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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Memory_App : Memory
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// TODO(Ed) : Make this obsolete
Memory_Base_Address :: Terabyte * 1
Memory_Chunk_Size :: 2 * Gigabyte
Memory_Persistent_Size :: 256 * Megabyte
Memory_Trans_Temp_Szie :: (Memory_Chunk_Size - Memory_Persistent_Size ) / 2
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Memory_Base_Address_Persistent :: Terabyte * 1
Memory_Base_Address_Frame :: Memory_Base_Address_Persistent + Memory_Reserve_Persistent
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// TODO(Ed) : This is based off of using 32 gigs of my ram(Ed) as a maximum.
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// Later on this has to be adjusted to be ratios based on user's system memory.
Memory_Reserve_Persistent :: 8 * Gigabyte
Memory_Reserve_Frame :: 4 * Gigabyte
Memory_Reserve_Transient :: 4 * Gigabyte
Memory_Reserve_FilesBuffer :: 16 * Gigabyte
// TODO(Ed) : These are high for ease of use, they eventually need to be drastically minimized.
Memory_Commit_Initial_Persistent :: 256 * Megabyte
Memory_Commit_Initial_Frame :: 1 * Gigabyte
Memory_Commit_Initial_Transient :: 1 * Gigabyte
Memory_Commit_Initial_Filebuffer :: 2 * Gigabyte
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// TODO(Ed): There is an issue with mutex locks on the tracking allocator..
Use_TrackingAllocator :: false
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when Use_TrackingAllocator
{
Memory :: struct {
live : virtual.Arena,
snapshot : []u8,
persistent : ^ TrackedAllocator,
transient : ^ TrackedAllocator,
temp : ^ TrackedAllocator,
replay : ReplayState,
logger : Logger,
}
}
else
{
Memory :: struct {
live : virtual.Arena,
snapshot : []u8,
persistent : ^ Arena,
transient : ^ Arena,
temp : ^ Arena,
replay : ReplayState,
logger : Logger,
}
}
persistent_allocator :: proc() -> Allocator {
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when Use_TrackingAllocator {
return tracked_allocator( Memory_App.persistent )
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}
else {
return arena_allocator( Memory_App.persistent )
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}
}
transient_allocator :: proc() -> Allocator {
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when Use_TrackingAllocator {
return tracked_allocator( Memory_App.transient )
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}
else {
return arena_allocator( Memory_App.transient )
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}
}
temp_allocator :: proc() -> Allocator {
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when Use_TrackingAllocator {
return tracked_allocator( Memory_App.temp )
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}
else {
return arena_allocator( Memory_App.temp )
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}
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}
save_snapshot :: proc( snapshot : [^]u8 ) {
live_ptr := cast( ^ rawptr ) Memory_App.live.curr_block.base
mem.copy_non_overlapping( & snapshot[0], live_ptr, Memory_Chunk_Size )
}
load_snapshot :: proc( snapshot : [^]u8 ) {
live_ptr := cast( ^ rawptr ) Memory_App.live.curr_block.base
mem.copy_non_overlapping( live_ptr, snapshot, Memory_Chunk_Size )
}
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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,
min_zoom : uint,
max_zoom : uint,
}
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State :: struct {
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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,
engine_refresh_hz : i32,
engine_refresh_target : i32,
frametime_delta_ns : Duration,
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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 {
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when Use_TrackingAllocator {
return cast( ^ State ) raw_data( Memory_App.persistent.backing.data )
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}
else {
return cast( ^ State ) raw_data( Memory_App.persistent. data )
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}
}
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 {
path : string,
name : string,
config : ProjectConfig,
codebase : CodeBase,
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// TODO(Ed) : Support multiple workspaces
workspace : Workspace,
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}
Workspace :: struct {
name : string,
cam : Camera,
// 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,
zoom_target : f32,
frame_2_created : b32,
}