* VEFontCache needs to get fixed up (possibly bring back ELFHash)
* Problably going to do conversion early to odin's array and map usage
* Need get the quad tree setup for the ui so that I can do fast and efficient traversal for the layer based rendering.
* Added todos for VEFontCache
* Going be remaking the direct box traversal rendering again, I'll keep both layer based and it as a option to switch between
* Need to implement a quad tree for the ui boxes to help with collision test traversal
Still need to figure out input event consumption, I don't want to do it with the event ring.
I would like to setup input binding layers and then have the push/pop input contextes with a set of bindings.
If the bindings are detected it should "consume" that binding from further use for the buffered time period.
This will be really important with how heavily model this app will be.I
HMapChained causes memory corruption in VEFontCache (not sure why yet), so I switched temporarily over to HMapZPL.
Fixed bug with parser_get_glyph_shape from me tracking vertices as u16s instead of i16s.
Currently a bug with the frametime example:
text_test_str := str_fmt("frametime: %0.2f", frametime_avg_ms)
It doesn't handle per-frame updates properly compared to C++ source
I'm enforcing aprintf it as the default formatter.
I changed up the context allocator assignment to reflect how I've been intending to allocation in startup & platform events vs tick.
Tick uses the frame slab's by default with transient on temp. Startup & platform events use the transient by default & for temp, with any use of the persistent allocator being explicit.
Switched frametime_delta32 to frametime_avg_ms.
I'll problably rename it and keept delta32 for actual delta. Reading over the sokol_app code I noticed it uses the avg frametime and definitely want to do that for spike alleviation...
I'm sticking with not supporting the top-left alignment for default and instead going with bottom left.
This allows for 0,0 alignment to the "bottom left pivot" for a box and 1,1 to the "top-right pivot" of a box.
These naturally coincide with where the actual min-max points that define the box are for the coodrindate convention I decided to go with. I'll write docs to migitate confusion.
Now I just need to fix the layout presets I have for the currently existing constructions...