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layout's Introduction

Layout

A simple/fast stacking box layout library. It's useful for calculating layouts for things like 2D user interfaces. It compiles as C99 or C++. It's tested with gcc (mingw64), VS2015, and clang/LLVM. You only need one file to use it in your own project: layout.h.

Use Layout in Your Project

To use Layout in your own project, copy layout.h into your project's source tree and define LAY_IMPLEMENTATION in exactly one .c or .cpp file that includes layout.h.

The includes in your one special file should look like this:

#include ...
#include ...
#define LAY_IMPLEMENTATION
#include "layout.h"

All other files in your project should not define LAY_IMPLEMENTATION, and can include layout.h like normal.

Requirements and Extras

Layout has no external dependencies, but by default it does use assert.h, stdlib.h and string.h for assert, realloc and memset. If your own project does not or cannot use these, you can easily exchange them for something else by using preprocessor definitions. See the section below about the available customizations.

Layout can be built as C99 or C++ if you are using GCC or Clang, but must be built as C++ if you are using MSVC. This requirement exists because the Layout implementation code uses the vector_size extension in GCC and Clang, which does not exist in MSVC. C++ operator overloading is used to simulate this feature in MSVC. The code generated by all three compilers is not too different -- the vector_size extension is used mostly to keep the syntax of the implementation easier to read.

Layout is based on the nice library oui by duangle. Unlike oui, Layout does not handle anything related to user input, focus, or UI state.

Building the tests and benchmarks is handled by the tool.bash script, or by GENie. See the section below about building the tests and benchmarks. There's also an example of using Layout as a Lua .dll module. However, you don't need any of that to use Layout in your own project.

Options

You can choose to build Layout to use either integer (int16) or floating point (float) coordinates. Integer is the default, because UI and other 2D layouts do not often use units smaller than a single point when aligning and positioning elements. You can choose to use floating point instead of integer by defining LAY_FLOAT.

  • LAY_FLOAT, when defined, will use float instead of int16 for coordinates.

In addition to the LAY_FLOAT preprocessor option, other behavior in Layout can be customized by setting preprocessor definitions. Default behavior will be used for undefined customizations.

  • LAY_ASSERT will replace the use of assert.h's assert

  • LAY_REALLOC will replace the use of stdlib.h's realloc

  • LAY_MEMSET will replace the use of string.h's memset

If you define LAY_REALLOC, you will also need to define LAY_FREE.

Example

// LAY_IMPLEMENTATION needs to be defined in exactly one .c or .cpp file that
// includes layout.h. All other files should not define it.

#define LAY_IMPLEMENTATION
#include "layout.h"

// Let's pretend we're creating some kind of GUI with a master list on the
// left, and the content view on the right.

// We first need one of these
lay_context ctx;

// And we need to initialize it
lay_init_context(&ctx);

// The context will automatically resize its heap buffer to grow as needed
// during use. But we can avoid multiple reallocations by reserving as much
// space as we'll need up-front. Don't worry, lay_init_context doesn't do any
// allocations, so this is our first and only alloc.
lay_reserve_items_capacity(&ctx, 1024);

// Create our root item. Items are just 2D boxes.
lay_id root = lay_item(&ctx);

// Let's pretend we have a window in our game or OS of some known dimension.
// We'll want to explicitly set our root item to be that size.
lay_set_size_xy(&ctx, root, 1280, 720);

// Set our root item to arrange its children in a row, left-to-right, in the
// order they are inserted.
lay_set_contain(&ctx, root, LAY_ROW);

// Create the item for our master list.
lay_id master_list = lay_item(&ctx);
lay_insert(&ctx, root, master_list);
// Our master list has a specific fixed width, but we want it to fill all
// available vertical space.
lay_set_size_xy(&ctx, master_list, 400, 0);
// We set our item's behavior within its parent to desire filling up available
// vertical space.
lay_set_behave(&ctx, master_list, LAY_VFILL);
// And we set it so that it will lay out its children in a column,
// top-to-bottom, in the order they are inserted.
lay_set_contain(&ctx, master_list, LAY_COLUMN);

lay_id content_view = lay_item(&ctx);
lay_insert(&ctx, root, content_view);
// The content view just wants to fill up all of the remaining space, so we
// don't need to set any size on it.
//
// We could just set LAY_FILL here instead of bitwise-or'ing LAY_HFILL and
// LAY_VFILL, but I want to demonstrate that this is how you combine flags.
lay_set_behave(&ctx, content_view, LAY_HFILL | LAY_VFILL);

// Normally at this point, we would probably want to create items for our
// master list and our content view and insert them. This is just a dumb fake
// example, so let's move on to finishing up.

// Run the context -- this does all of the actual calculations.
lay_run_context(&ctx);

// Now we can get the calculated size of our items as 2D rectangles. The four
// components of the vector represent x and y of the top left corner, and then
// the width and height.
lay_vec4 master_list_rect = lay_get_rect(&ctx, master_list);
lay_vec4 content_view_rect = lay_get_rect(&ctx, content_view);

// master_list_rect  == {  0, 0, 400, 720}
// content_view_rect == {400, 0, 880, 720}

// If we're using an immediate-mode graphics library, we could draw our boxes
// with it now.
my_ui_library_draw_box_x_y_width_height(
    master_list_rect[0],
    master_list_rect[1],
    master_list_rect[2],
    master_list_rect[3]);

// You could also recursively go through the entire item hierarchy using
// lay_first_child and lay_next_sibling, or something like that.

// After you've used lay_run_context, the results should remain valid unless a
// reallocation occurs.
//
// However, while it's true that you could manually update the existing items
// in the context by using lay_set_size{_xy}, and then calling lay_run_context
// again, you might want to consider just rebuilding everything from scratch
// every frame. This is a lot easier to program than tedious fine-grained
// invalidation, and a context with thousands of items will probably still only
// take a handful of microseconds.
//
// There's no way to remove items -- once you create them and insert them,
// that's it. If we want to reset our context so that we can rebuild our layout
// tree from scratch, we use lay_reset_context:

lay_reset_context(&ctx);

// And now we could start over with creating the root item, inserting more
// items, etc. The reason we don't create a new context from scratch is that we
// want to reuse the buffer that was already allocated.

// But let's pretend we're shutting down our program -- we need to destroy our
// context.
lay_destroy_context(&ctx);

// The heap-allocated buffer is now freed. The context is now invalid for use
// until lay_init_context is called on it again.

Building the Tests and Benchmarks

None of this is necessary to use in your own project. These directions are only for building the tests and benchmarks programs, which you probably don't care about.

If you have bash and are on a POSIX system, you can use the tool.bash script to build Layout's standalone tests and benchmarks programs. Run tool.bash to see the options.

Using GENie

Instead of using the tool.bash script, you can use GENie to generate a Visual Studio project file, or any of the other project and build system output types it supports. The GENie generator also lets you build the example Lua module.

Directions for acquiring and using GENie

The genie.lua script is mostly tested on Windows, so if you use it on another platform, you might need to tweak it.

You will first need to get (or make) a GENie binary and place it in your path or at the root of this repository.

Download GENie

Linux:
https://github.com/bkaradzic/bx/raw/master/tools/bin/linux/genie

OSX:
https://github.com/bkaradzic/bx/raw/master/tools/bin/darwin/genie

Windows:
https://github.com/bkaradzic/bx/raw/master/tools/bin/windows/genie.exe

Visual Studio 2015/2017

genie.exe vs2015
start build/vs2015/layout.sln

Replace vs2015 with vs2017 if you want to use Visual Studio 2017.

GCC/MinGW/Clang

./genie gmake

and then run your make in the directory build/gmake. You will need to specify a target and config. Here is an example for building the tests target in Windows with the 64-bit release configuration using mingw64 in a bash-like shell (for example, git bash):

./genie.exe gmake && mingw32-make.exe -C build/gmake tests config=release64

If you want to use float coordinates instead of integer, you can use an option in the build script which will define LAY_FLOAT for you:

./genie gmake --coords=float

or if you want to specify integer (the default):

./genie gmake --coords=integer

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layout's Issues

Naming is dumb

Using names like lay_context_reset instead of lay_reset_context made sense when matching the style of the original project I wrote this for, but in hindsight it's pretty annoying. The functions will be renamed to lay_verb_noun where appropriate in an upcoming commit, and a regex to update existing code will be supplied.

help: how to deal with layout for lay_top or lay_down ?

this ui layout is very good,but I do not understand how tp deal with layout for lay_top or lay_down?
I had read codes, do not found
case lay_top:
some code;
break;
case lay_down:
some code;
break;
and so on
I don't know if you can understand what I mean?

Potential issue when child expands container using margin

While using layout library in my project I've come across somewhat unexpected layouting behaviour.

Minimal reproducible example follows:

  1. Create root item of arbitrary size, without any additional configuration it acts as layout container
  2. In that root insert row container with unfixed size
  3. In that row container insert item with fixed size, and margin from the bottom

Equivalent code:

    lay_id root = lay_item(ctx);
    lay_set_size_xy(ctx, root, 1, 100);

    lay_id row = lay_item(ctx);
    lay_set_contain(ctx, row, LAY_ROW);
    lay_insert(ctx, root, row);

    lay_id child = lay_item(ctx);
    lay_set_size_xy(ctx, child, 1, 50);
    lay_set_margins_ltrb(ctx, child, 0, 0, 0, 10);
    lay_insert(ctx, row, child);

In a case like that I would expect the following

  1. row's height becomes 60, since item's height is 50 + item's bottom margin is 10
  2. item is placed at the begginng of the row (row pos = [0, 20], item pos = [0,20])

It can be validated by a test:

    lay_run_context(ctx);
    lay_vec4 root_rect = lay_get_rect(ctx, root);
    lay_vec4 row_rect = lay_get_rect(ctx, row);
    lay_vec4 child_rect = lay_get_rect(ctx, child);

    LTEST_VEC4EQ(root_rect, 0, 0, 1, 100);
    LTEST_VEC4EQ(row_rect, 0, 20, 1, 60);
    LTEST_VEC4EQ(child_rect, 0, 20, 1, 50);

It is consistent with like other layout engines implement margins (like yoga layout or flexboxes in basically all modern browsers).

However, in current version of the library:

  1. row's height indeed calculated as 60
  2. but item is placed above the row, at position [0,15]

From my understanding, the culprit is the lay_arrange_overlay_squeezed_range function, specifically line 1104:

// in LAY_HCENTER case
rect[dim] += (space - rect[2 + dim]) / 2 - margins[wdim];

The following change seems to be fixing the problem, and doesn't break any of the tests

--- a/layout.h
+++ b/layout.h
@@ -1101,7 +1101,7 @@ void lay_arrange_overlay_squeezed_range(
         switch (b_flags & LAY_HFILL) {
             case LAY_HCENTER:
                 rect[2 + dim] = lay_scalar_min(rect[2 + dim], min_size);
-                rect[dim] += (space - rect[2 + dim]) / 2 - margins[wdim];
+                rect[dim] += (space - rect[2 + dim] - margins[wdim]) / 2;
                 break;
             case LAY_RIGHT:
                 rect[2 + dim] = lay_scalar_min(rect[2 + dim], min_size);

Before submitting an actual pull request I would like to ask:

  • Whether or not there is any actual reason this function implemented the way it is, or nobody just ever tried such use case
  • If you can spot any other side effects of the suggested chang which are not covered by tests, but may turn out to be a breaking change

remove item

how do i remove an item without having to rebuild the entire context list?

Preset/fixed item ID numbers

I would think what might sometimes be good to have is the mode for preset (fixed) item ID numbers, you will specify how many they are and then you will call the function to allocate that many, instead of calling lay_item for each one.

This could be done to check first if ctx->count is zero; if not, then it is an error, but if it is zero then it will set its capacity and count to the specified number, allocate them, and then initialize each item in a loop, similarly than lay_item already does.

(My own "smallxrm" library, which is an implementation of the X resource manager, has a xrm_init_quarks function with a similar use. You will allocate many items with fixed preset ID numbers from the beginning, which can be compile-time constants, rather than having to pass strings always or allocating them and assigning them to variables. (You can still add additional quarks afterward which do not have fixed numbers.))

Help:how to understand this codes for LAY_HCENTER

in layout.h
360-1642103179134111
in oui.h
switch(flags & UI_HFILL)
{
case UI_HCENTER:
{
pkid->margins[dim] += (space-pkid->size[dim])/2 - pkid->margins[wdim];
}
break;
..............
}

but I calculated pkid->margins[dim] by OUI.H code, but I found it was not in the middle.

Code not working as described

While reading through your code, I found something that may be an error.

layout/layout.h

Lines 783 to 784 in b0c0282

// width = start margin + calculated width + end margin
lay_scalar child_size = rect[dim] + rect[2 + dim] + pchild->margins[wdim];

From your comment, here should be pchild->margins[dim] + rect[2 + dim] + pchild->margins[wdim]?

Also, about the layout algorithm itself, margins are not allowed to overlap with other margins. Did I understand it correctly?

LAY_RIGHT position doesn't add left margins

When using LAY_BOTTOM or LAY_RIGHT anchors for an item's behavior, it doens't subtract the "left" margin, leaving you with an invalid offset: (yellow rectangles are the margins)

image

Changing the code to the following fixes the problem:

case LAY_RIGHT:
    child_rect[dim] += space - child_rect[2 + dim] - child_margins[wdim] - child_margins[dim];
    break;

image

This might possibly be an issue in lay_arrange_overlay_squeezed_range as well, but I have not tested it.

I can do a pull request if you want.

LAY_RESTRICT in g++

Layout defines it like this if __GNUC__ is defined:

#define LAY_RESTRICT restrict

However, this is not valid on g++. Changing this to __restrict makes it compile on g++ 6.3.0.

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