2022-08-14 16:19:40 +00:00
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Shortlist
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---------
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[x] let pass flat args in ui_size_push() and ui_box_set_size()
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2022-08-15 08:20:29 +00:00
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[x] separate style stacks
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[x] animation time stack
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2022-08-14 16:19:40 +00:00
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[>] margins? as part of size, or different styling stack?
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2022-08-15 08:20:29 +00:00
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2022-08-14 16:19:40 +00:00
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[ ] Let build code set target style directly, and animate from current to target
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[ ] filter styles stack by tag
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[ ] image backgrounds/gradients?
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[ ] animating open/close widgets?
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2022-08-15 08:20:29 +00:00
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[.] Text box widget
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[ ] Draw selection
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[ ] Set cursor on click
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[ ] Scroll to cursor
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2022-08-14 16:19:40 +00:00
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Canvas Drawing
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--------------
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[.] Correctly handle resizing / viewport
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[x] associate surfaces with mp_windows
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[x] window resize resizes surface. Surface always renders to whole mp_window
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[x] Add ability to create sub-views, and create surfaces for these
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- window comes with a main view, so we can get a surface for the whole window
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[>] Clean native mp_window_data struct (don't need to cache a lot of stuff here)
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[.] Add images bliting
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[x] Clean, rename uv vs texUV stuff
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[>] Destroy stuff
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[>] More unified handle system
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[.] Rounded images (sortof)
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[ ] path clipped images
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[ ] Add color gradients?
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[ ] Make canvas implicit?
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[/] Handle based error signaling
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[/] Allow polling events in main thread, and updating/rendering in background thread.
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[x] font metrics shouldn't depend on surface, & font
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shouldn't really depend on canvas either???
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> meaning we should be able to pass fonts without canvas in ui
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> and only pass canvas when drawing at the end...
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UI
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--
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[x] Make gui context implicit?
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[x] Uniform ui_box struct + cache widgets
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[x] Prune unused boxes
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[.] Layout boxes
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[x] basic two pass layout
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[x] Layout from start or end
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[>] Add overflow flags to layout, & solve conflicts
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[x] Temporarily push transform and text flip when rendering UI, so that the coord system is y down, origin at top left
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[x] Canvas render the same size on a high-dpi surface
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> it works with abstract 'pixel' units, which are transformed to pixels in the shader, according to backing store scaling
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[.] Style struct and style stack
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[ ] Maybe use individual stack for different style attributes
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[x] Pass initial style in ui_begin_frame()
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[.] Draw boxes
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[x] use flags to enable/disable drawing each feature
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[ ] active/hovered transitions
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[x] Change input state handling a move it to app layer
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[x] Compute signals for ui_box
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[x] Use ui_size_push() and pass axis instead of ui_width/height_push()
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[>] Use value is ui_size as margin when kind == text or == children?
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[ ] Allow animating sizes according to hot/active?
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[ ] Basic helpers
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[.] button
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[.] slider (or rather, scroll bar)
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[.] simple spacers
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[ ] have a flag for non-cached stuff
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[.] scrolling panel
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[ ] Allow/disallow scrolling in x/y
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[ ] Scroll with mousewheel
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[/] add margins to scrollbars (disallow scrollbars crossing)
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[?] Maybe let builder code handle "active"/"hot" state, since it
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depends on the widgets
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[ ] On the other hand, this state must be set before layouting, in
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particular font/fontSize -> maybe do a pass for static layout,
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instead of doing it in box creation...
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[ ] this way we can compute styling after user has set active/hot, but before layout
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> Maybe just let user set style selector, and provide persistent state bits that can
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> be used in any way? (to replace eg active/hot?) or perhaps not needed if we have just
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> 'dragging' state
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[x] Mask mouse outside of parent rects -> maintain clip stack and clip mouse against it
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[x] Mask mouse below panels/other widgets
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[x] popups and tooltips
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[x] allow pushing/popping boxes irrespective of parent/child relation
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[x] ui_begin_frame() prepares two containers, user ui goes in the first one
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[x] tooltips and menus go to the second one
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[x] Add menus
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[ ] line editing widget
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Misc
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----
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[x] Split metal surface and metal painter (but put them in the same compilation unit?)
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[x] Have only one rect struct
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[x] Shorten mp_string to str8
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[ ] Better/Simpler time API
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[/] Frame throttling
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[x] For now, we always wait on vblank during mg_surface_present(), regardless of target fps
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[ ] Then actually get the correct display interval from the surface's current monitor
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[ ] Allow waiting for more display interval than one? (ie allow throttling at 30fps for a 60fps display)
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[/] split osx_app and move all platform independant stuff outside
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[ ] Sort out mg_matrix_push/pop() -> transform vs. set...
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