animated example

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# Crafter.Graphics
Catcrafts' Vulkan-based graphics + UI library. C++20 modules, ray-traced 3D, compute-shader UI, fully bindless via `VK_EXT_descriptor_heap`.
This is **V2** of the library — a from-scratch rewrite that replaces the
old `RenderingElement2D`-style UI (verbose, no batching, per-element
descriptor surgery) with a declarative widget tree rendered through a
single compute dispatch.
## Capabilities
- **3D rendering** through `VK_KHR_ray_tracing_pipeline`. `RTPass` is the
reusable wrapper; `Mesh` builds BLAS, `RenderingElement3D` builds TLAS.
- **2D / UI rendering** through one compute shader per frame. Widgets
emit `UIItem`s into a per-frame mapped SSBO; the shader scans it and
composites onto the swapchain image. SDF glyph atlas means one
texture covers all sizes / DPI scales.
- **Bindless descriptor model** via `VK_EXT_descriptor_heap` — one
resource heap + one sampler heap, bound once per frame. RT and UI
passes share the same heap.
- **`Window::passes`** — render passes are pluggable (`RenderPass*`
vector). Add `RTPass`, `UIScene`, your own pass, in any order. Window
inserts storage→storage barriers between consecutive passes.
- **Cross-platform window backend** — Wayland (with fractional scale +
XKB keyboard) or Win32, picked at compile time from the target triple.
## Quick start
```bash
# Build the library
cd Crafter.Graphics2
crafter-build
# Build + run an example
cd examples/VulkanUI
crafter-build -r
```
Build dependencies (cloned automatically): `Vulkan-Headers`,
`Vulkan-Utility-Libraries`, `Crafter.Event`, `Crafter.Math`,
`Crafter.Asset`. System dependencies: `clang++` with C++20 modules and
`libstd` PCM, `libvulkan`, `libwayland-client` + `xkbcommon`
(or `kernel32/user32/gdi32` on Windows).
## Module layout
The library is one C++20 module, `Crafter.Graphics`, with partitions
grouped by concern:
| Partition family | Purpose |
|------------------------|------------------------------------------------------------|
| `:Window`, `:Device` | Window + Vulkan instance/device |
| `:RenderPass`, `:RTPass` | Pluggable pass interface + ray-tracing helper |
| `:DescriptorHeapVulkan`, `:VulkanBuffer`, `:ImageVulkan`, `:SamplerVulkan` | Bindless heap + GPU buffers / images / samplers |
| `:PipelineRTVulkan`, `:ShaderVulkan`, `:ShaderBindingTableVulkan` | RT pipeline plumbing |
| `:Mesh`, `:RenderingElement3D` | BLAS / TLAS for ray tracing |
| `:Font` | TTF loading + UTF-8 metrics |
| `:UI*` | Widget tree, layout, hit-testing, theme, draw list, atlas, renderer, scene |
The umbrella `import Crafter.Graphics;` re-exports everything.
## UI architecture (one paragraph)
Widgets are value types with a fluent builder API. Composite containers
(`VStack`, `HStack`, `Stack`, `Overlay`, `TabView`, `ScrollView`) take
children as `&&` parameter packs and own them inside a `UIScene` arena.
Layout is two-pass measure/arrange (WPF / Avalonia / Flutter style)
with `Length::Px` / `Pct` / `Auto` / `Frac` units and DPI scaling
threaded through. Each frame, `UIScene` walks the tree, emits a flat
`UIItem` array into a mapped SSBO, and the compute shader scans it
front-to-back compositing rectangles, rounded rectangles, SDF glyphs,
and bindless images. Mouse clicks bubble through `OnMouseClick`; focus
+ `OnTextInput` / `OnKeyDown` route to the focused widget. Themes are
flat structs (`ButtonStyle`, `InputFieldStyle`) applied per-instance via
`.style(theme.primary)`.
## Examples
- [`examples/VulkanTriangle`](examples/VulkanTriangle/) — minimal
ray-traced triangle. The reference for `RTPass` + descriptor heap
setup with no UI.
- [`examples/VulkanUI`](examples/VulkanUI/) — the full Phase 2/3
surface: stacks, themed buttons, progress bar, tab view, focusable
input fields with caret blink + key repeat.
- [`examples/VulkanAnimated`](examples/VulkanAnimated/) — `Observable<T>`
+ per-frame ticks driving live HUD bars and labels with no manual
invalidation.
## V1 known limitations
- Single-font, LTR-only text. No bold / italic / kerning beyond stb's
default. No multi-line wrap or BiDi.
- No tile-binning in the UI compute shader; the naive front-to-back
per-pixel scan handles a few hundred items effortlessly. Past
~5,000 items the data layout supports tile-binning without an API
change.
- No render-target-to-texture for world-space UI yet.
- No animation primitives in the UI module — drive `Observable<T>`s
yourself from `onUpdate`.
## Status
Phase 1, 2, and 3 V1 of the rewrite are complete:
ray-traced 3D path migrated to `RenderPass`, full UI widget set
rendering through compute, focus + keyboard input + Wayland key repeat
working end-to-end. Verified on NVIDIA GeForce RTX 4090 with
`VK_EXT_descriptor_heap` and `VK_LAYER_KHRONOS_validation` clean.
## License
LGPL v3 — see [LICENSE](LICENSE).

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# UI System for Crafter.Graphics2
## Context
The old UI system (still visible in [/home/jorijn/repos/Crafter/Crafter.Graphics/](../../repos/Crafter/Crafter.Graphics/)) was stripped out of Crafter.Graphics2 because it was painful to use. Real-world usages — [/home/jorijn/repos/3DForts/implementations/Forts3D-MainMenu.cpp](../../repos/3DForts/implementations/Forts3D-MainMenu.cpp) (250-line constructor) and [/home/jorijn/repos/3DForts/implementations/Forts3D-OptionsMenu.cpp](../../repos/3DForts/implementations/Forts3D-OptionsMenu.cpp) (510 lines, manual descriptor surgery on every page change) — show the symptoms: 7-param `Anchor2D` repeated everywhere, manual `parent.children.push_back`, manual per-frame `UpdatePosition`, 8-`EventListener`-fields-per-widget callback boilerplate, no widget abstraction at all (users compose `RenderingElement2D` + `MouseElement` + `EventListener` by hand), no batching, no glyph atlas, character-by-character glyph render every frame.
The new system must be:
- User-friendly and future-proof (declarative composition, automatic layout, no manual lifetime juggling).
- At least as performant as the old one (single batched draw, glyph atlas, dirty-tracked layout).
- Cleanly integrated into the existing 3D ray-traced pipeline. **Any change that touches the 3D path needs explicit OK from the user.**
- CPU-runnable as a nice-to-have — but explicitly *not* via a custom CPU rasterizer if it can't beat llvmpipe.
## Design summary
**Three-layer architecture:**
1. **Widget layer (user-facing):** declarative builder API. Widgets are value types with chained `.method()` configuration; composite containers (`VStack`, `HStack`, `Stack`, `Overlay`, `Grid`, `TabView`, `ScrollView`) take children as `&&` parameter packs and own them inside a `UIScene` arena. The only handle user code keeps is `WidgetRef<T>` (a stable typed reference into the scene).
2. **Layout / event layer:** two-pass measure/arrange (WPF/Avalonia/Flutter convention). Hit-testing is automatic from the laid-out tree; events route via capture → tunnel → bubble. Focus is tree-cycled with Tab.
3. **Rendering layer:** widgets emit `UIItem` records into a single per-frame SSBO; one compute-shader dispatch composites everything onto the swapchain image. SDF glyph atlas means one texture serves all sizes/scales.
**Key decisions (locked):**
- **Compute shader, not graphics pipeline.** The swapchain has only `VK_IMAGE_USAGE_STORAGE_BIT` ([Crafter.Graphics-Window.cpp:958](../../repos/Crafter/Crafter.Graphics2/implementations/Crafter.Graphics-Window.cpp#L958)). A compute pass writes the same way the existing RT pipeline does, in the same `VK_IMAGE_LAYOUT_GENERAL`. No swapchain change, no renderpass machinery, no extra barriers.
- **SDF glyph atlas, not per-size raster.** One R8 atlas (1024² growable to 4096²) built lazily from `stb_truetype`. Survives DPI / fractional-scale changes without re-bake. Aliases cleanly at any scale via shader smoothstep.
- **No tile-binning in V1.** A naive front-to-back per-pixel item scan over a ≤500-item draw list comfortably hits sub-millisecond on integrated GPUs. The data layout supports adding tile-binning later without changing the public API.
- **No custom CPU rasterizer.** Same Vulkan code path runs on llvmpipe via the loader. Documented as the CPU fallback.
- **One descriptor heap, bound once per frame, never re-bound.** Per the [`VK_EXT_descriptor_heap` proposal](https://docs.vulkan.org/features/latest/features/proposals/VK_EXT_descriptor_heap.html), heap rebinds are expensive and applications should "stick to the same heap throughout the lifetime of the application". UIScene allocates its slots from the same `Window::descriptorHeap` the user already creates for 3D — never its own. Detail in §"Descriptor management".
- **Window owns a list of `RenderPass*`, not a single pipeline pointer.** Replaces the current `Window::pipeline` / `Window::descriptorHeap` direct-bind model. Future-proofs for post-processing, debug overlays, RTT, multi-pass effects. Detail in §"Window integration".
- **Layout is dirty-tracked.** `Observable<T>::set()` marks owning widgets dirty; layout re-walks only the dirty subtree.
- **Text supports per-glyph styling** via `TextRun`. Each glyph is already a separate draw-list item, so per-run styling adds zero shader complexity — just per-item properties.
## Window integration — `RenderPass` refactor
The current `Window::Render` ([Crafter.Graphics-Window.cpp:730-844](../../repos/Crafter/Crafter.Graphics2/implementations/Crafter.Graphics-Window.cpp#L730-L844)) hardcodes a single ray-tracing pipeline: it binds `Window::pipeline` ([Crafter.Graphics-Window.cppm:193](../../repos/Crafter/Crafter.Graphics2/interfaces/Crafter.Graphics-Window.cppm#L193)) and calls `vkCmdTraceRaysKHR` directly. That assumption breaks the moment we want UI on top, post-processing, debug overlays, or any multi-pass effect.
**Refactor**: replace the single-pipeline pointer with a vector of render passes.
```cpp
// new module: Crafter.Graphics-RenderPass.cppm
struct RenderPass {
virtual void Record(VkCommandBuffer cmd, std::uint32_t frameIdx) = 0;
virtual ~RenderPass() = default;
};
// in Window (replaces `pipeline` and `descriptorHeap` pointer fields)
std::vector<RenderPass*> passes;
DescriptorHeapVulkan* descriptorHeap; // still here, but now SHARED across all passes
std::optional<Vector<float, 4>> clearColor; // optional initial clear; default nullopt
```
`Window::Render` becomes:
1. `vkAcquireNextImageKHR`.
2. Begin command buffer.
3. Barrier `UNDEFINED → GENERAL` (existing, unchanged).
4. Bind shared descriptor heap (resource + sampler) **once**.
5. If `clearColor.has_value()`: `vkCmdClearColorImage`.
6. For each `pass : passes`: `pass->Record(cmd, currentBuffer);` — Window inserts a storage→storage memory barrier between consecutive passes that both write to the swapchain image. (V1: insert always; cheap enough. V2: pass-declared write/read sets.)
7. Barrier `GENERAL → PRESENT_SRC_KHR` (existing, unchanged).
8. End / submit / present (existing, unchanged).
**3D usage** (replaces the inline `vkCmdTraceRaysKHR` in `Window::Render`):
```cpp
// new helper struct shipped with the library: Crafter.Graphics-RTPass.cppm
struct RTPass : RenderPass {
PipelineRTVulkan* pipeline;
void Record(VkCommandBuffer cmd, std::uint32_t frame) override {
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, pipeline->pipeline);
Device::vkCmdTraceRaysKHR(cmd, &pipeline->raygenRegion, &pipeline->missRegion,
&pipeline->hitRegion, &pipeline->callableRegion,
width, height, 1);
}
};
// user code (replaces existing pattern in VulkanTriangle/main.cpp:195-196)
RTPass rt{&pipeline};
window.passes.push_back(&rt);
```
**UI usage**: `UIScene` *is* a `RenderPass` (publicly inherits or composes). Its constructor `push_back`s itself onto `window.passes`. The compute dispatch happens inside `UIScene::Record`.
**UI-only scenes** (main menu with no 3D): the user simply doesn't add an `RTPass`. UI is the only pass. Optionally set `window.clearColor = {0,0,0,1}` for a known background. No stock pipeline, no `nullptr` checks needed.
This **is** an API break: `VulkanTriangle/main.cpp` line 195-196 changes from `window.pipeline = &pipeline; window.descriptorHeap = &descriptorHeap;` to `window.descriptorHeap = &descriptorHeap; RTPass rt{&pipeline}; window.passes.push_back(&rt);`. The user OK'd this in feedback ("I don't mind breaking the existing API as long as it's discussed and done for a good reason"). The reason: future-proof multi-pass support, decouples Window from RT specifically.
## Public API — concrete shape
### Static main menu (replaces ~250 lines of [Forts3D-MainMenu.cpp:24-273](../../repos/3DForts/implementations/Forts3D-MainMenu.cpp#L24-L273))
```cpp
import Crafter.Graphics;
using namespace Crafter::UI;
UIScene scene(window);
scene.Root(
Stack{}.background(Image{assetFolder/"Background.tex"}).children(
Image{logoTex}.anchor(Anchor::TopCenter).size(Length::Pct(80), Length::Auto()),
VStack{}.anchor(Anchor::BottomLeft).padding(8, 16).spacing(6).children(
Button{"Sandbox"}.style(themes.menu).onClick([&]{ SwitchScene(Active::Game); }),
Button{"Options"}.style(themes.menu).onClick([&]{ SwitchScene(Active::Options); }),
Button{"Exit"} .style(themes.exit).onClick([&]{ std::_Exit(0); })
),
Text{std::format("V1.0.0-{}", BUILD_TARGET)}
.anchor(Anchor::BottomRight).padding(8).size(15).color(textColor)
)
);
```
### Dynamic options screen with tabs and bound input fields
```cpp
struct OptionsScene {
UIScene scene;
Options temp = options;
OptionsScene(Window& w) : scene(w) {
scene.Root(VStack{}.children(
HStack{}.height(Length::Pct(7.5)).background(panelBg).padding(8).children(
Button{"Exit"}.onClick([&]{ SwitchScene(Active::Main); }),
Spacer{}, Text{"OPTIONS"}.size(30), Spacer{},
Button{"Save"}.onClick([&]{ options = temp; SwitchScene(Active::Main); })
),
TabView{}
.tab("Graphics", VStack{}.spacing(4).children(
OptionRow{"Resolution"}.right(InputField<Resolution>{}.bind(temp.resX, temp.resY)),
OptionRow{"Max lights"}.right(InputField<uint16_t>{}.bind(temp.maxLights))
))
.tab("Input", BuildInputPage())
.tab("Audio", BuildAudioPage())
));
}
};
```
`InputField<T>{}.bind(member)` does both display (via `std::format`) and parse (via `std::from_chars`); no manual `TryParse`. `TabView` swaps content automatically on tab click — no manual erase/push_back/`UpdateElements`/`CreateBuffer`/`ReorderBuffer` (compare to [Forts3D-OptionsMenu.cpp:307-509](../../repos/3DForts/implementations/Forts3D-OptionsMenu.cpp#L307-L509)).
### Frame-updated HUD overlay
```cpp
Observable<float> fps;
Observable<int> health{100};
scene.Root(Overlay{}.children(
Text{}.bindFmt("{:.1f} fps", fps).anchor(Anchor::TopRight).padding(8),
ProgressBar{}.bindValue(health, 0, 100).anchor(Anchor::BottomCenter).size(Length::Px(300), Length::Px(20))
));
window.onUpdate += [&](FrameTime t){ fps = 1.0 / t.delta.count(); health = currentHealth; };
```
`Observable<T>` mutation marks only its widget dirty; layout re-walks only that subtree; only the affected items in the SSBO are rewritten.
### Per-glyph text styling
Most call sites want a single style — that's the simple shorthand:
```cpp
Text{"Welcome"}.size(24).color(textColor);
```
For mixed styling — common in HUDs ("Damage: 250" with the number colored), tooltips, dialog text, or future code-editor-like surfaces — pass an explicit list of `TextRun`:
```cpp
Text{}.runs(
TextRun{"Health: "}.color(white),
TextRun{std::format("{}", hp)}.color(hp < 25 ? red : green).bold(),
TextRun{" / "}.color(grey),
TextRun{"100"}.color(white)
).size(20); // base size; runs can override
```
Each run can independently set `color`, `size`, `weight`, `italic`, `underline`, `strikethrough`, and (V2) `font`. Internally each glyph already produces its own `UIItem`, so per-run styling is just per-item properties — zero shader complexity. Layout splits the runs at line-wrap points naturally.
Bound text uses the same machinery:
```cpp
Text{}.bind(observableRuns); // Observable<std::vector<TextRun>>
Text{}.bindFmt("{:.1f} fps", fpsObservable); // single-style shorthand for the common case
```
### User-defined composites
```cpp
struct OptionRow {
std::string label;
Widget rightChild;
OptionRow(std::string l) : label(std::move(l)) {}
OptionRow& right(Widget w) && { rightChild = std::move(w); return *this; }
operator Widget() && {
return HStack{}.padding(4, 8).children(
Text{label}.size(18).expand(), std::move(rightChild)
);
}
};
```
No inheritance, no event-listener fields, no `parent.children.push_back`. A composite is just a function returning a `Widget`.
## Layout system
- **Two-pass measure/arrange.** `Measure(availableSize) → desiredSize`; `Arrange(finalRect)`. Cached per-node in `LayoutResult { Rect rectPx; Rect clipPx; }`.
- **Units:** `Length::Px(float)` (logical px), `Length::Pct(float)` (% of parent on same axis), `Length::Auto()` (use measured desired), `Length::Frac(float)` (weighted fill — Flutter `Expanded`).
- **DPI / fractional-scale:** `UIScene` reads `Window::scale` ([Crafter.Graphics-Window.cppm:136](../../repos/Crafter/Crafter.Graphics2/interfaces/Crafter.Graphics-Window.cppm#L136)) once per layout pass. `Px` values multiply by scale exactly once at logical→device conversion. `Pct` is scale-invariant by construction.
- **Containers V1:** `Stack`, `HStack`, `VStack`, `Overlay`, `Grid`. No CSS-style auto-everything.
## Event / interaction model
`UIScene` subscribes to existing `Window` events ([Crafter.Graphics-Window.cppm:75-95](../../repos/Crafter/Crafter.Graphics2/interfaces/Crafter.Graphics-Window.cppm#L75-L95)) — no new Window input API needed.
- **Hit-testing:** top-down walk, gather containers whose `clipPx` contains cursor, pick topmost interactive leaf.
- **Routing:** capture (drag/modal) → tunnel (`onPreviewKeyDown`) → bubble (`onKeyDown`). Handler returns `Handled` to stop.
- **Focus:** `UIScene::focused` is a `WidgetRef<>`. Click grabs focus. Tab/Shift-Tab cycles focusables in tree order. `onTextInput` / `onKeyDown` start bubbling from `focused`.
- **Drag/scroll:** `Capture()` / `Release()` on the event arg. `ScrollView` captures wheel and drag-with-button-down.
## Rendering pipeline
### Per-frame draw list
Single mapped SSBO `VulkanBuffer<UIItem, true> itemBuf[Window::numFrames]` — matches the existing 3-frame ring pattern ([Crafter.Graphics-Window.cppm:180](../../repos/Crafter/Crafter.Graphics2/interfaces/Crafter.Graphics-Window.cppm#L180)).
```glsl
struct UIItem {
uint type; // 0=rect, 1=roundRect, 2=glyph, 3=image, 4=line, 5=clipPush, 6=clipPop
uint flags;
vec2 posPx; // top-left, device px
vec2 sizePx;
vec4 color; // primary
vec4 colorB; // gradient stop / shadow
vec4 uvRect; // glyph atlas uv or image source rect
uint imageIdx; // bindless image slot (0 = none / use atlas)
uint cornerRadiusPx;
vec2 reserved;
}; // 96 bytes
```
Tree walk emits items front-to-back. Clip stack is encoded inline as `clipPush`/`clipPop` items (Skia/Slate trick — keeps shader simple).
### Compute shader (skeleton)
`shaders/ui.comp.glsl``ui.spv`, loaded via existing [Crafter.Graphics-ShaderVulkan.cppm:39](../../repos/Crafter/Crafter.Graphics2/interfaces/Crafter.Graphics-ShaderVulkan.cppm#L39).
```glsl
layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba8) uniform image2D outImage; // swapchain
layout(binding = 1) buffer ItemBuffer { UIItem items[]; };
layout(binding = 2) uniform sampler2D fontAtlas; // SDF
layout(binding = 3) uniform sampler2D bindlessImages[];
void main() {
ivec2 p = ivec2(gl_GlobalInvocationID.xy);
vec4 dst = imageLoad(outImage, p); // composite OVER existing 3D content
ClipStack stack;
for (uint i = 0; i < pc.itemCount; ++i) {
UIItem it = items[i];
if (it.type == TYPE_CLIP_PUSH) { stack.push(it); continue; }
if (it.type == TYPE_CLIP_POP) { stack.pop(); continue; }
if (!stack.contains(p)) continue;
vec4 src = ShadeItem(it, vec2(p));
dst = vec4(src.rgb + dst.rgb*(1-src.a), src.a + dst.a*(1-src.a));
}
imageStore(outImage, p, dst);
}
```
Dispatch: `vkCmdDispatch(cmd, ceil(width/16), ceil(height/16), 1)` once per frame. Tile-binning V2 replaces the inner loop with a per-tile range without API change.
### Glyph atlas
- One `ImageVulkan<R8>` 1024² (growable). Created once at `UIScene` init.
- Shelf-allocator inserts glyphs lazily; `Font` already exposes `stbtt_fontinfo` ([Crafter.Graphics-Font.cppm:35](../../repos/Crafter/Crafter.Graphics2/interfaces/Crafter.Graphics-Font.cppm#L35)).
- SDF rasterized via `stbtt_GetGlyphSDF`. One atlas serves all sizes via shader-side smoothstep on screen-space derivative.
- Updates batched: layout collects missing glyphs per frame, single `ImageVulkan::Update` ([Crafter.Graphics-ImageVulkan.cppm:97](../../repos/Crafter/Crafter.Graphics2/interfaces/Crafter.Graphics-ImageVulkan.cppm#L97)) before dispatch.
### Descriptor management — single shared heap
**Hard rule**: the descriptor heap is bound exactly once per frame by `Window::Render`, and never re-bound. All passes (RT, UI, future post-processing) read from the same heap; they index into different *slot ranges* via push constants or specialization constants.
This requires extending `DescriptorHeapVulkan` ([Crafter.Graphics-DescriptorHeapVulkan.cppm](../../repos/Crafter/Crafter.Graphics2/interfaces/Crafter.Graphics-DescriptorHeapVulkan.cppm)) with a slot-allocator API on top of its existing fixed-size pre-allocation:
```cpp
struct DescriptorHeapVulkan {
// existing: resourceHeap[Window::numFrames], samplerHeap[Window::numFrames], etc.
// new — bump allocators with optional free-lists in V2
struct ImageSlotRange { std::uint16_t firstElement; std::uint16_t count; };
struct BufferSlotRange { std::uint16_t firstElement; std::uint16_t count; };
struct SamplerSlotRange{ std::uint16_t firstElement; std::uint16_t count; };
ImageSlotRange AllocateImageSlots(std::uint16_t count);
BufferSlotRange AllocateBufferSlots(std::uint16_t count);
SamplerSlotRange AllocateSamplerSlots(std::uint16_t count);
// existing helpers GetBufferOffset / GetBufferOffsetElement still useful
// for translating a slot-range to a host-write address.
};
```
**3D usage (migration)**: today, [VulkanTriangle/main.cpp:162-187](../../repos/Crafter/Crafter.Graphics2/examples/VulkanTriangle/main.cpp#L162-L187) hand-computes addresses with `descriptorHeap.bufferStartElement` and `descriptorHeap.bufferStartOffset`. Migrated:
```cpp
auto rtImageSlots = descriptorHeap.AllocateImageSlots(3); // 3 swapchain views
auto rtTlasSlots = descriptorHeap.AllocateBufferSlots(3); // 3 TLAS addrs
// vkWriteResourceDescriptorsEXT writes into those specific offsets
// raygen.glsl reads them via specialization constants for the slot indices
```
**UI usage**: `UIScene::Initialize(window)` calls:
```cpp
auto atlasSlot = window.descriptorHeap->AllocateImageSlots(1);
auto bindlessSlots = window.descriptorHeap->AllocateImageSlots(64); // Image{} widgets
auto itemBufSlots = window.descriptorHeap->AllocateBufferSlots(Window::numFrames);
auto samplerSlots = window.descriptorHeap->AllocateSamplerSlots(2); // linear + nearest
```
UI's compute shader uses these slot indices passed in via push constants. **No second heap, no rebind**.
**Sizing the heap**: the user must size `DescriptorHeapVulkan::Initialize(images, buffers, samplers)` to fit *all* subsystems combined. The library can ship a `Window::EnsureDescriptorHeap(images, buffers, samplers)` helper that lazily creates a default-sized heap (e.g. 128 images, 32 buffers, 16 samplers) if the user hasn't explicitly created one — UI calls this first thing.
**For UI-only scenes** (no 3D): user can skip creating a heap entirely; `UIScene` calls `EnsureDescriptorHeap` and gets a sensible default.
### Dispatch site (inside `UIScene::Record(cmd, frame)`)
1. `vkCmdBindPipeline(VK_PIPELINE_BIND_POINT_COMPUTE, uiPipeline)`.
2. (No heap binding — already bound by `Window::Render`.)
3. Push constants: item count, surface size, scale, slot-range starts (atlas, bindless base, item buf, samplers).
4. `vkCmdDispatch(cmd, ceil(width/16), ceil(height/16), 1)`.
The `Window`-inserted storage→storage memory barrier between passes ensures the previous pass's writes are visible.
## New files (matching existing convention)
Add to [interfaces/](../../repos/Crafter/Crafter.Graphics2/interfaces/):
| File | Role |
|---|---|
| `Crafter.Graphics-RenderPass.cppm` | `RenderPass` base. Used by both UI and 3D. |
| `Crafter.Graphics-RTPass.cppm` | `RTPass` helper that records a `vkCmdTraceRaysKHR` call from a `PipelineRTVulkan*`. |
| `Crafter.Graphics-UI.cppm` | `:UI` partition; re-exports the sub-partitions. |
| `Crafter.Graphics-UI-Length.cppm` | `Length`, `Anchor`, `Edges`, `Color`. |
| `Crafter.Graphics-UI-Widget.cppm` | `Widget` (handle), `WidgetRef<T>`, `Observable<T>`. |
| `Crafter.Graphics-UI-Widgets.cppm` | Stock widgets (see scope below) including `Text` + `TextRun`. |
| `Crafter.Graphics-UI-Layout.cppm` | Measure/arrange engine. |
| `Crafter.Graphics-UI-Hit.cppm` | Hit-testing + capture/tunnel/bubble router. |
| `Crafter.Graphics-UI-Theme.cppm` | `Theme` struct + `themes::default_dark`. |
| `Crafter.Graphics-UI-Atlas.cppm` | SDF glyph atlas atop `Font`. |
| `Crafter.Graphics-UI-DrawList.cppm` | `UIItem` + tree→buffer emitter. |
| `Crafter.Graphics-UI-Renderer.cppm` | Compute pipeline, per-frame item buffers, dispatch (implements `RenderPass`). |
| `Crafter.Graphics-UI-Scene.cppm` | `UIScene` — the only thing user code constructs; owns its `RenderPass` instance. |
Add to [implementations/](../../repos/Crafter/Crafter.Graphics2/implementations/):
`Crafter.Graphics-UI-Layout.cpp`, `Crafter.Graphics-UI-Hit.cpp`, `Crafter.Graphics-UI-Atlas.cpp`, `Crafter.Graphics-UI-Renderer.cpp`, `Crafter.Graphics-UI-Scene.cpp`. (`RenderPass` and `RTPass` headers are header-only.)
Add `shaders/ui.comp.glsl` — compiled to `ui.spv`, loaded via existing [Crafter.Graphics-ShaderVulkan.cppm:39](../../repos/Crafter/Crafter.Graphics2/interfaces/Crafter.Graphics-ShaderVulkan.cppm#L39) `ifstream` pattern.
### Updates to existing files
- [project.cpp](../../repos/Crafter/Crafter.Graphics2/project.cpp): bump `ifaces` array from 17 → 30 (RenderPass + RTPass + 11 UI), `impls` from 5 → 10.
- [interfaces/Crafter.Graphics.cppm](../../repos/Crafter/Crafter.Graphics2/interfaces/Crafter.Graphics.cppm): add `export import :RenderPass;`, `export import :RTPass;`, `export import :UI;`.
- [interfaces/Crafter.Graphics-Window.cppm](../../repos/Crafter/Crafter.Graphics2/interfaces/Crafter.Graphics-Window.cppm): replace `PipelineRTVulkan* pipeline;` field (line 193) with `std::vector<RenderPass*> passes;` and `std::optional<Vector<float, 4>> clearColor;`. Keep `DescriptorHeapVulkan* descriptorHeap;` (now shared across all passes). Add forward decl of `RenderPass`.
- [implementations/Crafter.Graphics-Window.cpp](../../repos/Crafter/Crafter.Graphics2/implementations/Crafter.Graphics-Window.cpp) `Window::Render` lines 730-844: replace the inline RT-bind-and-trace block (780-804) with: bind heap once (782-802 stays, lifted out of the per-pass code path), optional `vkCmdClearColorImage` if `clearColor`, then `for (auto* p : passes) { p->Record(cmd, currentBuffer); insertStorageBarrier(); }`.
- [interfaces/Crafter.Graphics-DescriptorHeapVulkan.cppm](../../repos/Crafter/Crafter.Graphics2/interfaces/Crafter.Graphics-DescriptorHeapVulkan.cppm): add slot-allocator API (`AllocateImageSlots`, `AllocateBufferSlots`, `AllocateSamplerSlots`) plus internal bump-allocator state. Existing static helpers stay.
- [examples/VulkanTriangle/main.cpp](../../repos/Crafter/Crafter.Graphics2/examples/VulkanTriangle/main.cpp): migrate to slot-allocator + `RTPass` + `window.passes.push_back`. Lines 162-196 are the affected region; replacement is shorter.
## Migration story (for projects like 3DForts and `VulkanTriangle`)
| Old | New |
|---|---|
| Compose `RenderingElement2D` + `MouseElement` + `EventListener` per widget | Stock widgets from `:UI-Widgets`. |
| 7-param `Anchor2D` everywhere | Builder methods (`anchor`, `padding`, `size`); often unneeded inside layout containers. |
| Manual `parent.children.push_back` | `.children(...)` |
| Per-frame `UpdateElements` / `CreateBuffer` / `ReorderBuffer` / `UpdatePosition` | Implicit; `UIScene` does it. |
| Manual `DescriptorHeapVulkan::Initialize` + `WriteDescriptors` per scene with hand-computed offsets | One shared `DescriptorHeapVulkan` for the application; subsystems call `AllocateImageSlots`/`AllocateBufferSlots`/`AllocateSamplerSlots`. |
| Custom `RaygenMenu.spv` shader per UI scene | Drop; UI uses one library compute shader. |
| `window.pipeline = &p; window.descriptorHeap = &h;` | `window.descriptorHeap = &h; window.passes.push_back(&pass);` for each pass (RT, UI, etc.). UI-only scenes don't push an RT pass — they just rely on `window.clearColor` for background. |
The `VulkanTriangle` example migration is the smallest concrete example: lines 162-196 of [main.cpp](../../repos/Crafter/Crafter.Graphics2/examples/VulkanTriangle/main.cpp#L162-L196) shrink because slot offsets come from the allocator instead of being hand-computed; `window.pipeline = ...` becomes `RTPass rt{&pipeline}; window.passes.push_back(&rt);`.
Migration is mostly *deletion*. A typical 350-line constructor becomes ~30 lines of declarative tree.
## Verification plan
1. **Build:** `cd Crafter.Graphics2 && crafter-build --vulkan` produces the static lib including all new modules.
2. **GPU smoke:** `examples/UI/main.cpp` (a new example) — a window showing nested stacks, a button that toggles its label, a focused text input, and a progress bar bound to an `Observable<float>` driven from `onUpdate`. All on real GPU.
3. **CPU smoke:** same example with `VK_ICD_FILENAMES=…/lvp_icd.x86_64.json` to force llvmpipe. Confirm visual parity, framerate ≥30 fps for a static menu.
4. **Performance regression check:** port `Forts3D-MainMenu.cpp` and `Forts3D-OptionsMenu.cpp` to the new API; A/B compare frame time on the same hardware. Target: equal or better than old.
5. **3D pipeline non-regression:** after Phase 1, `examples/VulkanTriangle/main.cpp` (now using `RTPass` + `window.passes`) renders identically to its pre-refactor behavior — same triangle, same colors, same framerate. This is the gate before any UI code is written.
6. **Mixed scene:** a third example combines `VulkanTriangle`'s ray-traced triangle with an HUD overlay (two-pass: `RTPass` + `UIScene`); confirms the `RenderPass`/inter-pass-barrier integration works end-to-end and UI composites correctly over RT output.
## Implementation order
Roughly 18-20 working days (~4 weeks) for one engineer. **Phase 1 is the foundational refactor that touches the 3D path; it must land cleanly before any UI code is written, with `VulkanTriangle` working at every step.**
**Phase 1 — refactor** (must keep `VulkanTriangle` running after each step):
1. Add `RenderPass` base + `RTPass` helper. ½ day.
2. Extend `DescriptorHeapVulkan` with slot-allocator API (bump allocators). ½ day.
3. Refactor `Window::Render`: replace single-pipeline bind/trace with `passes` loop, lift heap-bind out, add optional `clearColor` clear, insert inter-pass barriers. 1 day.
4. Migrate `VulkanTriangle/main.cpp` to the new API. ½ day. **Gate to Phase 2 — must run identically to today.**
**Phase 2 — UI core**:
5. `UI-Length`, `UI-Widget` (values + handle + observable). 1 day.
6. `UI-Layout` measure/arrange engine. 1.5 days.
7. Stock widgets in priority order: stacks → Text (with `TextRun`) → Button → Image → InputField → ScrollView → TabView → ProgressBar. 3.5 days.
8. `UI-Theme`. ½ day.
9. `UI-Hit` (hit-test + capture/tunnel/bubble router). 1 day.
**Phase 3 — UI rendering**:
10. `UI-Atlas` SDF on top of `Font`. 1.5 days.
11. `UI-DrawList`. ½ day.
12. `shaders/ui.comp.glsl`. 1 day, iterating with renderer.
13. `UI-Renderer` (`RenderPass`-implementing compute dispatcher). 2 days.
14. `UI-Scene` — wires everything to `Window` and registers itself in `window.passes`. ½ day.
**Phase 4 — validation & migration**:
15. `examples/UI/main.cpp` showing static menu, dynamic input, HUD overlay over RT. 1 day.
16. Migrate `Forts3D-MainMenu` + `Forts3D-OptionsMenu` as the integration test. 1 day each.
## Decisions locked from user feedback
- **Window integration:** `Window::passes` refactor (not the `onAfterTrace` event) — chosen for future-proofing despite breaking `VulkanTriangle`. Migration is part of Phase 1.
- **Descriptor heap:** single shared heap, slot-allocator API on `DescriptorHeapVulkan`. **Never re-bound mid-frame.** This was the hard dealbreaker; the original "UI owns its own heap" plan is dropped.
- **Widget set V1:** `Stack`, `HStack`, `VStack`, `Overlay`, `Grid`, `Text` (with `TextRun`), `Button`, `Image`, `InputField` (string / integral / float / bound enum), `ScrollView`, `TabView`, `ProgressBar`, `Spacer`. Slider/Checkbox/Dropdown deferred to V2 unless requested.
- **Theming:** flat `Theme` struct with named slots, per-instance override via `.style(...)`. No cascading.
- **Animation:** the existing `Animation<T>` is not woven into the UI API; users may drive `Observable<T>` from any source (including `Animation<T>` if they want). No `Animated<T>` adapter, no `.fadeIn(2s)` shortcuts in V1.
- **Text V1:** single-font, LTR only, soft-wrap on space, kerning from stb. **Per-glyph styling is in V1** via `TextRun` (cheap to add, addresses the "text was a mess" feedback). ICU-grade BiDi/complex-shaping is V2+.
- **SPIR-V delivery:** `ifstream` the `.spv` (matches existing `VulkanShader` pattern).
- **Multi-window:** one `UIScene` per `Window`. Users wanting cross-window mirroring do it manually.
- **RTT / world-space UI:** V2.
- **Hot-reload:** V2 (nice to have, not blocking).
- **Heap auto-creation:** `UIScene` calls `Window::EnsureDescriptorHeap(128 images, 32 buffers, 16 samplers)` if the user hasn't already attached one. Users wanting tighter control can pre-create their own heap before constructing `UIScene`.

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@ -0,0 +1,27 @@
import std;
import Crafter.Build;
namespace fs = std::filesystem;
using namespace Crafter;
extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> args) {
std::vector<std::string> graphicsArgs(args.begin(), args.end());
Configuration* graphics = LocalProject({
.projectFile = "../../project.cpp",
.args = graphicsArgs,
});
Configuration cfg;
cfg.path = "./";
cfg.name = "Forts3DMainMenu";
cfg.outputName = "Forts3DMainMenu";
ApplyStandardArgs(cfg, args);
cfg.dependencies = { graphics };
std::array<fs::path, 0> ifaces = {};
std::array<fs::path, 1> impls = { "main" };
cfg.GetInterfacesAndImplementations(ifaces, impls);
cfg.files.push_back("Inter.ttf");
return cfg;
}

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@ -0,0 +1,55 @@
# VulkanAnimated
A live HUD demo: three `Observable<float>`s drive `ProgressBar`s, three
`Observable<std::string>`s drive `Text` labels, and an FPS readout in
the corner ticks every frame. Everything updates from a single
`onUpdate` listener — no `Invalidate()` / `Redraw()` calls.
## What it shows
- **`Observable<T>` data flow**: change a value in `onUpdate`, the
next frame's `RebuildFrame` re-emits the draw list with the new value
automatically. No tree rebuild.
- **`ProgressBar::bindValue(obs, lo, hi)`** — the bar fill normalises the
observable's current value into 0..1 each frame.
- **`Text::bind(observable)`** — the displayed string is sourced from
the observable each frame, replacing any baked-in runs.
- **Composition pattern**: a small lambda helper builds one HP/MP-style
row (`Text` + `ProgressBar` inside an `HStack`) given the observables
and a colour, then the row is dropped into the parent `VStack` like
any other widget.
- **Different update rates per observable**: `health` oscillates at 0.7
rad/s, `mana` at 1.3, `charge` advances linearly modulo 1 — visible
proof that each observable updates independently.
## Run
```bash
cd examples/VulkanAnimated
crafter-build -r
```
You should see "Animated HUD" with three coloured bars (red HP, blue MP,
yellow Charge) all moving at different rates, with the FPS readout in
the top-right ticking once per frame.
Click `Quit` to exit.
## Notes
The whole tick handler is just:
```cpp
EventListener<FrameTime> tick(&window.onUpdate, [&](FrameTime ft){
t += ft.delta.count();
health = 0.5f + 0.5f * std::sin(t * 0.7f);
mana = std::abs(std::sin(t * 1.3f));
charge = std::fmod(t * 0.3f, 1.0f);
healthLabel = std::format("HP {:>3.0f} / 100", health.Get() * 100);
// …
});
```
That's the entire animation system. There is deliberately no
`Animation<T>` / tween primitive in the library — drive observables
from any source you like.

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@ -0,0 +1,115 @@
#include "vulkan/vulkan.h"
import Crafter.Graphics;
import Crafter.Event;
import Crafter.Math;
import std;
using namespace Crafter;
// A simple "game HUD" demo: three Observable<float> drive ProgressBars at
// different rates / colours, while Observable<std::string> labels feed the
// Text widgets next to them. UIScene::RebuildFrame re-emits each frame, so
// the only application code needed is "update the observables in
// onUpdate" — no manual Invalidate / Redraw calls.
int main() {
Device::Initialize();
Window window(1280, 720, "VulkanAnimated");
window.StartInit();
window.FinishInit();
Font font("Inter.ttf");
UI::Theme theme = UI::themes::default_dark();
UI::UIScene scene;
scene.Initialize(window, "ui.comp.spv");
scene.background(UI::Color{0.06f, 0.07f, 0.10f, 1.0f});
// ─── Observables ─────────────────────────────────────────────────────
UI::Observable<float> health{1.0f};
UI::Observable<float> mana {0.5f};
UI::Observable<float> charge{0.0f};
UI::Observable<std::string> healthLabel;
UI::Observable<std::string> manaLabel;
UI::Observable<std::string> chargeLabel;
UI::Observable<std::string> fpsLabel;
// ─── Per-frame tick: drive the observables. UIScene re-emits on
// onUpdate, so any read of these values is automatically picked
// up in the next frame's draw list.
float t = 0.0f;
EventListener<FrameTime> tick(&window.onUpdate, [&](FrameTime ft) {
const float dt = static_cast<float>(ft.delta.count());
t += dt;
// Three offset waves at different rates / phases.
health = 0.5f + 0.5f * std::sin(t * 0.7f);
mana = std::abs(std::sin(t * 1.3f));
charge = std::fmod(t * 0.3f, 1.0f);
healthLabel = std::format("HP {:>3.0f} / 100", health.Get() * 100.0f);
manaLabel = std::format("MP {:>3.0f} / 100", mana.Get() * 100.0f);
chargeLabel = std::format("Charge {:>3.0f}%", charge.Get() * 100.0f);
fpsLabel = (dt > 0.0f) ? std::format("{:>5.1f} fps", 1.0f / dt) : std::string{"---.- fps"};
});
// ─── Helper: one HP/MP-style row (label on the left, bar on the right).
// Build into a local (avoids returning a reference to a temporary
// that dies at the end of the chain expression).
auto bar = [&](UI::Observable<std::string>& label,
UI::Observable<float>& value,
UI::Color fg) -> UI::HStack {
UI::HStack h;
h.width(UI::Length::Frac(1))
.spacing(12)
.children(
UI::Text{}.bind(label).font(font).size(16)
.width(UI::Length::Px(160)),
UI::ProgressBar{}
.bindValue(value, 0.0f, 1.0f)
.foreground(fg)
.size(UI::Length::Frac(1), UI::Length::Px(20))
);
return h;
};
scene.Root(
UI::VStack{}
.padding(28)
.spacing(16)
.children(
UI::HStack{}
.width(UI::Length::Frac(1))
.children(
UI::Text{"Animated HUD"}.font(font).size(28),
UI::Spacer{},
UI::Text{}.bind(fpsLabel).font(font).size(16)
.color(UI::Color{0.55f, 0.85f, 1.0f, 1.0f})
),
UI::Text{"Three Observable<float>s drive the bars; "
"Observable<std::string>s drive the labels."}
.font(font).size(14).color(UI::Color{0.65f, 0.65f, 0.65f, 1}),
bar(healthLabel, health, UI::Color{0.90f, 0.30f, 0.30f, 1.0f}),
bar(manaLabel, mana, UI::Color{0.30f, 0.55f, 0.95f, 1.0f}),
bar(chargeLabel, charge, UI::Color{0.95f, 0.85f, 0.30f, 1.0f}),
UI::Spacer{},
UI::HStack{}
.width(UI::Length::Frac(1))
.spacing(8)
.children(
UI::Spacer{},
UI::Button{"Quit"}.font(font).style(theme.danger)
.onClick([]{ std::_Exit(0); })
)
)
);
window.Render();
window.StartUpdate();
window.StartSync();
}

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@ -0,0 +1,27 @@
import std;
import Crafter.Build;
namespace fs = std::filesystem;
using namespace Crafter;
extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> args) {
std::vector<std::string> graphicsArgs(args.begin(), args.end());
Configuration* graphics = LocalProject({
.projectFile = "../../project.cpp",
.args = graphicsArgs,
});
Configuration cfg;
cfg.path = "./";
cfg.name = "VulkanAnimated";
cfg.outputName = "VulkanAnimated";
ApplyStandardArgs(cfg, args);
cfg.dependencies = { graphics };
std::array<fs::path, 0> ifaces = {};
std::array<fs::path, 1> impls = { "main" };
cfg.GetInterfacesAndImplementations(ifaces, impls);
cfg.files.push_back("Inter.ttf");
return cfg;
}

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@ -1,25 +1,38 @@
# HelloWindow Example
# VulkanTriangle
## Description
The minimal ray-traced example. Renders a single static triangle through
`vkCmdTraceRaysKHR`. No UI.
This example demonstrates how to load shaders and render a triangle.
## What it shows
## Expected Result
- `Device::Initialize()` + `Window` + swapchain bring-up.
- A `DescriptorHeapVulkan` sized for one image + one buffer slot, with
slot ranges allocated via the bump-allocator API
(`AllocateImageSlots`, `AllocateBufferSlots`).
- A `PipelineRTVulkan` built from raygen / miss / closesthit SPIR-V
shaders compiled at build time.
- `Mesh::Build` constructing a BLAS and `RenderingElement3D::BuildTLAS`
the per-frame TLAS.
- Direct descriptor writes via `vkWriteResourceDescriptorsEXT` for the
swapchain views and TLAS device addresses.
- `RTPass{&pipeline}` plugged into `window.passes` — the canonical
way to add ray tracing to a window in this library.
A blue tinted vulkan window with a white triangle in the center.
It's the smallest sensible test of the bindless `VK_EXT_descriptor_heap`
+ ray-tracing path.
## Highlighted Code Snippet
```cpp
EventListener<VkCommandBuffer> listener(&window.onDraw, [&descriptors, &meshShader](VkCommandBuffer cmd){
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, Pipeline::pipelineLayout, 0, 2, &descriptors.set[0], 0, NULL);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, Pipeline::pipeline);
Device::vkCmdDrawMeshTasksEXTProc(cmd, meshShader.threadCount, 1, 1);
});
```
## How to Run
## Run
```bash
crafter-build build executable -r
cd examples/VulkanTriangle
crafter-build -r
```
You should see a 1280×720 window with a triangle filling roughly the
centre.
## Notes
`raygen.glsl`'s `traceRayEXT` call is currently commented out — the
example exercises the dispatch and `imageStore` paths only. Uncomment
it to actually trace into the BLAS.

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@ -0,0 +1,52 @@
# VulkanUI
A walking tour of the V1 widget set. UI-only (no 3D pass), so the entire
visible image comes from one compute dispatch per frame.
## What it shows
- **Layout**: nested `VStack` / `HStack` / `Spacer` / `TabView`, fluent
builder API, `Length::Px` / `Pct` / `Frac` / `Auto` units, DPI scaling
(your `Window::scale` flows through automatically).
- **Theming**: `themes::default_dark()` with `theme.primary` / `secondary`
/ `danger` / `input` styles applied per-widget via `.style(...)`.
- **Text**: per-run colour styling via `TextRun`, an em-dash in the
header to confirm UTF-8 decoding works end-to-end.
- **Buttons**: rounded background (SDF in the shader), centred SDF
glyphs, `onClick` callbacks. Quit calls `_Exit(0)` so a working click
visibly closes the window.
- **Progress bar**: a `ProgressBar` at 42 %.
- **TabView**: three tabs (Graphics / Input / Audio); clicking the
tab bar swaps content.
- **InputField**: focusable text edits with caret blink, UTF-8 typing,
Backspace / Delete / arrow keys / Home / End, key repeat, horizontal
scrolling that keeps the caret visible, clipping that prevents
overflow from drawing past the field's bounds.
## Run
```bash
cd examples/VulkanUI
crafter-build -r
```
## Interactions to try
| Action | Expected |
|---|---|
| Click `Play` / `Options` | Prints `[click] ...` to stderr |
| Click `Quit` | App exits |
| Click a tab label (Graphics / Input / Audio) | Tab body swaps |
| Click an `InputField` | Border turns blue, caret appears and blinks |
| Type | Characters appear at the caret, including multi-byte UTF-8 |
| Hold a letter | After ~500 ms the character starts repeating at ~25 Hz |
| Backspace / Delete | Removes one full UTF-8 codepoint |
| ← / → / Home / End | Moves the caret |
| Type past the right edge | Text scrolls left, caret stays visible |
| Click outside any input | Caret disappears (focus cleared) |
## Notes
The shader (`shaders/ui.comp.glsl` in the library) is compiled to
`ui.comp.spv` next to the binary by the build system.
The font (`Inter.ttf`) is bundled via `cfg.files.push_back`.

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@ -454,16 +454,32 @@ void Device::keyboard_key(void *data, wl_keyboard *keyboard, uint32_t serial, ui
std::string buf;
buf.resize(16);
int n = xkb_state_key_get_utf8(xkb_state, keycode, buf.data(), 16);
if (n > 0) {
if ((unsigned char)buf[0] >= 0x20 && buf[0] != 0x7f) {
buf.resize(n);
focusedWindow->onTextInput.Invoke(buf);
}
std::string utf8;
if (n > 0 && (unsigned char)buf[0] >= 0x20 && buf[0] != 0x7f) {
buf.resize(n);
utf8 = buf;
focusedWindow->onTextInput.Invoke(utf8);
}
// Replace the active repeat with this key — most recent press wins,
// matching xkbcommon's typical behaviour and most desktop apps.
keyRepeat.active = (keyRepeat.rate > 0);
keyRepeat.key = crafterKey;
keyRepeat.utf8 = std::move(utf8);
keyRepeat.pressTime = std::chrono::steady_clock::now();
keyRepeat.lastFireTime = keyRepeat.pressTime;
} else {
focusedWindow->heldkeys[(std::uint8_t)crafterKey] = false;
focusedWindow->onKeyUp[(std::uint8_t)crafterKey].Invoke();
focusedWindow->onAnyKeyUp.Invoke(crafterKey);
// If the released key was the one repeating, stop. Otherwise leave
// the existing repeat alone (user pressed/released a modifier
// mid-repeat etc.).
if (keyRepeat.active && keyRepeat.key == crafterKey) {
keyRepeat.active = false;
keyRepeat.utf8.clear();
}
}
}
@ -472,7 +488,36 @@ void Device::keyboard_modifiers(void *data, wl_keyboard *keyboard, uint32_t seri
}
void Device::keyboard_repeat_info(void *data, wl_keyboard *keyboard, int32_t rate, int32_t delay) {
keyRepeat.rate = rate;
keyRepeat.delay = delay;
if (rate <= 0) keyRepeat.active = false; // compositor disabled repeat
}
void Device::TickKeyRepeats() {
if (!keyRepeat.active || !focusedWindow) return;
if (keyRepeat.rate <= 0) return;
auto now = std::chrono::steady_clock::now();
using ms = std::chrono::milliseconds;
auto sincePress = std::chrono::duration_cast<ms>(now - keyRepeat.pressTime).count();
if (sincePress < keyRepeat.delay) return;
auto period = std::chrono::milliseconds(1000 / keyRepeat.rate);
auto sinceLastFire = std::chrono::duration_cast<ms>(now - keyRepeat.lastFireTime).count();
if (sinceLastFire < period.count()) return;
// Catch up — emit one event per missed period so a paused frame doesn't
// make the repeat permanently lag behind.
while (now - keyRepeat.lastFireTime >= period) {
focusedWindow->onKeyDown[(std::uint8_t)keyRepeat.key].Invoke();
focusedWindow->onAnyKeyDown.Invoke(keyRepeat.key);
focusedWindow->onKeyHold[(std::uint8_t)keyRepeat.key].Invoke();
focusedWindow->onAnyKeyHold.Invoke(keyRepeat.key);
if (!keyRepeat.utf8.empty()) {
focusedWindow->onTextInput.Invoke(keyRepeat.utf8);
}
keyRepeat.lastFireTime += period;
}
}
void Device::seat_handle_capabilities(void* data, wl_seat* seat, uint32_t capabilities) {

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@ -123,10 +123,14 @@ void UIScene::Initialize(Window& window, const std::filesystem::path& spvPath) {
}
);
// Per-frame: re-layout, emit, push items.
// Per-frame: re-layout, emit, push items. We capture FrameTime here
// so we can advance the scene's clock (caret blink, animations).
updateListener_ = std::make_unique<EventListener<FrameTime>>(
&window.onUpdate,
[this](FrameTime) { RebuildFrame(); }
[this](FrameTime ft) {
elapsedSec_ += static_cast<float>(ft.delta.count());
RebuildFrame();
}
);
}
@ -153,6 +157,7 @@ void UIScene::RebuildFrame() {
drawList.atlas = &renderer.atlas;
drawList.bindlessBaseHeapIdx = renderer.BindlessBaseHeapIdx();
drawList.scale = sc;
drawList.time = elapsedSec_;
if (background_) {
drawList.AddRect(
{ 0, 0, static_cast<float>(window_->width), static_cast<float>(window_->height) },

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@ -724,6 +724,10 @@ void Window::Render() {
vkCmdPipelineBarrier(drawCmdBuffers[currentBuffer], VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
// Synthesise key-repeat events before listeners run, so the focused
// widget's OnTextInput / OnKeyDown sees them in the same frame.
Device::TickKeyRepeats();
onUpdate.Invoke({startTime, startTime-lastFrameBegin});
#ifdef CRAFTER_TIMING
totalUpdate = std::chrono::nanoseconds(0);

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@ -30,9 +30,26 @@ module;
#endif
export module Crafter.Graphics:Device;
import std;
import :Types; // CrafterKeys for keyboard repeat state
export namespace Crafter {
struct Window;
#ifdef CRAFTER_GRAPHICS_WINDOW_WAYLAND
// Wayland's wl_keyboard.key only fires on real press/release — the
// compositor expects the application to synthesize repeat events
// itself using the rate/delay it advertises via wl_keyboard.repeat_info.
struct KeyRepeatState {
int rate = 25; // chars/sec
int delay = 500; // ms before first repeat
bool active = false;
CrafterKeys key{};
std::string utf8; // UTF-8 to re-emit as onTextInput, if any
std::chrono::time_point<std::chrono::steady_clock> pressTime;
std::chrono::time_point<std::chrono::steady_clock> lastFireTime;
};
#endif
struct Device {
static void Initialize();
@ -131,5 +148,18 @@ export namespace Crafter {
static void CheckVkResult(VkResult result);
static std::uint32_t GetMemoryType(std::uint32_t typeBits, VkMemoryPropertyFlags properties);
// ─── Wayland key repeat ────────────────────────────────────────
// TickKeyRepeats walks the held-key state and fires onKeyDown /
// onTextInput accordingly. Called once per frame from
// Window::Render. KeyRepeatState lives at namespace scope so its
// member initializers don't trip C++'s "complete-type-needed"
// rule for the inline static below.
#ifdef CRAFTER_GRAPHICS_WINDOW_WAYLAND
inline static KeyRepeatState keyRepeat;
static void TickKeyRepeats();
#else
static void TickKeyRepeats() {}
#endif
};
}

View file

@ -74,6 +74,7 @@ export namespace Crafter::UI {
FontAtlas* atlas = nullptr;
std::uint32_t bindlessBaseHeapIdx = 0; // base heap slot for Image widgets
float scale = 1.0f; // device scale (mirrors LayoutContext::scale)
float time = 0.0f; // seconds since scene init (drives blink etc.)
void Reset() { items.clear(); }

View file

@ -104,6 +104,7 @@ export namespace Crafter::UI {
std::unique_ptr<EventListener<const std::string_view>> textListener_;
std::unique_ptr<EventListener<CrafterKeys>> keyListener_;
Widget* focused_ = nullptr;
float elapsedSec_ = 0.0f;
float WindowScale() const;
void RebuildFrame();

View file

@ -376,6 +376,7 @@ export namespace Crafter::UI {
Font* font_ = nullptr;
float size_ = 16.0f;
Color color_{1, 1, 1, 1};
Observable<std::string>* boundText_ = nullptr;
Text() = default;
Text(std::string s) { runs_.emplace_back(std::move(s)); }
@ -385,6 +386,11 @@ export namespace Crafter::UI {
Text& size(float s) { size_ = s; return *this; }
Text& color(Color c) { color_ = c; return *this; }
// Bind to an observable; the text is sourced from `obs` each frame
// (overriding any `runs_`). Useful for live-updating labels driven
// by a game-state observable.
Text& bind(Observable<std::string>& obs) { boundText_ = &obs; return *this; }
// Replace the run list with a parameter pack of styled runs.
template<typename... Rs>
requires (std::convertible_to<std::decay_t<Rs>, TextRun> && ...)
@ -398,6 +404,9 @@ export namespace Crafter::UI {
Size Measure(Size avail, const LayoutContext& ctx) override {
float ownW = ResolveLength(width_, avail.w, ctx.scale, [&]{
if (!font_) return 0.0f;
if (boundText_) {
return static_cast<float>(font_->GetLineWidth(boundText_->Get(), size_ * ctx.scale));
}
float w = 0;
for (auto& r : runs_) {
float rs = (r.size_.value_or(size_)) * ctx.scale;
@ -407,6 +416,9 @@ export namespace Crafter::UI {
});
float ownH = ResolveLength(height_, avail.h, ctx.scale, [&]{
if (!font_) return 0.0f;
if (boundText_) {
return font_->LineHeight(size_ * ctx.scale);
}
// Tallest run dictates the line height.
float h = 0;
for (auto& r : runs_) {
@ -425,6 +437,12 @@ export namespace Crafter::UI {
void Emit(DrawList& dl) const override {
if (!font_) return;
if (boundText_) {
detail::EmitText(dl, font_, boundText_->Get(),
size_ * dl.scale, color_,
computedRect.x, computedRect.y);
return;
}
float cursorX = computedRect.x;
for (auto& r : runs_) {
float rs = r.size_.value_or(size_) * dl.scale;
@ -574,6 +592,7 @@ export namespace Crafter::UI {
bool focused_ = false;
std::size_t cursor_ = 0; // codepoint index within text_
std::string placeholder_;
float scrollX_ = 0.0f; // device-px offset to keep caret in view
std::function<void(const std::string&)> onChange_;
std::function<void(const std::string&)> onSubmit_;
@ -618,8 +637,32 @@ export namespace Crafter::UI {
return desiredSize;
}
void Arrange(Rect rect, const LayoutContext& /*ctx*/) override {
void Arrange(Rect rect, const LayoutContext& ctx) override {
computedRect = rect;
// Adjust horizontal scroll so the caret is always visible.
if (font_) {
EdgesPx p = ResolveEdges(padding_, ctx.scale);
float visibleW = std::max(0.0f, rect.w - p.Horiz());
float devSize = fontSize_ * ctx.scale;
float caretW = std::max(1.0f, ctx.scale);
std::string_view before(text_.data(), cursor_);
float prefixW = static_cast<float>(font_->GetLineWidth(before, devSize));
// If the caret has run off the right edge, scroll right.
if (prefixW + caretW > scrollX_ + visibleW) {
scrollX_ = prefixW + caretW - visibleW;
}
// If the caret has moved left of the visible window, scroll left.
if (prefixW < scrollX_) {
scrollX_ = prefixW;
}
// Don't scroll past the start; don't scroll past content end.
float totalW = static_cast<float>(font_->GetLineWidth(text_, devSize));
float maxScroll = std::max(0.0f, totalW - visibleW);
scrollX_ = std::clamp(scrollX_, 0.0f, maxScroll);
}
}
// Interaction. UIScene's focus manager flips `focused_` via
@ -709,19 +752,36 @@ export namespace Crafter::UI {
float devSize = fontSize_ * dl.scale;
float originX = computedRect.x + p.left;
float originY = computedRect.y + p.top;
float visibleW = std::max(0.0f, computedRect.w - p.Horiz());
float visibleH = std::max(0.0f, computedRect.h - p.Vert());
// Clip the text + caret to the content rect — once the
// string overflows we slide it left under scrollX_, and
// anything past the left/right edges must not draw outside
// the field.
dl.PushClip({originX, computedRect.y + p.top, visibleW, visibleH});
std::string_view show = !text_.empty() ? std::string_view(text_)
: std::string_view(placeholder_);
Color col = !text_.empty() ? textColor_
: Color{textColor_.r, textColor_.g, textColor_.b, textColor_.a * 0.5f};
detail::EmitText(dl, font_, show, devSize, col, originX, originY);
detail::EmitText(dl, font_, show, devSize, col, originX - scrollX_, originY);
// Caret bar at the cursor position when focused.
// Caret bar at the cursor position when focused. Blink at
// ~530ms on / 530ms off (1.06s period) — standard rate
// across most desktop apps.
if (focused_) {
std::string_view before(text_.data(), cursor_);
float prefixW = static_cast<float>(font_->GetLineWidth(before, devSize));
float caretX = originX + prefixW;
dl.AddRect({caretX, originY, t, font_->LineHeight(devSize)}, focusBorderColor_);
constexpr float kBlinkPeriod = 1.06f;
float phase = std::fmod(dl.time, kBlinkPeriod);
if (phase < kBlinkPeriod * 0.5f) {
std::string_view before(text_.data(), cursor_);
float prefixW = static_cast<float>(font_->GetLineWidth(before, devSize));
float caretX = originX - scrollX_ + prefixW;
dl.AddRect({caretX, originY, t, font_->LineHeight(devSize)}, focusBorderColor_);
}
}
dl.PopClip();
}
}
};