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XCEngine/engine/src/UI/Runtime/UISystem.cpp

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#include <XCEngine/UI/Runtime/UISystem.h>
namespace XCEngine {
namespace UI {
namespace Runtime {
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namespace {
std::size_t FindTopInputLayerIndex(
const std::vector<UIScreenLayerOptions>& layerOptions,
std::size_t lowestPresentedIndex) {
if (layerOptions.empty() || lowestPresentedIndex >= layerOptions.size()) {
return static_cast<std::size_t>(-1);
}
for (std::size_t index = layerOptions.size(); index-- > lowestPresentedIndex;) {
if (layerOptions[index].visible && layerOptions[index].acceptsInput) {
return index;
}
}
return static_cast<std::size_t>(-1);
}
std::size_t FindLowestPresentedLayerIndex(const std::vector<UIScreenLayerOptions>& layerOptions) {
if (layerOptions.empty()) {
return 0u;
}
for (std::size_t index = layerOptions.size(); index-- > 0u;) {
if (layerOptions[index].visible && layerOptions[index].blocksLayersBelow) {
return index;
}
}
return 0u;
}
} // namespace
UISystem::UISystem(IUIScreenDocumentHost& documentHost)
: m_documentHost(&documentHost) {
}
UIScreenPlayer& UISystem::CreatePlayer(const UIScreenLayerOptions& options) {
m_players.push_back(std::make_unique<UIScreenPlayer>(*m_documentHost));
m_layerIds.push_back(m_nextLayerId++);
m_layerOptions.push_back(options);
return *m_players.back();
}
UIScreenLayerId UISystem::PushScreen(
const UIScreenAsset& asset,
const UIScreenLayerOptions& options) {
UIScreenPlayer& player = CreatePlayer(options);
if (!player.Load(asset)) {
m_players.pop_back();
m_layerIds.pop_back();
m_layerOptions.pop_back();
return 0;
}
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return m_layerIds.back();
}
bool UISystem::RemoveLayer(UIScreenLayerId layerId) {
const std::size_t index = FindLayerIndex(layerId);
if (index >= m_players.size()) {
return false;
}
m_players.erase(m_players.begin() + static_cast<std::ptrdiff_t>(index));
m_layerIds.erase(m_layerIds.begin() + static_cast<std::ptrdiff_t>(index));
m_layerOptions.erase(m_layerOptions.begin() + static_cast<std::ptrdiff_t>(index));
return true;
}
bool UISystem::SetLayerVisibility(UIScreenLayerId layerId, bool visible) {
const std::size_t index = FindLayerIndex(layerId);
if (index >= m_layerOptions.size()) {
return false;
}
m_layerOptions[index].visible = visible;
return true;
}
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bool UISystem::SetLayerOptions(UIScreenLayerId layerId, const UIScreenLayerOptions& options) {
const std::size_t index = FindLayerIndex(layerId);
if (index >= m_layerOptions.size()) {
return false;
}
m_layerOptions[index] = options;
return true;
}
const UIScreenLayerOptions* UISystem::FindLayerOptions(UIScreenLayerId layerId) const {
const std::size_t index = FindLayerIndex(layerId);
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return index < m_layerOptions.size() ? &m_layerOptions[index] : nullptr;
}
UIScreenLayerId UISystem::GetLayerId(std::size_t index) const {
return index < m_layerIds.size() ? m_layerIds[index] : 0;
}
void UISystem::DestroyAllPlayers() {
m_players.clear();
m_layerIds.clear();
m_layerOptions.clear();
m_lastFrame = {};
}
std::size_t UISystem::GetPlayerCount() const {
return m_players.size();
}
std::size_t UISystem::GetLayerCount() const {
return m_layerIds.size();
}
const UISystemFrameResult& UISystem::Update(const UIScreenFrameInput& input) {
m_lastFrame = {};
m_lastFrame.frameIndex = input.frameIndex;
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if (m_players.empty()) {
return m_lastFrame;
}
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const std::size_t lowestPresentedIndex = FindLowestPresentedLayerIndex(m_layerOptions);
const std::size_t inputLayerIndex = FindTopInputLayerIndex(m_layerOptions, lowestPresentedIndex);
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for (std::size_t index = 0; index < lowestPresentedIndex && index < m_players.size(); ++index) {
++m_lastFrame.skippedLayerCount;
}
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for (std::size_t index = lowestPresentedIndex; index < m_players.size(); ++index) {
if (!m_layerOptions[index].visible) {
++m_lastFrame.skippedLayerCount;
continue;
}
UIScreenFrameInput layerInput = input;
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if (index != inputLayerIndex) {
layerInput.events.clear();
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layerInput.focused = false;
}
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const UIScreenFrameResult& layerFrame = m_players[index]->Update(layerInput);
for (const UIDrawList& drawList : layerFrame.drawData.GetDrawLists()) {
m_lastFrame.drawData.AddDrawList(drawList);
}
UISystemPresentedLayer presentedLayer = {};
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presentedLayer.layerId = m_layerIds[index];
if (const UIScreenAsset* asset = m_players[index]->GetAsset(); asset != nullptr) {
presentedLayer.asset = *asset;
}
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presentedLayer.options = m_layerOptions[index];
presentedLayer.stats = layerFrame.stats;
m_lastFrame.layers.push_back(std::move(presentedLayer));
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++m_lastFrame.presentedLayerCount;
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if (m_lastFrame.errorMessage.empty() && !layerFrame.errorMessage.empty()) {
m_lastFrame.errorMessage = layerFrame.errorMessage;
}
}
return m_lastFrame;
}
void UISystem::Tick(const UIScreenFrameInput& input) {
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Update(input);
}
const UISystemFrameResult& UISystem::GetLastFrame() const {
return m_lastFrame;
}
const std::vector<std::unique_ptr<UIScreenPlayer>>& UISystem::GetPlayers() const {
return m_players;
}
std::size_t UISystem::FindLayerIndex(UIScreenLayerId layerId) const {
for (std::size_t index = 0; index < m_layerIds.size(); ++index) {
if (m_layerIds[index] == layerId) {
return index;
}
}
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return static_cast<std::size_t>(-1);
}
} // namespace Runtime
} // namespace UI
} // namespace XCEngine