Began working on a proper default theme

Going with dark mode at first,
I'll also be making a lightmode, but I want to have a post-processing shader for tonemapping the app screen's tone by the user before doing so.
This commit is contained in:
2024-05-15 03:34:52 -04:00
parent fd2552a82f
commit af757cfdaa
17 changed files with 380 additions and 222 deletions

View File

@ -171,7 +171,7 @@ startup :: proc( prof : ^SpallProfiler, persistent_mem, frame_mem, transient_mem
// Setup the screen ui state
{
ui_startup( & screen_ui.base, cache_allocator = persistent_slab_allocator() )
ui_floating_startup( & screen_ui.floating, persistent_slab_allocator(), 16 * Kilobyte, 16 * Kilobyte, "screen ui floating manager" )
ui_floating_startup( & screen_ui.floating, persistent_slab_allocator(), 1 * Kilobyte, 1 * Kilobyte, "screen ui floating manager" )
using screen_ui
menu_bar.pos = { -60, 0 }
@ -277,7 +277,7 @@ reload :: proc( prof : ^SpallProfiler, persistent_mem, frame_mem, transient_mem,
slab_reload( persistent_slab, persistent_allocator() )
hmap_chained_reload( font_provider_data.font_cache, persistent_slab_allocator())
hmap_chained_reload( font_provider_data.font_cache, persistent_allocator())
slab_reload( string_cache.slab, persistent_allocator() )
zpl_hmap_reload( & string_cache.table, persistent_slab_allocator())
@ -318,9 +318,9 @@ tick :: proc( host_delta_time : f64, host_delta_ns : Duration ) -> b32
rl.PollInputEvents()
debug.draw_ui_box_bounds_points = true
debug.draw_UI_padding_bounds = true
debug.draw_ui_content_bounds = true
debug.draw_ui_box_bounds_points = false
debug.draw_UI_padding_bounds = false
debug.draw_ui_content_bounds = false
should_close = update( host_delta_time )
render()
@ -331,8 +331,8 @@ tick :: proc( host_delta_time : f64, host_delta_ns : Duration ) -> b32
// Timing
{
// profile("Client tick timing processing")
// config.engine_refresh_hz = uint(monitor_refresh_hz)
config.engine_refresh_hz = 6
config.engine_refresh_hz = uint(monitor_refresh_hz)
// config.engine_refresh_hz = 6
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