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# Sectr Prototype
This prototype aims to flesh out ideas I've wanted to explore futher when it came to code editing and tools for code in general.
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The things to explore:
* 2D canvas for laying out code visualized in various types of ASTs
* WYSIWYG frontend ASTs
* Making AST editing as versatile as text editing.
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* High-performance generating a large amount of UI widget boxes with proper auto-layout & no perceptible rendering-lag or input lag for interactions (frametimes stable).
* Model-View-Controller interface between code managed by a 'backend' (both in memory and filesystem) and the UX composition (which has separate filesystem composition).
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The project is so far in a "codebase boostrapping" phase.
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The project's is organized into 2 modules sectr_host & sectr.
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The host module loads the main module & its memory. Hot-reloading it's dll when it detects a change.
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The dependencies are:
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* Odin Compiler (Slightly custom)
* Added #region , #endregion directives support for editors
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* Odin repo's base, core, and vendor(raylib) libaries
* An ini parser
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* backtrace
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* Powershell (if you want to use my build scripts)
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The client(sectr) module's organization is relatively flat due to the nature of odin's compiler, not allowing for cyclic dependencies across modules, and modules can only be in one directory.
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This makes it difficult to unflatten, not something organic todo in a prototype...
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I have the codebase by default in a non-idomatic layout that I stage to the compiler beforehand. There is a script(`scripts/gen_staged_compiler_codebase.ps1`) that stages a the idiomatic format of the codebase for the compiler to digest when `scripts/build.ps1` is run.
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Major 'codebase modules':
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* Engine : Main loop, logging, client interface for host, etc
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* Has the following definitions: startup, shutdown, reload, tick, clean_frame (which host hooks up to when managing the client dll)
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* Env : Core Memory & State definition + orchestration
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* Font Provider : Manages fonts.
* When loading fonts, the provider currently uses raylib to generate bitmap glyth sheets for a range of font sizes at once.
* Goal is to eventually render using SDF shaders.
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* Grime : Name speaks for itself, stuff not directly related to the target features to iterate upon for the prototype.
* Defining dependency aliases or procedure overload tables, rolling own allocator, data structures, etc.
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* Input : All human input related features
* Base input features (polling & related) are platform abstracted from raylib
* Input Events
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* Parser : AST generation, editing, and serialization. A 1/3 of this prototype will most likely be this alone.
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* Project : Encpasulation of user config/state separate from persistent app config/state as a 'project'
* Manages the codebase (program model database)
* Manages workspaces : View compositions of the codebase
* UI : Core graphic user interface framework, AST visualzation & editing, backend visualization
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* Will most likely be the bulk of this prototype.
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* PIMGUI (Persistent Immediate Mode User Interface)
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* Auto-layout
* Supports heavy procedural generation of box widgets
Due to the nature of the prototype there are 'sub-groups' such as the codebase being its own ordeal as well as the workspace.
They'll be elaborated in their own documentation
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## Gallery
![img ](docs/assets/sectr_host_2024-03-09_04-30-27.png )
![img ](docs/assets/sectr_host_2024-05-04_12-29-39.png )
![img ](docs/assets/Code_2024-05-04_12-55-53.png )
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![img ](docs/assets/sectr_host_2024-05-11_22-34-15.png )
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![img ](docs/assets/sectr_host_2024-05-15_03-32-36.png )