took a break and started to figure out worker codenames for fun

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2025-07-07 23:32:35 -04:00
parent 6d780482c7
commit a617ecc61f
18 changed files with 206 additions and 21 deletions

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code/sectr/app/app.odin Normal file
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package sectr

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code/sectr/app/readme.md Normal file
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# App: Application Orchestration
The user-level features are managed here down-stream of engine orchestration.
For this prototype these involve mainly the screen UI, the project workspace UIs, and the codebase backend.

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package sectr
import "base:runtime"
import "core:fmt"
import "core:mem"
import "core:mem/virtual"
import "core:os"
Str_App_State := "App State"
//region Memory
// Data segment Memory for sectr module.
Memory_App : Memory
// General memory configuration
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
Memory_Commit_Initial_Persistent :: 4 * Kilobyte
Memory_Commit_Initial_Frame :: 4 * Kilobyte
Memory_Commit_Initial_Transient :: 4 * Kilobyte
Memory_Commit_Initial_Filebuffer :: 4 * Kilobyte
Memory :: struct {
persistent : ^VArena,
frame : ^VArena,
transient : ^VArena,
files_buffer : ^VArena,
state : ^State,
replay : ReplayState,
logger : Logger,
profiler : ^SpallProfiler
}
persistent_allocator :: proc() -> Allocator {
result := varena_allocator( Memory_App.persistent )
return result
}
frame_allocator :: proc() -> Allocator {
result := varena_allocator( Memory_App.frame )
return result
}
// TODO(Ed): Rethink usage of transient arena
// We can have it so that all usage of transients are chained 64 mb arenas. The users can clear the scratch and make a free-list on the parent varena.
// Anything over 64 mb or the chaining threshold should really have dedicated memory.
transient_allocator :: proc() -> Allocator {
result := varena_allocator( Memory_App.transient )
return result
}
// TODO(Ed): This needs to be reviewed as we technically can keep the whole file in buffer,
// but are we better off with a storage virtual mapping on-demand requested from the host by the client?
files_buffer_allocator :: proc() -> Allocator {
result := varena_allocator( Memory_App.files_buffer )
return result
}
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
}
// TODO(Ed): Rethink usage of transient arena, slab may still be useful but we need to think of the heursitic when this will be actively used
// String generation should use a chained arena, they should never exceed 64 mb or the max threshold (correct?)
// Dynamic arrays that last for a while maybe but are temp for complex workloads? Dynamic hashtables using arrays/arenas?
transient_slab_allocator :: proc() -> Allocator {
result := slab_allocator( get_state().transient_slab )
return result
}
// TODO(Ed) : Implement usage of this
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,
}
//endregion Memory
//region State
// ALl nobs available for this application
AppConfig :: struct {
using memory : MemoryConfig,
resolution_width : uint,
resolution_height : uint,
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,
cam_zoom_scroll_delta_scale : f32,
engine_refresh_hz : uint,
timing_fps_moving_avg_alpha : f32,
ui_resize_border_width : f32,
color_theme : AppColorTheme,
text_snap_glyph_shape_position : b32,
text_snap_glyph_render_height : b32,
text_size_screen_scalar : f32,
text_size_canvas_scalar : f32,
text_alpha_sharpen : f32,
}
AppWindow :: struct {
extent : Extents2, // Window half-size
dpi_scale : f32, // Dots per inch scale (provided by raylib via glfw)
ppcm : f32, // Dots per centimetre
resized : b32, // Extent changed this frame
}
FontData :: struct {
provider : FontProviderContext,
// TODO(Ed): We can have font constants here I guess but eventually
// I rather have fonts configurable for a 'theme' combo
// So that way which IDs are picked depends on runtime
firacode : FontID,
squidgy_slimes : FontID,
rec_mono_semicasual_reg : FontID,
default_font : FontID,
}
FrameTime :: struct {
sleep_is_granular : b32,
current_frame : u64,
delta_seconds : f64,
delta_ms : f64,
delta_ns : Duration,
target_ms : f64,
elapsed_ms : f64,
avg_ms : f64,
fps_avg : f64,
}
// Global Singleton stored in the persistent virtual arena, the first allocated data.
// Use get_state() to conviently retrieve at any point for the program's lifetime
State :: struct {
default_slab_policy : SlabPolicy,
persistent_slab : Slab,
frame_slab : Slab,
transient_slab : Slab,
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
job_system : JobSystemContext,
string_cache : StringCache,
input_data : [2]InputState,
input_prev : ^InputState,
input : ^InputState, // TODO(Ed): Rename to indicate its the device's signal state for the frame?
input_events: InputEvents,
input_binds_stack: Array(InputContext),
// Note(Ed): Do not modify directly, use its interface in app/event.odin
staged_input_events : Array(InputEvent),
// TODO(Ed): Add a multi-threaded guard for accessing or mutating staged_input_events.
debug : ScratchData,
project : Project,
config : AppConfig,
app_window : AppWindow,
screen_ui : UI_ScreenState,
render_data : RenderState,
monitor_id : i32,
monitor_refresh_hz : i32,
using frametime : FrameTime,
// fonts : FontData,
font_provider_ctx : FontProviderContext,
font_arial_unicode_ms : FontID,
font_firacode : FontID,
font_fira_cousine : FontID,
font_noto_sans : FontID,
font_open_sans : FontID,
font_neodgm_code : FontID,
font_rec_mono_linear : FontID,
font_roboto_regular : FontID,
font_roboto_mono_regular : FontID,
font_squidgy_slimes : FontID,
font_rec_mono_semicasual_reg : FontID,
default_font : FontID,
// Context tracking
// These are used as implicit contextual states when doing immediate mode interfaces
// or for event callbacks that need their context assigned
// 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 through every proc.
ui_context : ^UI_State,
ui_floating_context : ^UI_FloatingManager,
// The camera is considered the "context" for coodrinate space operations in rendering
cam_context : Camera,
sokol_frame_count : i64,
sokol_context : runtime.Context,
}
// NOTE: Avoid getting a mutable reference to state
get_state :: #force_inline proc "contextless" () -> ^ State {
return cast( ^ State ) Memory_App.persistent.reserve_start
}
frametime_delta32 :: #force_inline proc "contextless" () -> f32 {
return cast(f32) get_state().frametime.delta_ms
}
app_config :: #force_inline proc "contextless" () -> AppConfig { return get_state().config }
app_color_theme :: #force_inline proc "contextless" () -> AppColorTheme { return get_state().config.color_theme }
debug_data :: #force_inline proc "contextless" () -> ScratchData { return get_state().debug }
get_frametime :: #force_inline proc "contextless" () -> FrameTime { return get_state().frametime }
get_default_font :: #force_inline proc "contextless" () -> FontID { return get_state().default_font }
get_input_state :: #force_inline proc "contextless" () -> InputState { return (get_state().input ^) }
get_screen_extent :: #force_inline proc "contextless" () -> Extents2 { return get_state().app_window.extent }
get_ui_context_mut :: #force_inline proc "contextless" () -> ^UI_State { return get_state().ui_context }
set_ui_context :: #force_inline proc "contextless" ( ui : ^UI_State ) { get_state().ui_context = ui }
get_input_binds :: #force_inline proc "contextless" () -> InputContext { return array_back(get_state().input_binds_stack) }
get_input_binds_stack :: #force_inline proc "contextless" () -> []InputContext { return array_to_slice(get_state().input_binds_stack) }
//endregion State