change built-in component names
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@@ -22,6 +22,8 @@ rlmu_init :: proc "contextless" () {
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global_state = new(RLMU_State)
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}
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// bake the default microui atlas into a raylib texture and set up the mui
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// context (text metrics + clipboard callbacks). UIPlugin runs it at STARTUP
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init :: proc(state := global_state) {
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// Allocate an array of 32 bit pixel colors for the atlas used by mui
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// An atlas is a big image packed with multiple smaller images. Like a sprite sheet!
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@@ -62,11 +64,15 @@ init :: proc(state := global_state) {
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state.ctx.textbox_state.get_clipboard = get_clipboard
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}
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// unload the atlas texture. UIPlugin runs it at DESTROY
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destroy :: proc(state := global_state) {
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// Free atlas texture
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rl.UnloadTexture(state.atlas)
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}
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// forward this frame's raylib input (text, mouse, keys) to microui and start
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// the frame. returns the context to build ui against. UIPlugin runs it at
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// PRE_DRAW and hands the result to get_ctx()
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begin :: proc(state: ^RLMU_State = global_state) -> ^mu.Context {
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// Forward all input from raylib to mui
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// We need to tell mui what keys are pressed, where the mouse is etc so the ui can react accordingly
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@@ -80,6 +86,8 @@ begin :: proc(state: ^RLMU_State = global_state) -> ^mu.Context {
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return &state.ctx
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}
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// tell microui the frame is finished, then replay its command list as raylib
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// draw calls (and close any lingering scissor). UIPlugin runs it at POST_DRAW
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end :: proc(state := global_state) {
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// Tell mui that we're done drawing ui
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mu.end(&state.ctx)
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@@ -140,8 +148,11 @@ end :: proc(state := global_state) {
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rl.EndScissorMode()
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}
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// init() with destroy() deferred to scope exit: set the ui up and tear it
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// down around a block
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@(deferred_in = destroy)
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init_scope :: proc(state := global_state) -> ^mu.Context {init(state); return &state.ctx}
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// begin() with end() deferred to scope exit: a whole frame of ui in one block
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@(deferred_in = end)
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begin_scope :: proc(state := global_state) -> ^mu.Context {begin(state); return &state.ctx}
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@@ -1,9 +1,31 @@
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package ui
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import ecs "../src"
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import ml "vendor:microui"
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// the microui context UIPlugin refreshes every frame, nil until the first
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// PRE_DRAW. use get_ctx() instead of touching it directly
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ui_ctx: ^ml.Context
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// wires the ui package into the app, in frame order:
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//
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// STARTUP init() bakes the microui atlas into a texture
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// PRE_DRAW begin() forwards raylib input, starts the frame, stashes ui_ctx
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// POST_DRAW the frame's temp arena is freed, then end() renders the ui
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// DESTROY destroy() unloads the atlas texture
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//
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// (systems within a schedule run in registration order, so POST_DRAW frees
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// the arena first and renders second)
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UIPlugin :: proc(app: ^ecs.App) {
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ecs.add_system(app, ecs.STARTUP, proc() {init()})
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ecs.add_system(app, ecs.POST_DRAW, proc() {free_all(context.temp_allocator)})
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ecs.add_system(app, ecs.PRE_DRAW, proc() {ui_ctx = begin()})
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ecs.add_system(app, ecs.POST_DRAW, proc() {end()})
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ecs.add_system(app, ecs.DESTROY, proc() {destroy()})
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}
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// the microui context for this frame. pass it to every microui call. valid
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// from PRE_DRAW onwards (nil before the first frame)
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get_ctx :: proc() -> ^ml.Context {
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return ui_ctx
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}
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