# Sectr Prototype This prototype aims to flesh out ideas I've wanted to explore futher on code editing & related tooling. The things to explore: * 2D canvas for laying out code visualized in various types of ASTs * WYSIWYG frontend ASTs * Making AST editing as versatile as text editing. * High-performance UI framework designed & built for AST editing. * Generating a large amount of UI widget boxes with proper auto-layout & no perceptible rendering-lag or input lag for interactions (frametimes stable). * Model-View-Controller interface between code managed by a 'backend' (both in memory and filesystem) and the UX composition (which has separate filesystem composition). The project is so far in a "codebase boostrapping" phase. The project's is organized into 2 modules sectr_host & sectr. The host module loads the main module & its memory. Hot-reloading it's dll when it detects a change. The dependencies are: * Odin Compiler (Slightly custom [fork](https://github.com/Ed94/Odin)) * Added #region, #endregion directives support for editors * I added support for 'monlithic packages' or 'uniform-across-subdirectories packages'. It allows me to organize the main package with sub-directories. * Odin repo's base, core, and vendor(raylib) libaries * An ini parser * backtrace * Powershell (if you want to use my build scripts) Major 'codebase modules': * Engine : Main loop, logging, client interface for host, etc * Has the following definitions: startup, shutdown, reload, tick, clean_frame (which host hooks up to when managing the client dll) * Env : Core Memory & State definition + orchestration * Font Provider : Manages fonts. * When loading fonts, the provider currently uses raylib to generate bitmap glyth sheets for a range of font sizes at once. * Goal is to eventually render using SDF shaders. * Grime : Name speaks for itself, stuff not directly related to the target features to iterate upon for the prototype. * Defining dependency aliases or procedure overload tables, rolling own allocator, data structures, etc. * Input : All human input related features * Base input features (polling & related) are platform abstracted from raylib * Input Events * Parser : AST generation, editing, and serialization. A 1/3 of this prototype will most likely be this alone. * Project : Encpasulation of user config/state separate from persistent app config/state as a 'project' * Manages the codebase (program model database) * Manages workspaces : View compositions of the codebase * UI : Core graphic user interface framework, AST visualzation & editing, backend visualization * Will most likely be the bulk of this prototype. * PIMGUI (Persistent Immediate Mode User Interface) * Auto-layout * Supports heavy procedural generation of box widgets Due to the nature of the prototype there are 'sub-groups' such as the codebase being its own ordeal as well as the workspace. They'll be elaborated in their own documentation ## Gallery ![img](docs/assets/sectr_host_2024-03-09_04-30-27.png) ![img](docs/assets/sectr_host_2024-05-04_12-29-39.png) ![img](docs/assets/Code_2024-05-04_12-55-53.png) ![img](docs/assets/sectr_host_2024-05-11_22-34-15.png) ![img](docs/assets/sectr_host_2024-05-15_03-32-36.png)