module ugui; import std::io; fn void! Ctx.text_unbounded(&ctx, String label, String text) { Id id = label.hash(); Elem *parent = ctx.get_parent()!; Elem *c_elem = ctx.get_elem(id)!; // add it to the tree ctx.tree.add(id, ctx.active_div)!; // 1. Fill the element fields // this resets the flags c_elem.type = ETYPE_TEXT; bool update_atlas; // if the element is new or the parent was updated then redo layout if (c_elem.flags.is_new || parent.flags.updated) { Rect text_size; Glyph* gp; // FIXME: newlines are not counted foreach (c: text) { Codepoint cp = (Codepoint)c; bool n; gp = ctx.font.get_glyph(cp, &n)!; text_size.w += gp.w + gp.ox + gp.adv; text_size.h += gp.h + gp.oy; if (n) { update_atlas = true; } } // 2. Layout c_elem.bounds = ctx.position_element(parent, text_size, true); // 3. Fill the button specific fields c_elem.text.str = text; } if (update_atlas) { // FIXME: atlas here is hardcoded, look at the todo in ugui_data Cmd up = { .type = CMD_UPDATE_ATLAS, .update_atlas = { .raw_buffer = ctx.font.atlas[0].buffer, .width = ctx.font.atlas[0].width, .height = ctx.font.atlas[0].height, }, }; ctx.cmd_queue.enqueue(&up)!; } Point orig = { .x = c_elem.bounds.x, .y = c_elem.bounds.y, }; foreach (c: text) { Glyph* gp; Codepoint cp = (Codepoint)c; gp = ctx.font.get_glyph(cp)!; Cmd cmd = { .type = CMD_SPRITE, .sprite.rect = { .x = orig.x + gp.ox, .y = orig.y + gp.oy, .w = gp.w, .h = gp.h, }, .sprite.texture_rect = { .x = gp.u, .y = gp.v, .w = gp.w, .h = gp.h, }, }; orig.x += gp.w + gp.ox; ctx.cmd_queue.enqueue(&cmd)!; } }