summaryrefslogtreecommitdiff
path: root/src/render.c
blob: 24490c007ebac0e5a1c62c0d1664dbd796aeaeb7 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
#include <ui.h>

#include "uiLibrary.h"
#include "widget/table.h"
#include "widget/widget.h"

#include <cassert.h>
#include <cstring.h>

static const uiPixel uiBlack = {40, 40, 40, 255};
static const uiPixel uiWhite = {255, 255, 255, 255};
static const uiPixel uiPink  = {128, 0, 128, 255};

/// Render state.
///
/// Render functions are allowed to manipulate the state internally (e.g., the
/// subsurface), but must leave the state intact before returning, except, of
/// course, for the rendered pixels.
///
/// We store a subsurface separate from the surface so that we can always check
/// whether a given coordinate is within the bounds of the physical surface.
typedef struct RenderState {
  uiSurface surface;    /// Surface of pixels on which the UI is rendered.
  uiRect    subsurface; /// Subregion where the current UI widget is rendered.
  uiPoint   pen;        /// Current pen position relative to subsurface.
} RenderState;

static void RenderWidget(RenderState* state, const uiWidget* widget);

/// Push a new subsurface onto which subsequent UI widgets are rendered.
void PushSubsurface(
    RenderState* state, int width, int height, uiRect* original_subsurface,
    uiPoint* original_pen) {
  assert(state);
  assert(original_subsurface);
  assert(original_pen);

  *original_subsurface = state->subsurface;
  *original_pen        = state->pen;

  state->subsurface.x      = state->subsurface.x + state->pen.x;
  state->subsurface.width  = width;
  state->subsurface.height = height;
  state->pen.x             = 0;
}

/// Restore the previous subsurface.
void PopSubsurface(
    RenderState* state, const uiRect* original_subsurface,
    const uiPoint* original_pen) {
  assert(state);
  assert(original_subsurface);
  assert(original_pen);

  state->subsurface = *original_subsurface;
  state->pen        = *original_pen;
}

/// Check whether pen + (w,h) is within the surface and subsurface.
static bool PenInSurface(const RenderState* state, int w, int h) {
  assert(state);

  // Surface.
  const bool in_surface =
      ((state->subsurface.x + state->pen.x + w) < state->surface.width) &&
      ((state->subsurface.y + state->pen.y + h) < state->surface.height);

  // Subsurface.
  const bool in_subsurface = ((state->pen.x + w) < state->subsurface.width) &&
                             ((state->pen.y + h) < state->subsurface.height);

  return in_surface && in_subsurface;
}

/// Get the pixel at (x,y).
static uiPixel* SurfaceXy(uiSurface* surface, int x, int y) {
  assert(surface);
  assert(x >= 0);
  assert(y >= 0);
  assert(x < surface->width);
  assert(y < surface->height);
  return surface->pixels + (surface->width * y) + x;
}

/// Get the pixel at pen + (x,y).
static uiPixel* PixelXy(RenderState* state, int x, int y) {
  assert(state);
  return SurfaceXy(
      &state->surface, state->subsurface.x + state->pen.x + x,
      state->subsurface.y + state->pen.y + y);
}

/// Fill a rectangle with a constant colour.
static void FillRect(const uiRect* rect, uiPixel colour, RenderState* state) {
  assert(rect);
  assert(state);
  assert(rect->width <= state->subsurface.width);
  assert(rect->height <= state->subsurface.height);

  for (int y = rect->y; y < rect->y + rect->height; ++y) {
    uiPixel* pixel = PixelXy(state, rect->x, y);
    for (int x = rect->x; x < rect->x + rect->width; ++x) {
      *pixel++ = colour;
    }
  }
}

/// Render a glyph.
/// The glyph is clamped to the surface's bounds.
static void RenderGlyph(
    const FontAtlas* atlas, unsigned char c, RenderState* state) {
  assert(atlas);
  assert(state);
  assert(atlas->header.glyph_width <= state->subsurface.width);
  assert(atlas->header.glyph_height <= state->subsurface.height);

  const int glyph_width  = atlas->header.glyph_width;
  const int glyph_height = atlas->header.glyph_height;

  const unsigned char* glyph = FontGetGlyph(atlas, c);

  for (int y = 0; (y < atlas->header.glyph_height) &&
                  PenInSurface(state, glyph_width - 1, glyph_height - 1);
       ++y) {
    for (int x = 0; (x < atlas->header.glyph_width) &&
                    PenInSurface(state, glyph_width - 1, glyph_height - 1);
         ++x, ++glyph) {
      uiPixel* pixel = PixelXy(state, x, y);
      if (*glyph > 0) {
        pixel->r = *glyph;
        pixel->g = *glyph;
        pixel->b = *glyph;
        pixel->a = 255;
      }
    }
  }
}

/// Render text.
static void RenderText(const char* text, size_t length, RenderState* state) {
  assert(text);
  assert(state);

  const FontAtlas* atlas = g_ui.font;

  const int glyph_width  = atlas->header.glyph_width;
  const int glyph_height = atlas->header.glyph_height;

  // Save the x-pen so that we can restore it after rendering the text.
  const int x0 = state->pen.x;

  // Truncate the text rendering if it exceeds the subsurface's width or height.
  const char* c = text;
  for (size_t i = 0;
       (i < length) && PenInSurface(state, glyph_width - 1, glyph_height - 1);
       ++i, ++c, state->pen.x += glyph_width) {
    RenderGlyph(atlas, *c, state);
  }

  state->pen.x = x0;
}

/// Render a frame.
static void RenderFrame(const uiFrame* frame, RenderState* state) {
  assert(frame);

  FillRect(&frame->widget.rect, uiBlack, state);
}

/// Render a label.
static void RenderLabel(const uiLabel* label, RenderState* state) {
  assert(label);
  assert(state);

  RenderText(string_data(label->text), string_length(label->text), state);
}

/// Render a table.
static void RenderTable(const uiTable* table, RenderState* state) {
  assert(table);
  assert(state);

  const int x0 = state->pen.x;
  const int y0 = state->pen.y;

  uiRect  original_subsurface = {0};
  uiPoint original_pen        = {0};

  // Render header.
  if (table->header) {
    for (int col = 0; col < table->cols; ++col) {
      // Crop the column contents to the column width so that one column does
      // not spill into the next.
      PushSubsurface(
          state, table->widths[col], state->subsurface.height,
          &original_subsurface, &original_pen);

      const uiCell* cell = &table->header[col];
      RenderWidget(state, cell->child);

      // Reset the original subsurface and pen for subsequent columns.
      PopSubsurface(state, &original_subsurface, &original_pen);

      // Next column.
      state->pen.x += table->widths[col];
    }
  }
  state->pen.x = x0;
  state->pen.y += g_ui.font->header.glyph_height;

  // Render rows.
  for (int row = table->offset;
       (row < table->rows) && PenInSurface(state, 0, 0); ++row) {
    for (int col = 0; (col < table->cols) && PenInSurface(state, 0, 0); ++col) {
      // Crop the column contents to the column width so that one column does
      // not spill into the next.
      PushSubsurface(
          state, table->widths[col], state->subsurface.height,
          &original_subsurface, &original_pen);

      state->subsurface.x     = state->subsurface.x + state->pen.x;
      state->subsurface.width = table->widths[col];
      state->pen.x            = 0;

      const uiCell* cell = GetCell(table, row, col);
      RenderWidget(state, cell->child);

      // Reset the original subsurface and pen for subsequent columns.
      PopSubsurface(state, &original_subsurface, &original_pen);

      // Next column.
      state->pen.x += table->widths[col];
    }
    state->pen.x = x0;
    state->pen.y += g_ui.font->header.glyph_height;
  }
  state->pen.y = y0;
}

/// Render a widget.
static void RenderWidget(RenderState* state, const uiWidget* widget) {
  assert(state);
  assert(widget);

  // Render this widget.
  switch (widget->type) {
  case uiTypeButton:
    break;
  case uiTypeFrame:
    RenderFrame((const uiFrame*)widget, state);
    break;
  case uiTypeLabel:
    RenderLabel((const uiLabel*)widget, state);
    break;
  case uiTypeTable:
    RenderTable((const uiTable*)widget, state);
    break;
  case uiTypeMax:
    TRAP();
    break;
  }

  // Render children.
  list_foreach(widget->children, child, { RenderWidget(state, child); });
}

void uiRender(const uiFrame* frame, uiSurface* surface) {
  assert(frame);
  assert(surface);

  RenderWidget(
      &(RenderState){
          .surface = *surface,
          .subsurface =
              (uiRect){
                       .x      = 0,
                       .y      = 0,
                       .width  = surface->width,
                       .height = surface->height},
          .pen = {.x = 0, .y = 0},
  },
      (const uiWidget*)frame);
}