Files
libakgl/include/akgl/ui.h
Andrew Kesterson 566b870a5c Feed the mouse to the UI and tell the host which events it consumed
akgl_ui_handle_event is the mouse half of the input story -- keyboard and
gamepad stay with the control maps, because keyboard focus is something an
application declares rather than something a pointer position implies. It
handles motion, left-button presses and releases, the wheel and window
resizes; everything else, and everything while the subsystem is inert,
reports consumed=false and succeeds, the same pass-everything contract
akgl_controller_handle_event already has. The documented call order is UI
first, control maps second, skipping on consumed.

A press, release or wheel is consumed when the pointer is over any UI
element. The hit test asks clay against the layout the previous frame
retained -- this frame's does not exist while events are polled, and one
frame of staleness is the standard model's accepted cost -- with clay's
internal full-screen Clay__RootContainer excluded, because being inside the
window is not being over the interface (unexcluded, every click anywhere was
consumed; the test that pins this caught it).

Pointer state is fed to clay per event, as clay documents; the press edge is
latched once per frame_begin for the widgets to come, rather than trusting
Clay_PointerData's per-SetPointerState edge, which advances per mouse event.
frame_begin also drives Clay_UpdateScrollContainers from the accumulated
wheel (32 pixels per notch) and a wall-clock dt.

Tests pin the whole contract: pass-through before init, no consumption
before any layout exists, press/release inside vs beside a panel, right
button ignored, motion never consumed, wheel consumed only over the UI,
resize reaching the layout engine, and key events left alone.

Co-Authored-By: Claude Code (Claude Fable 5, claude-fable-5) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
2026-08-02 11:10:35 -04:00

371 lines
17 KiB
C

/**
* @file ui.h
* @brief Screen-space user interface layouts, built on the clay layout engine.
*
* This subsystem exists because every game eventually wants a dialog box, a
* HUD counter, or a menu, and hand-rolling them out of rectangles and
* akgl_text_rendertextat() is tedious the first time and unmaintainable by the
* fourth (`examples/jrpg/textbox.c` is the honest record of the first time).
* clay computes the layout; libakgl owns everything that has to touch SDL or
* the rest of the library -- the arena clay allocates from, the text
* measurement it calls back into, the render commands it emits, and the
* pointer state it is fed.
*
* There are two ways in, and they compose:
*
* - Write clay's declarative `CLAY({...}) { ... }` blocks yourself between
* akgl_ui_frame_begin() and akgl_ui_frame_end(). The whole of clay's API
* is available -- this header includes `<clay.h>` on purpose, the same way
* SDL types appear undisguised elsewhere in this library.
* - Call the widget helpers, which emit those blocks for you.
*
* The subsystem is optional the way collision is optional: always compiled in,
* inert until akgl_ui_init() runs, and costing nothing but static storage
* before that.
*
* @warning libakgl compiles clay into `libakgl.so` (the `CLAY_IMPLEMENTATION`
* translation unit is `src/ui_clay.c`) and exports its symbols,
* because the `CLAY()` macros in *your* translation units expand to
* calls into them. Do not define `CLAY_IMPLEMENTATION` yourself and
* do not link another copy of clay: two definitions of the same
* symbols and the loader picks one silently, which is the exact
* defect AGENTS.md records against an exported `renderer`.
*/
#ifndef _AKGL_UI_H_
#define _AKGL_UI_H_
#include <stddef.h>
#include <stdint.h>
#include <SDL3/SDL.h>
#include <akerror.h>
#include <clay.h>
#include <akgl/renderer.h>
/**
* @brief Most elements one layout may declare.
*
* Passed to `Clay_SetMaxElementCount` before the arena is sized, so it is a
* compile-time ceiling in the same sense as the `AKGL_MAX_HEAP_*` family:
* define it before including this header to raise it, and see
* #AKGL_UI_ARENA_BYTES, which must grow with it.
*/
#ifndef AKGL_UI_MAX_ELEMENTS
#define AKGL_UI_MAX_ELEMENTS 1024
#endif
/**
* @brief Most whitespace-separated words clay's text measurement cache holds.
*
* Clay measures text one word at a time and caches the result; a cache miss
* costs one call back into SDL_ttf. This bounds the cache, not the text -- a
* layout with more distinct words than this still renders, it just measures
* some of them every frame and clay reports the overflow through the error
* handler.
*/
#ifndef AKGL_UI_MAX_MEASURE_WORDS
#define AKGL_UI_MAX_MEASURE_WORDS 4096
#endif
/**
* @brief Bytes of static storage clay lays its internal structures out in.
*
* The arena is a fixed array in `src/ui.c` -- libakgl does not call `malloc`
* at runtime, and clay never allocates behind the arena's back. What clay
* needs is a function of #AKGL_UI_MAX_ELEMENTS and #AKGL_UI_MAX_MEASURE_WORDS
* and is only computable at runtime, so akgl_ui_init() checks
* `Clay_MinMemorySize()` against this and refuses with both numbers in the
* message when it does not fit. A too-small arena is a loud failure at
* startup, never a corruption at frame forty thousand.
*/
#ifndef AKGL_UI_ARENA_BYTES
#define AKGL_UI_ARENA_BYTES (1024 * 1024)
#endif
/**
* @brief Most fonts akgl_ui_font_register() will map to clay fontIds.
*
* clay identifies a font as a `uint16_t`; libakgl identifies one as a name in
* #AKGL_REGISTRY_FONT. The table joining them is this many fixed slots. A
* size is baked into each registered font handle, so a game using one face at
* three sizes is using three slots.
*/
#ifndef AKGL_UI_MAX_FONTS
#define AKGL_UI_MAX_FONTS 8
#endif
/**
* @brief Bytes each fontId table slot holds for its registry name, terminator included.
*/
#ifndef AKGL_UI_FONT_NAME_LENGTH
#define AKGL_UI_FONT_NAME_LENGTH 64
#endif
/**
* @brief Bytes of scratch one text render command may occupy, terminator included.
*
* clay hands text to a renderer as a length-and-pointer slice, one command
* per wrapped line; akgl_text_rendertextat() takes a C string, so each line
* is copied through a bounded buffer on the way. A line longer than this
* fails the frame loudly rather than drawing a truncation that reads as the
* author's text.
*/
#ifndef AKGL_UI_MAX_TEXT_BYTES
#define AKGL_UI_MAX_TEXT_BYTES 1024
#endif
/**
* @brief Bring the UI subsystem up.
*
* Bounds clay to the `AKGL_UI_*` ceilings, checks that the arena is big
* enough for them, and hands it to `Clay_Initialize` with an error handler
* that routes clay's layout-time complaints into the libakgl error protocol
* (they surface from akgl_ui_frame_end(), which is the first call after they
* can happen).
*
* The layout dimensions are taken as parameters rather than read from the
* camera or the window, so a headless program -- a test, a layout tool -- can
* bring the UI up without a renderer existing at all. A windowed game passes
* its screen size and lets akgl_ui_handle_event() track resizes from there.
*
* @param width Layout width in pixels. Must be positive.
* @param height Layout height in pixels. Must be positive.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_OUTOFBOUNDS If @p width or @p height is not positive.
* @throws AKGL_ERR_UI If the subsystem is already initialized -- call
* akgl_ui_shutdown() first; if the arena cannot hold clay's
* structures at the current ceilings -- the message carries the bytes
* required and the bytes available, so the operator knows what to
* raise #AKGL_UI_ARENA_BYTES to; or if `Clay_Initialize` refuses,
* which the preceding checks should make unreachable.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_ui_init(int width, int height);
/**
* @brief Return the UI subsystem to the inert state.
*
* clay has no teardown of its own -- everything it built lives in the arena,
* and the next akgl_ui_init() lays a new context out over it. This forgets
* the context and clears the stashed error state, and is idempotent, because
* shutdown paths run after partial startups.
*
* @warning Anything that captured clay state -- and any `CLAY()` block that
* runs after this -- is left talking to a context this subsystem has
* disowned. Stop declaring layouts before shutting down, the same
* way fonts stop being drawn before akgl_text_unloadallfonts().
*
* @return `NULL`. Shutting down an uninitialized subsystem is success.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_ui_shutdown(void);
/**
* @brief Tell the layout engine the render target changed size.
*
* akgl_ui_handle_event() calls this for `SDL_EVENT_WINDOW_RESIZED`, so a game
* that routes its events through there never calls it directly. It is public
* for the host that owns its own event loop.
*
* @param width New layout width in pixels. Must be positive.
* @param height New layout height in pixels. Must be positive.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_UI If the subsystem is not initialized.
* @throws AKERR_OUTOFBOUNDS If @p width or @p height is not positive.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_ui_resize(int width, int height);
/**
* @brief Map a font-registry name to the clay fontId that text elements name it by.
*
* The table stores the *name* and resolves it through #AKGL_REGISTRY_FONT on
* every use, rather than caching the `TTF_Font *` -- fonts are not reference
* counted, so a cached handle would dangle the moment akgl_text_unloadfont()
* took the font away, while a name honestly reports "no longer registered".
* Registering a name that is already in the table returns its existing id
* rather than spending a second slot.
*
* clay's `Clay_TextElementConfig.fontSize` is **ignored** by this subsystem:
* a libakgl font bakes its size in at akgl_text_loadfont() time, so the size
* a text element renders at is the size the font behind its fontId was loaded
* at. One face at two sizes is two loads, two registrations, two ids.
*
* @param name Registry key the font was published under. Required, and it
* must already be in the registry -- registering first and
* loading later would leave a window where a fontId resolves to
* nothing.
* @param fontid Receives the id to put in `Clay_TextElementConfig.fontId`.
* Required.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p name or @p fontid is `NULL`.
* @throws AKGL_ERR_UI If the subsystem is not initialized; if no font is
* registered under @p name; or if all #AKGL_UI_MAX_FONTS slots are
* taken. Each message says which.
* @throws AKERR_OUTOFBOUNDS If @p name does not fit in a table slot --
* #AKGL_UI_FONT_NAME_LENGTH bytes including the terminator.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_ui_font_register(char *name, uint16_t *fontid);
/**
* @brief Feed one SDL event to the UI, and learn whether the UI claimed it.
*
* The mouse half of the input story -- keyboard and gamepad stay with the
* control maps and the widget helpers, because keyboard focus is something
* the application declares, not something a pointer position implies. This
* handles mouse motion, left-button presses and releases, the wheel, and
* window resizes; every other event, and every event while the subsystem is
* not initialized, reports @p consumed false and succeeds, so a host passes
* every event through unconditionally -- the same contract
* akgl_controller_handle_event() has.
*
* Call it *before* akgl_controller_handle_event() in the event loop, and skip
* the rest of the chain when it consumed:
*
* while ( SDL_PollEvent(&event) ) {
* PASS(errctx, akgl_ui_handle_event(&app, &event, &consumed));
* if ( consumed ) { continue; }
* PASS(errctx, akgl_controller_handle_event(&app, &event));
* }
*
* A press or release is consumed when the pointer is over any UI element;
* motion and resizes never are (the game may care where the mouse is, and
* certainly cares about its window). The hit test runs against the layout
* the *previous* frame declared, because this frame's does not exist while
* events are being polled -- clay retains the last tree for exactly this
* purpose, and one frame of staleness is the accepted cost of the standard
* model. Before any frame has been laid out, nothing is over anything and
* nothing is consumed.
*
* @param appstate The application state pointer the event loop owns.
* Required, though this implementation does not read it --
* the parameter exists so the signature matches
* akgl_controller_handle_event() and can grow the same way.
* @param event The event SDL handed the loop. Required.
* @param consumed Receives whether the UI claimed the event. Required.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p appstate, @p event, or @p consumed is
* `NULL`.
* @throws AKERR_OUTOFBOUNDS If a resize event carries a non-positive size,
* from akgl_ui_resize().
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_ui_handle_event(void *appstate, SDL_Event *event, bool *consumed);
/**
* @brief Open the UI frame: clear the error stash and begin the clay layout.
*
* Call once per rendered frame, after akgl_game_update() and before any
* `CLAY()` block or widget helper. Everything declared between this and
* akgl_ui_frame_end() is this frame's interface; a dialog is "open" because
* the frame declares it, not because a mode was toggled somewhere.
*
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_UI If the subsystem is not initialized, or if a frame is
* already open -- a begin/begin sequence means a frame_end went
* missing, and absorbing it would hide the layout of one frame inside
* another.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_ui_frame_begin(void);
/**
* @brief Close the UI frame: compute the layout and draw it.
*
* Runs `Clay_EndLayout` and walks the render commands it produces through
* @p self -- fills and rounded fills, borders, clip rectangles, text through
* akgl_text_rendertextat(), images through the backend's `draw_texture`.
* Draws in screen coordinates on whatever is already on the target, so call
* it between akgl_game_update() and the backend's `frame_end`: the UI lands
* on top of the world.
*
* The frame is considered closed even when this fails: the next
* akgl_ui_frame_begin() is legal, so one bad frame is one bad frame rather
* than a wedged subsystem.
*
* If clay reported errors during layout -- through its handler, or the
* measure callback failing -- this raises the first of them here and does not
* draw, because a layout that failed is not a layout, and the raise names how
* many more followed it.
*
* @param self The backend to draw through. Required, along with its
* `sdl_renderer` and `draw_texture`.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p self, its `sdl_renderer`, or its
* `draw_texture` is `NULL`.
* @throws AKGL_ERR_UI If the subsystem is not initialized; if no frame is
* open; if clay reported layout errors; if a text command's line
* exceeds #AKGL_UI_MAX_TEXT_BYTES; or if a fontId cannot be resolved.
* @throws AKERR_* Whatever the drawing primitives underneath raise.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_ui_frame_end(akgl_RenderBackend *self);
/*
* The following is part of the internal API. It is exposed so the test suite
* can reach it and is not meant to be called by a game.
*/
/**
* @brief The measure callback akgl_ui_init() hands to clay.
*
* clay's callback signature returns dimensions by value and has no error
* channel, so this cannot raise: on any failure -- an unregistered fontId, a
* font gone from the registry, SDL_ttf refusing the string -- it reports zero
* by zero and stashes the failure where akgl_ui_frame_end() will raise it.
* The slice is measured at its stated length through SDL_ttf directly, so it
* is never copied and need not be NUL-terminated.
*
* @param text The slice of text clay wants measured.
* @param config The text element's configuration; only `fontId` is
* consulted (see akgl_ui_font_register() on `fontSize`).
* @param userData Unused. clay passes back whatever init registered.
* @return The slice's size in pixels, or zero by zero on failure.
*/
Clay_Dimensions akgl_ui_measure_text(Clay_StringSlice text, Clay_TextElementConfig *config, void *userData);
/**
* @brief Draw one frame's render commands through a backend.
*
* The renderer half of akgl_ui_frame_end(), separated so a test can hand it
* a command array and read pixels back without a full frame bracket. Handles
* RECTANGLE, BORDER, TEXT, IMAGE and the SCISSOR pair; CUSTOM commands and
* image tint colours are skipped in this version, and per-corner radii are
* collapsed to the top-left value -- the widget helpers only produce uniform
* corners.
*
* An IMAGE command's `imageData` is an `akgl_Sprite *`; its first frame is
* drawn stretched to the command's bounding box.
*
* Any clip rectangle a command set is cleared before this returns, success or
* failure -- the UI must not leave the next frame's world clipped.
*
* @note TEXT commands draw through akgl_text_rendertextat(), whose contract
* is the *global* `akgl_renderer` -- so a host drawing its UI through
* some other backend must keep the two pointed at the same renderer,
* or its text lands somewhere else.
*
* @param self The backend to draw through. Required, along with its
* `sdl_renderer` and `draw_texture`.
* @param commands The commands `Clay_EndLayout` returned. Required.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p self, its `sdl_renderer`, its
* `draw_texture`, or @p commands is `NULL`.
* @throws AKGL_ERR_UI If a text line exceeds #AKGL_UI_MAX_TEXT_BYTES, a
* fontId does not resolve, or an IMAGE command carries no sprite.
* @throws AKERR_* Whatever the drawing primitives underneath raise.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_ui_execute_commands(akgl_RenderBackend *self, Clay_RenderCommandArray *commands);
/**
* @brief Narrow the arena, so a test can drive akgl_ui_init() into refusal.
*
* The interesting behaviour is the refusal message naming both numbers, and
* the only other way to reach it is rebuilding the library with a smaller
* #AKGL_UI_ARENA_BYTES, which CI cannot do and a reader cannot repeat. Same
* contract as akgl_ccd_arena_set_limit().
*
* @param limit Usable bytes. 0, or anything above #AKGL_UI_ARENA_BYTES,
* restores the full arena.
*/
void akgl_ui_arena_limit(size_t limit);
#endif // _AKGL_UI_H_