Fixed input event buffer issues

Queue doesn't properly act as a ring buffer had to roll my own.
I want to make a allocated ring buffer as well...
This commit is contained in:
2024-06-23 03:04:38 -04:00
parent ce1d31f0d4
commit 55b80da8e5
17 changed files with 390 additions and 139 deletions

View File

@ -112,14 +112,14 @@ startup :: proc( prof : ^SpallProfiler, persistent_mem, frame_mem, transient_mem
using input_events
error : AllocatorError
events, error = make( Queue(InputEvent), 4 * Kilo, persistent_allocator(), fixed_cap = true )
ensure(error == AllocatorError.None, "Failed to allocate input.events array")
// events, error = make( RingBuffer(InputEvent), 4 * Kilo, persistent_allocator(), fixed_cap = true )
// ensure(error == AllocatorError.None, "Failed to allocate input.events array")
key_events, error = make( Queue(InputKeyEvent), Kilo, persistent_allocator(), fixed_cap = true )
ensure(error == AllocatorError.None, "Failed to allocate key_events array")
// key_events, error = make( RingBuffer(InputKeyEvent), Kilo, persistent_allocator(), fixed_cap = true )
// ensure(error == AllocatorError.None, "Failed to allocate key_events array")
mouse_events, error = make( Queue(InputMouseEvent), 2 * Kilo, persistent_allocator(), fixed_cap = true )
ensure(error == AllocatorError.None, "Failed to allocate mouse_events array")
// mouse_events, error = make( RingBuffer(InputMouseEvent), 3 * Kilo, persistent_allocator(), fixed_cap = true )
// ensure(error == AllocatorError.None, "Failed to allocate mouse_events array")
codes_pressed, error = make( Array(rune), Kilo, persistent_slab_allocator() )
ensure(error == AllocatorError.None, "Failed to allocate codes_pressed array")
@ -422,9 +422,9 @@ hot_reload :: proc( prof : ^SpallProfiler, persistent_mem, frame_mem, transient_
// input_reload()
{
using input_events
reload( & events, runtime.nil_allocator())
reload( & key_events, runtime.nil_allocator())
reload( & mouse_events, runtime.nil_allocator())
// reload( & events, runtime.nil_allocator())
// reload( & key_events, runtime.nil_allocator())
// reload( & mouse_events, runtime.nil_allocator())
codes_pressed.backing = persistent_slab_allocator()
staged_input_events.backing = persistent_slab_allocator()
}
@ -532,7 +532,7 @@ tick_frametime :: #force_inline proc( client_tick : ^time.Tick, host_delta_time_
// profile("Client tick timing processing")
config.engine_refresh_hz = uint(monitor_refresh_hz)
// config.engine_refresh_hz = uint(monitor_refresh_hz)
// config.engine_refresh_hz = 10
frametime_target_ms = 1.0 / f64(config.engine_refresh_hz) * S_To_MS
sub_ms_granularity_required := frametime_target_ms <= Frametime_High_Perf_Threshold_MS

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@ -73,7 +73,8 @@ sokol_app_log_callback :: proc "c" (
message_or_null: cstring,
line_nr: u32,
filename_or_null: cstring,
user_data: rawptr) {
user_data: rawptr)
{
context = get_state().sokol_context
odin_level : LogLevel

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@ -80,13 +80,13 @@ render :: proc()
profile(#procedure)
state := get_state(); using state // TODO(Ed): Prefer passing static context to through the callstack
clear_pass := gfx.Pass { action = render_data.pass_actions.bg_clear_black, swapchain = sokol_glue.swapchain() }
clear_pass.action.colors[0].clear_value = transmute(gfx.Color) normalize_rgba8( config.color_theme.bg )
// TODO(Ed): Eventually we want to only update when state is dirty/user has done an action
gfx.begin_pass(gfx.Pass { action = render_data.pass_actions.bg_clear_black, swapchain = sokol_glue.swapchain() })
gfx.begin_pass(clear_pass)
gfx.end_pass();
// render_mode_3d()
render_mode_2d_workspace()
render_mode_screenspace()
@ -133,25 +133,35 @@ render_mode_screenspace :: proc()
cam := & project.workspace.cam
win_extent := state.app_window.extent
ve.configure_snap( & font_provider_data.ve_font_cache, u32(state.app_window.extent.x * 2.0), u32(state.app_window.extent.y * 2.0) )
render_screen_ui()
screen_extent := app_window.extent
screen_size := app_window.extent * 2
screen_ratio := screen_size.x * ( 1.0 / screen_size.y )
gp.begin( i32(screen_size.x), i32(screen_size.y) )
gp.viewport(0, 0, i32(screen_size.x), i32(screen_size.y))
gp.project( -screen_extent.x, screen_extent.x, screen_extent.y, -screen_extent.y )
ve.configure_snap( & font_provider_data.ve_font_cache, u32(state.app_window.extent.x * 2.0), u32(state.app_window.extent.y * 2.0) )
gp_set_color(Color_Screen_Center_Dot)
draw_filled_circle(0, 0, 2, 24)
render_screen_ui()
gfx.begin_pass( gfx.Pass { action = render_data.pass_actions.empty_action, swapchain = sokol_glue.swapchain() })
gp.flush()
gp.end()
gfx.end_pass()
Render_Reference_Dots:
{
gp.begin( i32(screen_size.x), i32(screen_size.y) )
gp.viewport(0, 0, i32(screen_size.x), i32(screen_size.y))
gp.project( -screen_extent.x, screen_extent.x, screen_extent.y, -screen_extent.y )
gp_set_color(Color_Screen_Center_Dot)
draw_filled_circle(0, 0, 2, 24)
Mouse_Position:
{
mouse_pos := input.mouse.pos
gp_set_color({ 180, 180, 180, 20})
draw_filled_circle( mouse_pos.x, mouse_pos.y, 4, 24 )
}
gfx.begin_pass( gfx.Pass { action = render_data.pass_actions.empty_action, swapchain = sokol_glue.swapchain() })
gp.flush()
gp.end()
gfx.end_pass()
}
debug_draw_text :: proc( content : string, pos : Vec2, size : f32, color := Color_White, font : FontID = Font_Default )
@ -183,8 +193,8 @@ render_mode_screenspace :: proc()
cam := & project.workspace.cam
screen_corners := screen_get_corners()
position := screen_corners.top_right
position.x -= app_window.extent.x * 0.5
position := screen_corners.top_left
position.x = 0
position.y -= debug.draw_debug_text_y
content := str_fmt_buffer( draw_text_scratch[:], format, ..args )
@ -201,18 +211,33 @@ render_mode_screenspace :: proc()
fps_msg_pos := screen_get_corners().top_right - { fps_msg_width, 0 } - { 5, 5 }
debug_draw_text( fps_msg, fps_msg_pos, 38.0, color = Color_Red )
// debug_text( "Screen Width : %v", rl.GetScreenWidth () )
// debug_text( "Screen Height: %v", rl.GetScreenHeight() )
// debug_text( "frametime_target_ms : %f ms", frametime_target_ms )
debug_text( "Screen Width : %v", screen_size.x )
debug_text( "Screen Height: %v", screen_size.y )
debug_text( "frametime_target_ms : %f ms", frametime_target_ms )
debug_text( "frametime : %0.3f ms", frametime_delta32() )
// debug_text( "frametime_last_elapsed_ms : %f ms", frametime_elapsed_ms )
debug_text( "frametime_last_elapsed_ms : %f ms", frametime_elapsed_ms )
if replay.mode == ReplayMode.Record {
debug_text( "Recording Input")
}
if replay.mode == ReplayMode.Playback {
debug_text( "Replaying Input")
}
// debug_text("Zoom Target: %v", project.workspace.zoom_target)
debug_text("Zoom Target: %v", project.workspace.zoom_target)
if true
{
using input_events
id := 0
iter_obj := iterator( & mouse_events ); iter := & iter_obj
for event := next( iter ); event != nil; event = next( iter )
{
if id >= 4 do break
id += 1
debug_text("Mouse Event: %v", event )
}
}
if debug.mouse_vis {
debug_text("Mouse scroll: %v", input.mouse.scroll )