original oui int-only code. However, I don't have any tests for
+ // it, so I'll leave it if-def'd for now.
+ else if (!wrap && (squeezed_count > 0))
+#else
+ // This is the original oui code
+ else if (!wrap && (extra_space < 0))
+#endif
+ eater = (float)extra_space / (float)squeezed_count;
+
+ // distribute width among items
+ float x = (float)rect[dim];
+ float x1;
+ // second pass: distribute and rescale
+ child = start_child;
+ while (child != end_child) {
+ lay_scalar ix0, ix1;
+ lay_item_t *pchild = lay_get_item(ctx, child);
+ const uint32_t child_flags = pchild->flags;
+ const uint32_t flags = (child_flags & LAY_ITEM_LAYOUT_MASK) >> dim;
+ const uint32_t fflags = (child_flags & LAY_ITEM_FIXED_MASK) >> dim;
+ const lay_vec4 child_margins = pchild->margins;
+ lay_vec4 child_rect = ctx->rects[child];
+
+ x += (float)child_rect[dim] + extra_margin;
+ if ((flags & LAY_HFILL) == LAY_HFILL) // grow
+ x1 = x + filler;
+ else if ((fflags & LAY_ITEM_HFIXED) == LAY_ITEM_HFIXED)
+ x1 = x + (float)child_rect[2 + dim];
+ else // squeeze
+ x1 = x + lay_float_max(0.0f, (float)child_rect[2 + dim] + eater);
+
+ ix0 = (lay_scalar)x;
+ if (wrap)
+ ix1 = (lay_scalar)lay_float_min(max_x2 - (float)child_margins[wdim], x1);
+ else
+ ix1 = (lay_scalar)x1;
+ child_rect[dim] = ix0; // pos
+ child_rect[dim + 2] = ix1 - ix0; // size
+ ctx->rects[child] = child_rect;
+ x = x1 + (float)child_margins[wdim];
+ child = pchild->next_sibling;
+ extra_margin = spacer;
+ }
+
+ start_child = end_child;
+ }
+}
+
+static LAY_FORCE_INLINE
+void lay_arrange_overlay(lay_context *ctx, lay_id item, int dim)
+{
+ const int wdim = dim + 2;
+ lay_item_t *pitem = lay_get_item(ctx, item);
+ const lay_vec4 rect = ctx->rects[item];
+ const lay_scalar offset = rect[dim];
+ const lay_scalar space = rect[2 + dim];
+
+ lay_id child = pitem->first_child;
+ while (child != LAY_INVALID_ID) {
+ lay_item_t *pchild = lay_get_item(ctx, child);
+ const uint32_t b_flags = (pchild->flags & LAY_ITEM_LAYOUT_MASK) >> dim;
+ const lay_vec4 child_margins = pchild->margins;
+ lay_vec4 child_rect = ctx->rects[child];
+
+ switch (b_flags & LAY_HFILL) {
+ case LAY_HCENTER:
+ child_rect[dim] += (space - child_rect[2 + dim]) / 2 - child_margins[wdim];
+ break;
+ case LAY_RIGHT:
+ child_rect[dim] += space - child_rect[2 + dim] - child_margins[dim] - child_margins[wdim];
+ break;
+ case LAY_HFILL:
+ child_rect[2 + dim] = lay_scalar_max(0, space - child_rect[dim] - child_margins[wdim]);
+ break;
+ default:
+ break;
+ }
+
+ child_rect[dim] += offset;
+ ctx->rects[child] = child_rect;
+ child = pchild->next_sibling;
+ }
+}
+
+static LAY_FORCE_INLINE
+void lay_arrange_overlay_squeezed_range(
+ lay_context *ctx, int dim,
+ lay_id start_item, lay_id end_item,
+ lay_scalar offset, lay_scalar space)
+{
+ int wdim = dim + 2;
+ lay_id item = start_item;
+ while (item != end_item) {
+ lay_item_t *pitem = lay_get_item(ctx, item);
+ const uint32_t b_flags = (pitem->flags & LAY_ITEM_LAYOUT_MASK) >> dim;
+ const lay_vec4 margins = pitem->margins;
+ lay_vec4 rect = ctx->rects[item];
+ lay_scalar min_size = lay_scalar_max(0, space - rect[dim] - margins[wdim]);
+ switch (b_flags & LAY_HFILL) {
+ case LAY_HCENTER:
+ rect[2 + dim] = lay_scalar_min(rect[2 + dim], min_size);
+ rect[dim] += (space - rect[2 + dim]) / 2 - margins[wdim];
+ break;
+ case LAY_RIGHT:
+ rect[2 + dim] = lay_scalar_min(rect[2 + dim], min_size);
+ rect[dim] = space - rect[2 + dim] - margins[wdim];
+ break;
+ case LAY_HFILL:
+ rect[2 + dim] = min_size;
+ break;
+ default:
+ rect[2 + dim] = lay_scalar_min(rect[2 + dim], min_size);
+ break;
+ }
+ rect[dim] += offset;
+ ctx->rects[item] = rect;
+ item = pitem->next_sibling;
+ }
+}
+
+static LAY_FORCE_INLINE
+lay_scalar lay_arrange_wrapped_overlay_squeezed(
+ lay_context *ctx, lay_id item, int dim)
+{
+ const int wdim = dim + 2;
+ lay_item_t *pitem = lay_get_item(ctx, item);
+ lay_scalar offset = ctx->rects[item][dim];
+ lay_scalar need_size = 0;
+ lay_id child = pitem->first_child;
+ lay_id start_child = child;
+ while (child != LAY_INVALID_ID) {
+ lay_item_t *pchild = lay_get_item(ctx, child);
+ if (pchild->flags & LAY_BREAK) {
+ lay_arrange_overlay_squeezed_range(ctx, dim, start_child, child, offset, need_size);
+ offset += need_size;
+ start_child = child;
+ need_size = 0;
+ }
+ const lay_vec4 rect = ctx->rects[child];
+ lay_scalar child_size = rect[dim] + rect[2 + dim] + pchild->margins[wdim];
+ need_size = lay_scalar_max(need_size, child_size);
+ child = pchild->next_sibling;
+ }
+ lay_arrange_overlay_squeezed_range(ctx, dim, start_child, LAY_INVALID_ID, offset, need_size);
+ offset += need_size;
+ return offset;
+}
+
+static void lay_arrange(lay_context *ctx, lay_id item, int dim)
+{
+ lay_item_t *pitem = lay_get_item(ctx, item);
+
+ const uint32_t flags = pitem->flags;
+ switch (flags & LAY_ITEM_BOX_MODEL_MASK) {
+ case LAY_COLUMN | LAY_WRAP:
+ if (dim != 0) {
+ lay_arrange_stacked(ctx, item, 1, true);
+ lay_scalar offset = lay_arrange_wrapped_overlay_squeezed(ctx, item, 0);
+ ctx->rects[item][2 + 0] = offset - ctx->rects[item][0];
+ }
+ break;
+ case LAY_ROW | LAY_WRAP:
+ if (dim == 0)
+ lay_arrange_stacked(ctx, item, 0, true);
+ else
+ // discard return value
+ lay_arrange_wrapped_overlay_squeezed(ctx, item, 1);
+ break;
+ case LAY_COLUMN:
+ case LAY_ROW:
+ if ((flags & 1) == (uint32_t)dim) {
+ lay_arrange_stacked(ctx, item, dim, false);
+ } else {
+ const lay_vec4 rect = ctx->rects[item];
+ lay_arrange_overlay_squeezed_range(
+ ctx, dim, pitem->first_child, LAY_INVALID_ID,
+ rect[dim], rect[2 + dim]);
+ }
+ break;
+ default:
+ lay_arrange_overlay(ctx, item, dim);
+ break;
+ }
+ lay_id child = pitem->first_child;
+ while (child != LAY_INVALID_ID) {
+ // NOTE: this is recursive and will run out of stack space if items are
+ // nested too deeply.
+ lay_arrange(ctx, child, dim);
+ lay_item_t *pchild = lay_get_item(ctx, child);
+ child = pchild->next_sibling;
+ }
+}
+
+#endif // LAY_IMPLEMENTATION
\ No newline at end of file |
