29 KiB
UI System for Crafter.Graphics2
Context
The old UI system (still visible in /home/jorijn/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 (250-line constructor) and /home/jorijn/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:
- 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&¶meter packs and own them inside aUIScenearena. The only handle user code keeps isWidgetRef<T>(a stable typed reference into the scene). - 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.
- Rendering layer: widgets emit
UIItemrecords 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). A compute pass writes the same way the existing RT pipeline does, in the sameVK_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_heapproposal, heap rebinds are expensive and applications should "stick to the same heap throughout the lifetime of the application". UIScene allocates its slots from the sameWindow::descriptorHeapthe 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 currentWindow::pipeline/Window::descriptorHeapdirect-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) hardcodes a single ray-tracing pipeline: it binds Window::pipeline (Crafter.Graphics-Window.cppm:193) 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.
// 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:
vkAcquireNextImageKHR.- Begin command buffer.
- Barrier
UNDEFINED → GENERAL(existing, unchanged). - Bind shared descriptor heap (resource + sampler) once.
- If
clearColor.has_value():vkCmdClearColorImage. - 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.) - Barrier
GENERAL → PRESENT_SRC_KHR(existing, unchanged). - End / submit / present (existing, unchanged).
3D usage (replaces the inline vkCmdTraceRaysKHR in Window::Render):
// 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_backs 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)
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
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).
Frame-updated HUD overlay
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:
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:
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:
Text{}.bind(observableRuns); // Observable<std::vector<TextRun>>
Text{}.bindFmt("{:.1f} fps", fpsObservable); // single-style shorthand for the common case
User-defined composites
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 inLayoutResult { 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 — FlutterExpanded). - DPI / fractional-scale:
UIScenereadsWindow::scale(Crafter.Graphics-Window.cppm:136) once per layout pass.Pxvalues multiply by scale exactly once at logical→device conversion.Pctis 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) — no new Window input API needed.
- Hit-testing: top-down walk, gather containers whose
clipPxcontains cursor, pick topmost interactive leaf. - Routing: capture (drag/modal) → tunnel (
onPreviewKeyDown) → bubble (onKeyDown). Handler returnsHandledto stop. - Focus:
UIScene::focusedis aWidgetRef<>. Click grabs focus. Tab/Shift-Tab cycles focusables in tree order.onTextInput/onKeyDownstart bubbling fromfocused. - Drag/scroll:
Capture()/Release()on the event arg.ScrollViewcaptures 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).
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.
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 atUISceneinit. - Shelf-allocator inserts glyphs lazily;
Fontalready exposesstbtt_fontinfo(Crafter.Graphics-Font.cppm:35). - 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) 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) with a slot-allocator API on top of its existing fixed-size pre-allocation:
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 hand-computes addresses with descriptorHeap.bufferStartElement and descriptorHeap.bufferStartOffset. Migrated:
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:
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))
vkCmdBindPipeline(VK_PIPELINE_BIND_POINT_COMPUTE, uiPipeline).- (No heap binding — already bound by
Window::Render.) - Push constants: item count, surface size, scale, slot-range starts (atlas, bindless base, item buf, samplers).
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/:
| 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/:
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 ifstream pattern.
Updates to existing files
- project.cpp: bump
ifacesarray from 17 → 30 (RenderPass + RTPass + 11 UI),implsfrom 5 → 10. - interfaces/Crafter.Graphics.cppm: add
export import :RenderPass;,export import :RTPass;,export import :UI;. - interfaces/Crafter.Graphics-Window.cppm: replace
PipelineRTVulkan* pipeline;field (line 193) withstd::vector<RenderPass*> passes;andstd::optional<Vector<float, 4>> clearColor;. KeepDescriptorHeapVulkan* descriptorHeap;(now shared across all passes). Add forward decl ofRenderPass. - implementations/Crafter.Graphics-Window.cpp
Window::Renderlines 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), optionalvkCmdClearColorImageifclearColor, thenfor (auto* p : passes) { p->Record(cmd, currentBuffer); insertStorageBarrier(); }. - 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: 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 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
- Build:
cd Crafter.Graphics2 && crafter-build --vulkanproduces the static lib including all new modules. - 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 anObservable<float>driven fromonUpdate. All on real GPU. - CPU smoke: same example with
VK_ICD_FILENAMES=…/lvp_icd.x86_64.jsonto force llvmpipe. Confirm visual parity, framerate ≥30 fps for a static menu. - Performance regression check: port
Forts3D-MainMenu.cppandForts3D-OptionsMenu.cppto the new API; A/B compare frame time on the same hardware. Target: equal or better than old. - 3D pipeline non-regression: after Phase 1,
examples/VulkanTriangle/main.cpp(now usingRTPass+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. - Mixed scene: a third example combines
VulkanTriangle's ray-traced triangle with an HUD overlay (two-pass:RTPass+UIScene); confirms theRenderPass/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):
- Add
RenderPassbase +RTPasshelper. ½ day. - Extend
DescriptorHeapVulkanwith slot-allocator API (bump allocators). ½ day. - Refactor
Window::Render: replace single-pipeline bind/trace withpassesloop, lift heap-bind out, add optionalclearColorclear, insert inter-pass barriers. 1 day. - Migrate
VulkanTriangle/main.cppto 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::passesrefactor (not theonAfterTraceevent) — chosen for future-proofing despite breakingVulkanTriangle. 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(withTextRun),Button,Image,InputField(string / integral / float / bound enum),ScrollView,TabView,ProgressBar,Spacer. Slider/Checkbox/Dropdown deferred to V2 unless requested. -
Theming: flat
Themestruct with named slots, per-instance override via.style(...). No cascading. -
Animation: the existing
Animation<T>is not woven into the UI API; users may driveObservable<T>from any source (includingAnimation<T>if they want). NoAnimated<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:
ifstreamthe.spv(matches existingVulkanShaderpattern). -
Multi-window: one
UISceneperWindow. Users wanting cross-window mirroring do it manually. -
RTT / world-space UI: V2.
-
Hot-reload: V2 (nice to have, not blocking).
-
Heap auto-creation:
UIScenecallsWindow::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 constructingUIScene.