SectrPrototype/code/env.odin

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package sectr
import "base:runtime"
import "core:fmt"
import "core:mem"
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import "core:mem/virtual"
import "core:os"
import rl "vendor:raylib"
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Str_App_State := "App State"
Memory_App : Memory
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Memory_Base_Address_Persistent :: Terabyte * 1
Memory_Base_Address_Frame :: Memory_Base_Address_Persistent + Memory_Reserve_Persistent * 2
Memory_Base_Address_Transient :: Memory_Base_Address_Frame + Memory_Reserve_Frame * 2
Memory_Base_Address_Files_Buffer :: Memory_Base_Address_Transient + Memory_Reserve_Transient * 2
// This reserve goes beyond the typical amount of ram the user has,
// TODO(Ed): Setup warnings when the amount is heading toward half the ram size
Memory_Reserve_Persistent :: 32 * Gigabyte
Memory_Reserve_Frame :: 16 * Gigabyte
Memory_Reserve_Transient :: 16 * Gigabyte
Memory_Reserve_FilesBuffer :: 64 * Gigabyte
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Memory_Commit_Initial_Persistent :: 4 * Kilobyte
Memory_Commit_Initial_Frame :: 4 * Kilobyte
Memory_Commit_Initial_Transient :: 4 * Kilobyte
Memory_Commit_Initial_Filebuffer :: 4 * Kilobyte
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MemorySnapshot :: struct {
persistent : []u8,
frame : []u8,
transient : []u8,
// files_buffer cannot be restored from snapshot
}
Memory :: struct {
persistent : ^VArena,
frame : ^VArena,
transient : ^VArena,
files_buffer : ^VArena,
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state : ^State,
// Should only be used for small memory allocation iterations
// Not for large memory env states
snapshot : MemorySnapshot,
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replay : ReplayState,
logger : Logger,
profiler : ^SpallProfiler
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}
persistent_allocator :: proc() -> Allocator {
result := varena_allocator( Memory_App.persistent )
return result
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}
frame_allocator :: proc() -> Allocator {
result := varena_allocator( Memory_App.frame )
return result
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}
transient_allocator :: proc() -> Allocator {
result := varena_allocator( Memory_App.transient )
return result
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}
files_buffer_allocator :: proc() -> Allocator {
result := varena_allocator( Memory_App.files_buffer )
return result
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}
persistent_slab_allocator :: proc() -> Allocator {
state := get_state()
result := slab_allocator( state.persistent_slab )
return result
}
frame_slab_allocator :: proc() -> Allocator {
result := slab_allocator( get_state().frame_slab )
return result
}
transient_slab_allocator :: proc() -> Allocator {
result := slab_allocator( get_state().transient_slab )
return result
}
// TODO(Ed) : Implment host memory mapping api
save_snapshot :: proc( snapshot : ^MemorySnapshot )
{
// Make sure the snapshot size is able to hold the current size of the arenas
// Grow the files & mapping otherwise
{
// TODO(Ed) : Implement eventually
}
persistent := Memory_App.persistent
mem.copy_non_overlapping( & snapshot.persistent[0], persistent.reserve_start, int(persistent.commit_used) )
frame := Memory_App.frame
mem.copy_non_overlapping( & snapshot.frame[0], frame.reserve_start, int(frame.commit_used) )
transient := Memory_App.transient
mem.copy_non_overlapping( & snapshot.transient[0], transient.reserve_start, int(transient.commit_used) )
}
// TODO(Ed) : Implment host memory mapping api
load_snapshot :: proc( snapshot : ^MemorySnapshot ) {
persistent := Memory_App.persistent
mem.copy_non_overlapping( persistent.reserve_start, & snapshot.persistent[0], int(persistent.commit_used) )
frame := Memory_App.frame
mem.copy_non_overlapping( frame.reserve_start, & snapshot.frame[0], int(frame.commit_used) )
transient := Memory_App.transient
mem.copy_non_overlapping( transient.reserve_start, & snapshot.transient[0], int(transient.commit_used) )
}
// TODO(Ed) : Implement usage of this
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MemoryConfig :: struct {
reserve_persistent : uint,
reserve_frame : uint,
reserve_transient : uint,
reserve_filebuffer : uint,
commit_initial_persistent : uint,
commit_initial_frame : uint,
commit_initial_transient : uint,
commit_initial_filebuffer : uint,
}
AppConfig :: struct {
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using memory : MemoryConfig,
resolution_width : uint,
resolution_height : uint,
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refresh_rate : uint,
cam_min_zoom : f32,
cam_max_zoom : f32,
cam_zoom_mode : CameraZoomMode,
cam_zoom_smooth_snappiness : f32,
cam_zoom_sensitivity_smooth : f32,
cam_zoom_sensitivity_digital : f32,
engine_refresh_hz : uint,
timing_fps_moving_avg_alpha : f32,
ui_resize_border_width : f32,
}
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State :: struct {
default_slab_policy : SlabPolicy,
persistent_slab : Slab,
frame_slab : Slab,
transient_slab : Slab, // TODO(Ed): This needs to be recreated per transient wipe
transinet_clear_lock : b32, // Pravents auto-free of transient at designated intervals
transient_clear_time : f32, // Time in seconds for the usual period to clear transient
transient_clear_elapsed : f32, // Time since last clear
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string_cache : StringCache,
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font_provider_data : FontProviderData,
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input_data : [2]InputState,
input_prev : ^InputState,
input : ^InputState,
debug : DebugData,
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project : Project,
config : AppConfig,
app_window : AppWindow,
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monitor_id : i32,
monitor_refresh_hz : i32,
sleep_is_granular : b32,
frametime_delta_seconds : f64,
frametime_delta_ms : f64,
frametime_delta_ns : Duration,
frametime_target_ms : f64,
frametime_elapsed_ms : f64,
frametime_avg_ms : f64,
fps_avg : f64,
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font_firacode : FontID,
font_squidgy_slimes : FontID,
font_rec_mono_semicasual_reg : FontID,
default_font : FontID,
// There are two potential UI contextes for this prototype so far,
// the screen-space UI and the current workspace UI.
// This is used so that the ui api doesn't need to have the user pass the context every single time.
ui_context : ^UI_State,
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}
get_state :: proc "contextless" () -> ^ State {
// return cast( ^ State ) Memory_App.persistent.reserve_start
return Memory_App.state
}
AppWindow :: struct {
extent : Extents2, // Window half-size
dpi_scale : f32, // Dots per inch scale (provided by raylib via glfw)
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ppcm : f32, // Dots per centimetre
}
// PMDB
CodeBase :: struct {
placeholder : int,
}
ProjectConfig :: struct {
placeholder : int,
}
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Project :: struct {
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path : StringCached,
name : StringCached,
config : ProjectConfig,
codebase : CodeBase,
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// TODO(Ed) : Support multiple workspaces
workspace : Workspace,
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}
Frame :: struct
{
pos : Vec2,
size : Vec2,
ui : ^UI_Box,
}
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Workspace :: struct {
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name : StringCached,
cam : Camera,
zoom_target : f32,
frames : Array(Frame),
test_frame : Frame,
// TODO(Ed) : The workspace is mainly a 'UI' conceptually...
ui : UI_State,
}
DebugData :: struct {
square_size : i32,
square_pos : rl.Vector2,
draw_debug_text_y : f32,
cursor_locked : b32,
cursor_unlock_pos : Vec2, // Raylib changes the mose position on lock, we want restore the position the user would be in on screen
mouse_vis : b32,
last_mouse_pos : Vec2,
// UI Vis
draw_ui_box_bounds_points : bool,
draw_ui_margin_bounds : bool,
draw_ui_anchor_bounds : bool,
draw_UI_padding_bounds : bool,
draw_ui_content_bounds : bool,
// Test First
frame_2_created : b32,
// Test Draggable
draggable_box_pos : Vec2,
draggable_box_size : Vec2,
box_original_size : Vec2,
// Test parsing
path_lorem : string,
lorem_content : []byte,
lorem_parse : PWS_ParseResult,
// Test 3d Viewport
cam_vp : rl.Camera3D,
viewport_rt : rl.RenderTexture,
}