Restructured the codebase yet again but this time with compiler support for monlithic packages

So no need to stage generate symbolic links in a flat directory for the compiler
This commit is contained in:
2024-05-16 17:27:15 -04:00
parent 0527a033c8
commit b30f3c3466
75 changed files with 24 additions and 97 deletions

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package sectr
// Scratch space
import rl "vendor:raylib"
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_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,
proto_text_shader : rl.Shader
}

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code/sectr/app/screen.odin Normal file
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package sectr
UI_ScreenState :: struct
{
using base : UI_State,
floating : UI_FloatingManager,
// TODO(Ed): The docked should be the base, floating is should be nested within as a 'veiwport' to a 'desktop' or 'canvas'
// docked : UI_Docking,
menu_bar : struct
{
pos, size : Vec2,
container : UI_HBox,
settings_btn : struct
{
using widget : UI_Widget,
}
},
settings_menu : struct
{
pos, size, min_size : Vec2,
container : UI_Widget,
is_open : b32,
is_maximized : b32,
},
}
ui_screen_tick :: proc() {
profile("Screenspace Imgui")
using state := get_state()
ui_graph_build( & screen_ui )
ui := ui_context
ui_floating_manager_begin( & screen_ui.floating )
{
ui_floating("Menu Bar", ui_screen_menu_bar)
ui_floating("Settings Menu", ui_screen_settings_menu)
}
ui_floating_manager_end()
}
ui_screen_menu_bar :: proc( captures : rawptr = nil ) -> (should_raise : b32 = false )
{
profile("App Menu Bar")
fmt :: str_fmt_alloc
@(deferred_none = ui_theme_pop)
ui_theme_app_menu_bar_default :: proc()
{
@static theme : UI_Theme
@static loaded : b32 = false
if true && ! loaded
{
layout := UI_Layout {
flags = {},
anchor = range2({},{}),
alignment = {0.5, 0.5},
text_alignment = {0.0, 1.5},
font_size = 12,
margins = {0, 0, 0, 0},
padding = {0, 0, 0, 0},
border_width = 0.6,
pos = {0, 0},
size = range2({},{})
}
style := UI_Style {
bg_color = Color_ThmDark_BG,
border_color = Color_ThmDark_Border_Default,
corner_radii = {},
blur_size = 0,
font = get_state().default_font,
text_color = Color_ThmDark_Text_Default,
cursor = {},
}
// loaded = true
layout_combo := to_ui_layout_combo(layout)
style_combo := to_ui_style_combo(style)
{
using layout_combo.hot
using style_combo.hot
bg_color = Color_ThmDark_Btn_BG_Hot
text_color = Color_ThmDark_Text_Hot
}
{
using layout_combo.active
using style_combo.active
bg_color = Color_ThmDark_Btn_BG_Active
text_color = Color_ThmDark_Text_Active
}
theme = UI_Theme {
layout_combo, style_combo
}
}
ui_layout_push(theme.layout)
ui_style_push(theme.style)
}
using state := get_state()
using screen_ui
{
using screen_ui.menu_bar
ui_theme_app_menu_bar_default()
container = ui_hbox( .Left_To_Right, "Menu Bar" )
{
using container
layout.flags = {.Fixed_Position_X, .Fixed_Position_Y, .Fixed_Width, .Fixed_Height, .Origin_At_Anchor_Center}
layout.pos = pos
layout.size = range2( size, {})
text = str_intern("menu_bar")
}
ui_theme_btn_default()
move_box := ui_button("Move Box");
{
using move_box
if active {
pos += input.mouse.delta
should_raise = true
}
layout.anchor.ratio.x = 0.4
}
spacer := ui_spacer("Menu Bar: Move Spacer")
spacer.layout.flags |= {.Fixed_Width}
spacer.layout.size.min.x = 30
// TODO(Ed): Implement an external composition for theme interpolation using the settings btn
settings_btn.widget = ui_button("Menu Bar: Settings Btn")
{
using settings_btn
text = str_intern("Settings")
layout.flags = {
// .Scale_Width_By_Height_Ratio,
.Fixed_Width
}
layout.size.min.x = 100
if pressed {
screen_ui.settings_menu.is_open = true
}
}
spacer = ui_spacer("Menu Bar: End Spacer")
spacer.layout.anchor.ratio.x = 1.0
}
return
}
ui_screen_settings_menu :: proc( captures : rawptr = nil ) -> ( should_raise : b32 = false)
{
profile("Settings Menu")
using state := get_state()
using state.screen_ui
if ! settings_menu.is_open do return
using settings_menu
if size.x < min_size.x do size.x = min_size.x
if size.y < min_size.y do size.y = min_size.y
ui_theme_transparent()
container = ui_widget("Settings Menu", {})
{
using container
layout.flags = { .Fixed_Width, .Fixed_Height, .Fixed_Position_X, .Fixed_Position_Y, .Origin_At_Anchor_Center }
style.bg_color = Color_ThmDark_Translucent_Panel
style.border_color = { 0, 0, 0, 200 }
layout.alignment = {0.0, 0.0}
layout.border_width = 1.0
layout.pos = pos
layout.size = range2( size, {})
}
ui_parent(container)
if settings_menu.is_maximized {
using container
layout.flags = {.Origin_At_Anchor_Center }
layout.pos = {}
}
should_raise |= ui_resizable_handles( & container, & pos, & size/*, compute_layout = true*/)
// ui_box_compute_layout(container)
vbox := ui_vbox_begin( .Top_To_Bottom, "Settings Menu: VBox", {.Mouse_Clickable}, compute_layout = true)
{
should_raise |= b32(vbox.active)
ui_parent(vbox)
ui_layout( UI_Layout {
// font_size = 16,
// alignment = {0, 1},
})
ui_style( UI_Style {
// bg_color = Color_Transparent,
font = default_font,
text_color = Color_White,
})
ui_style_ref().hot.bg_color = Color_Blue
frame_bar := ui_hbox_begin(.Left_To_Right, "Settings Menu: Frame Bar", { .Mouse_Clickable, .Focusable, .Click_To_Focus })
{
frame_bar.layout.flags = {.Fixed_Height}
frame_bar.layout.size.min.y = 50
ui_parent(frame_bar)
ui_layout( UI_Layout {
font_size = 18,
})
title := ui_text("Settings Menu: Title", str_intern("Settings Menu"), {.Disabled})
{
using title
layout.margins = { 0, 0, 15, 0}
layout.text_alignment = {0 , 0.5}
layout.anchor.ratio.x = 1.0
}
ui_layout( UI_Layout {
font_size = 16,
})
ui_style(ui_style_peek())
style := ui_style_ref()
maximize_btn := ui_button("Settings Menu: Maximize Btn")
{
using maximize_btn
layout.flags = {.Fixed_Width}
layout.size.min = {50, 50}
layout.text_alignment = {0.5, 0.5}
layout.anchor.ratio.x = 1.0
if maximize_btn.pressed {
settings_menu.is_maximized = ~settings_menu.is_maximized
should_raise = true
}
if settings_menu.is_maximized do text = str_intern("min")
else do text = str_intern("max")
}
close_btn := ui_button("Settings Menu: Close Btn")
{
using close_btn
text = str_intern("close")
layout.flags = {.Fixed_Width}
layout.size.min = {50, 0}
layout.text_alignment = {0.5, 0.5}
layout.anchor.ratio.x = 1.0
if close_btn.pressed {
settings_menu.is_open = false
}
}
ui_hbox_end(frame_bar, compute_layout = true)
}
if frame_bar.active {
pos += input.mouse.delta
should_raise = true
}
// Populate settings with values from config (hardcoded for now)
ui_layout(UI_Layout {
flags = {
// .Origin_At_Anchor_Center,
// .Fixed_Height,
},
// pos = {0, 50},
// size = range2({100, 100},{}),
// alignment = {0,0},
})
ui_style( UI_Style {
// bg_color = Color_GreyRed
})
drop_down_bar := ui_hbox_begin(.Left_To_Right, "settings_menu.vbox: config drop_down_bar", {.Mouse_Clickable})
btn : UI_Widget
{
drop_down_bar.layout.anchor.ratio.y = 0.1
{
using drop_down_bar
text = str_intern("drop_down_bar")
// style.bg_color = { 55, 55, 55, 100 }
style.font = default_font
style.text_color = Color_White
layout.flags = {.Fixed_Height}
layout.font_size = 12
layout.text_alignment = {1, 0}
layout.size.min.y = 35
}
ui_parent(drop_down_bar)
btn = ui_text("pls", str_intern("Lets figure this out..."))
{
using btn
text = str_intern("Config")
style.font = default_font
style.text_color = Color_White
// layout.flags = {.Origin_At_Anchor_Center}
layout.alignment = {0.0, 0.0}
layout.anchor.ratio.x = 1.0
layout.font_size = 12
layout.margins = {0,0, 15, 0}
layout.size.min.y = 35
}
um := ui_spacer("um...")
um.layout.anchor.ratio.x = 1.0
ui_hbox_end(drop_down_bar, compute_layout = true)
}
// ui_layout(UI_Layout {
// })
// ui_style( UI_Style {
// })
// res_width_hbox := ui_hbox_begin(.Left_To_Right, "settings_menu.vbox: config.resolution_width: hbox", {})
// ui_parent(res_width_hbox)
spacer := ui_spacer("Settings Menu: Spacer")
spacer.layout.anchor.ratio.y = 1.0
ui_vbox_end(vbox, compute_layout = false )
}
return
}

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package sectr

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code/sectr/app/state.odin Normal file
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package sectr
import "base:runtime"
import "core:fmt"
import "core:mem"
import "core:mem/virtual"
import "core:os"
import rl "vendor:raylib"
Str_App_State := "App State"
#region("Memory")
Memory_App : Memory
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
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,
state : ^State,
// Should only be used for small memory allocation iterations
// Not for large memory env states
snapshot : MemorySnapshot,
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
}
transient_allocator :: proc() -> Allocator {
result := varena_allocator( Memory_App.transient )
return result
}
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
}
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
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,
engine_refresh_hz : uint,
timing_fps_moving_avg_alpha : f32,
ui_resize_border_width : 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
}
FontData :: struct {
provider : FontProviderData,
// 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,
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, // 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
string_cache : StringCache,
input_data : [2]InputState,
input_prev : ^InputState,
input : ^InputState,
debug : DebugData,
project : Project,
config : AppConfig,
app_window : AppWindow,
screen_ui : UI_ScreenState,
monitor_id : i32,
monitor_refresh_hz : i32,
// using frametime : FrameTime,
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,
// fonts : FontData,
font_provider_data : FontProviderData,
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,
ui_floating_context : ^UI_FloatingManager,
// The camera is considered the "context" for coodrinate space operations in rendering
cam_context : Camera,
}
get_state :: #force_inline proc "contextless" () -> ^ State {
return cast( ^ State ) Memory_App.persistent.reserve_start
}
// get_frametime :: #force_inline proc "contextless" () -> FrameTime {
// return get_state().frametime
// }
#endregion("State")

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package sectr
/*
UI Themes: Comprise of UI_Box's layout & style
Provides presets for themes and their interface for manipulating the combo stacks in UI_State in pairs
*/
// TODO(Ed): Eventually this will have a configuration wizard, and we'll save the presets
@(deferred_none = ui_theme_pop)
ui_theme_btn_default :: proc()
{
@static theme : UI_Theme
@static loaded : b32 = false
if ! loaded
{
layout := UI_Layout {
flags = {},
anchor = range2({},{}),
alignment = {0, 0},
text_alignment = {0.5, 0.5},
font_size = 16,
margins = {0, 0, 0, 0},
padding = {0, 0, 0, 0},
border_width = 1,
pos = {0, 0},
size = range2({},{})
}
style := UI_Style {
bg_color = Color_ThmDark_Btn_BG_Default,
border_color = Color_ThmDark_Border_Default,
corner_radii = {},
blur_size = 0,
font = get_state().default_font,
text_color = Color_ThmDark_Text_Default,
cursor = {},
}
layout_combo := to_ui_layout_combo(layout)
style_combo := to_ui_style_combo(style)
{
using layout_combo.hot
using style_combo.hot
bg_color = Color_ThmDark_Btn_BG_Hot
text_color = Color_ThmDark_Text_Hot
margins = {2, 2, 2, 2}
}
{
using layout_combo.active
using style_combo.active
bg_color = Color_ThmDark_Btn_BG_Active
text_color = Color_ThmDark_Text_Active
margins = {2, 2, 2, 2}
}
theme = UI_Theme {
layout_combo, style_combo
}
loaded = true
}
ui_layout_push(theme.layout)
ui_style_push(theme.style)
}
@(deferred_none = ui_theme_pop)
ui_theme_transparent :: proc()
{
@static theme : UI_Theme
@static loaded : b32 = false
if ! loaded || true
{
layout := UI_Layout {
flags = {},
anchor = range2({},{}),
alignment = {0, 0},
text_alignment = {0.0, 0.0},
font_size = 16,
margins = {0, 0, 0, 0},
padding = {0, 0, 0, 0},
border_width = 0,
pos = {0, 0},
size = range2({},{})
}
style := UI_Style {
bg_color = Color_Transparent,
border_color = Color_Transparent,
corner_radii = {},
blur_size = 0,
font = get_state().default_font,
text_color = Color_ThmDark_Text_Default,
cursor = {},
}
layout_combo := to_ui_layout_combo(layout)
style_combo := to_ui_style_combo(style)
{
using layout_combo.disabled
using style_combo.disabled
}
{
using layout_combo.hot
using style_combo.hot
}
{
using layout_combo.active
using style_combo.active
}
theme = UI_Theme {
layout_combo, style_combo
}
loaded = true
}
ui_layout_push(theme.layout)
ui_style_push(theme.style)
}