Lots of stuff (Big ones are cam and frame initial features)
There is now a 2D camera in the workspace! We have a basic 'Frame' definition. It doesn't have any interaction yet... I started to define spacial math, mostly for doing conversion and getting a grounding on pixel/points/cm reference. The world space is in cm.
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85
code/tick_render.odin
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85
code/tick_render.odin
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package sectr
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import "core:fmt"
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import rl "vendor:raylib"
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render :: proc()
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{
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state := get_state(); using state
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replay := & memory.replay
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half_screen_width := f32(screen_width) / 2
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half_screen_height := f32(screen_height) / 2
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rl.BeginDrawing()
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rl.ClearBackground( Color_BG )
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rl.BeginMode2D( project.workspace.cam )
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// rl.BeginMode3D( project.workspace.cam )
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defer {
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fps_msg := fmt.tprint( "FPS:", rl.GetFPS() )
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debug_text( fps_msg, { -half_screen_width, -half_screen_height }, color = rl.GREEN )
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rl.EndMode2D()
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// rl.EndMode3D()
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rl.EndDrawing()
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// Note(Ed) : Polls input as well.
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}
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// Frame 1
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{
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frame_1 := & project.workspace.frame_1
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rect := get_rect( frame_1 )
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rect.width = points_to_pixels( rect.width )
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rect.height = points_to_pixels( rect.height )
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rect.x = points_to_pixels( rect.x )
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rect.y = points_to_pixels( rect.y )
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rl.DrawRectangleRec( rect, frame_1.color )
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// rl.DrawRectangleV( frame_1.position, { frame_1.width, frame_1.height }, frame_1.color )
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// rl.DrawRectanglePro( rect, frame_1.position, 0, frame_1.color )
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}
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debug_draw_text :: proc( format : string, args : ..any )
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{
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@static draw_text_scratch : [Kilobyte * 64]u8
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state := get_state(); using state
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if debug.draw_debug_text_y > 800 {
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debug.draw_debug_text_y = 50
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}
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content := fmt.bprintf( draw_text_scratch[:], format, ..args )
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debug_text( content, { 25, debug.draw_debug_text_y } )
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debug.draw_debug_text_y += 16
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}
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// Debug Text
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{
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debug_draw_text( "Screen Width : %v", rl.GetScreenWidth () )
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debug_draw_text( "Screen Height: %v", rl.GetScreenHeight() )
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if replay.mode == ReplayMode.Record {
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debug_draw_text( "Recording Input")
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}
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if replay.mode == ReplayMode.Playback {
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debug_draw_text( "Replaying Input")
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}
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}
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if debug.mouse_vis {
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width : f32 = 32
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pos := debug.mouse_pos
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debug_draw_text( "Position: %v", rl.GetMousePosition() )
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mouse_rect : rl.Rectangle
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mouse_rect.x = pos.x - width/2
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mouse_rect.y = pos.y - width/2
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mouse_rect.width = width
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mouse_rect.height = width
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// rl.DrawRectangleRec( mouse_rect, Color_White )
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}
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debug.draw_debug_text_y = 50
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}
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