package sectr import "base:runtime" import "core:math" import "core:fmt" import rl "vendor:raylib" DebugActions :: struct { load_project : b32, save_project : b32, pause_renderer : b32, load_auto_snapshot : b32, record_replay : b32, play_replay : b32, show_mouse_pos : b32, mouse_select : b32, cam_move_up : b32, cam_move_left : b32, cam_move_down : b32, cam_move_right : b32, cam_mouse_pan : b32, } poll_debug_actions :: proc( actions : ^ DebugActions, input : ^ InputState ) { using actions using input modifier_active := keyboard.right_alt.ended_down || keyboard.right_control.ended_down || keyboard.right_shift.ended_down || keyboard.left_alt.ended_down || keyboard.left_control.ended_down || keyboard.left_shift.ended_down load_project = keyboard.left_control.ended_down && pressed( keyboard.O ) save_project = keyboard.left_control.ended_down && pressed( keyboard.S ) base_replay_bind := keyboard.right_alt.ended_down && pressed( keyboard.L) record_replay = base_replay_bind && keyboard.right_shift.ended_down play_replay = base_replay_bind && ! keyboard.right_shift.ended_down show_mouse_pos = keyboard.right_alt.ended_down && pressed(keyboard.M) mouse_select = pressed(mouse.left) cam_move_up = keyboard.W.ended_down && ( ! modifier_active || keyboard.left_shift.ended_down ) cam_move_left = keyboard.A.ended_down && ( ! modifier_active || keyboard.left_shift.ended_down ) cam_move_down = keyboard.S.ended_down && ( ! modifier_active || keyboard.left_shift.ended_down ) cam_move_right = keyboard.D.ended_down && ( ! modifier_active || keyboard.left_shift.ended_down ) cam_mouse_pan = mouse.right.ended_down && ! pressed(mouse.right) } update :: proc( delta_time : f64 ) -> b32 { state := get_state(); using state replay := & memory.replay if rl.IsWindowResized() { window := & state.app_window window.extent.x = f32(rl.GetScreenWidth()) * 0.5 window.extent.y = f32(rl.GetScreenHeight()) * 0.5 project.workspace.cam.offset = transmute(Vec2) window.extent } state.input, state.input_prev = swap( state.input, state.input_prev ) poll_input( state.input_prev, state.input ) debug_actions : DebugActions = {} poll_debug_actions( & debug_actions, state.input ) // Saving & Loading { if debug_actions.save_project { project_save( & project ) } if debug_actions.load_project { project_load( fmt.tprint( project.path, project.name, ".sectr_proj", sep = "" ), & project ) } } // Input Replay { if debug_actions.record_replay { #partial switch replay.mode { case ReplayMode.Off : { save_snapshot( & memory.snapshot[0] ) replay_recording_begin( Path_Input_Replay ) } case ReplayMode.Record : { replay_recording_end() } }} if debug_actions.play_replay { switch replay.mode { case ReplayMode.Off : { if ! file_exists( Path_Input_Replay ) { save_snapshot( & memory.snapshot[0] ) replay_recording_begin( Path_Input_Replay ) } else { load_snapshot( & memory.snapshot[0] ) replay_playback_begin( Path_Input_Replay ) } } case ReplayMode.Playback : { replay_playback_end() load_snapshot( & memory.snapshot[0] ) } case ReplayMode.Record : { replay_recording_end() load_snapshot( & memory.snapshot[0] ) replay_playback_begin( Path_Input_Replay ) } }} if replay.mode == ReplayMode.Record { record_input( replay.active_file, input ) } else if replay.mode == ReplayMode.Playback { play_input( replay.active_file, input ) } } if debug_actions.show_mouse_pos { debug.mouse_vis = !debug.mouse_vis } // Camera Manual Nav { cam := & project.workspace.cam digital_move_speed : f32 = 200.0 zoom_sensitivity : f32 = 0.1 // Digital // zoom_sensitivity : f32 = 2.0 // Smooth if debug.zoom_target == 0.0 { debug.zoom_target = cam.zoom } // Adjust zoom_target based on input, not the actual zoom zoom_delta := input.mouse.vertical_wheel * zoom_sensitivity debug.zoom_target *= 1 + zoom_delta //* f32(delta_time) debug.zoom_target = clamp(debug.zoom_target, 0.5, 10.0) // Linearly interpolate cam.zoom towards zoom_target lerp_factor := cast(f32) 4.0 // Adjust this value to control the interpolation speed cam.zoom += (debug.zoom_target - cam.zoom) * lerp_factor * f32(delta_time) cam.zoom = clamp(cam.zoom, 0.5, 10.0) // Ensure cam.zoom stays within bounds move_velocity : Vec2 = { - cast(f32) i32(debug_actions.cam_move_left) + cast(f32) i32(debug_actions.cam_move_right), - cast(f32) i32(debug_actions.cam_move_up) + cast(f32) i32(debug_actions.cam_move_down), } move_velocity *= digital_move_speed * f32(delta_time) cam.target += move_velocity if debug_actions.cam_mouse_pan { if is_within_screenspace(input.mouse.pos) { pan_velocity := input.mouse.delta * (1/cam.zoom) cam.target -= pan_velocity } } } boxes : [2]^Box2 boxes = { & project.workspace.frame_1, & project.workspace.frame_2 } if debug.frame_1_on_top { boxes = { & project.workspace.frame_2, & project.workspace.frame_1 } } else { boxes = { & project.workspace.frame_1, & project.workspace.frame_2 } } if debug_actions.mouse_select { for box in boxes { cursor_pos := screen_to_world( input.mouse.pos ) if box_is_within( box, cursor_pos ) { if box == & project.workspace.frame_1 { debug.frame_1_on_top = true } else { debug.frame_1_on_top = false } } } } debug.last_mouse_pos = input.mouse.pos should_shutdown : b32 = ! cast(b32) rl.WindowShouldClose() return should_shutdown }