package sectr import "core:fmt" import rl "vendor:raylib" render :: proc() { state := get_state(); using state replay := & memory.replay cam := & project.workspace.cam win_extent := state.app_window.extent screen_top_left : Vec2 = { -win_extent.x + cam.target.x, -win_extent.y + cam.target.y, } rl.BeginDrawing() rl.ClearBackground( Color_BG ) render_mode_2d() { fps_msg := fmt.tprint( "FPS:", rl.GetFPS() ) fps_msg_width := measure_text_size( fps_msg, default_font, 16.0, 0.0 ).x fps_msg_pos := screen_get_corners().top_right - { fps_msg_width, 0 } debug_draw_text( fps_msg, fps_msg_pos, color = rl.GREEN ) debug_text :: proc( format : string, args : ..any ) { @static draw_text_scratch : [Kilobyte * 64]u8 state := get_state(); using state if debug.draw_debug_text_y > 800 { debug.draw_debug_text_y = 50 } cam := & project.workspace.cam screen_corners := screen_get_corners() position := screen_corners.top_right position.x -= 200 position.y += debug.draw_debug_text_y content := fmt.bprintf( draw_text_scratch[:], format, ..args ) debug_draw_text( content, position ) debug.draw_debug_text_y += 16 } // Debug Text { // debug_text( "Screen Width : %v", rl.GetScreenWidth () ) // debug_text( "Screen Height: %v", rl.GetScreenHeight() ) if replay.mode == ReplayMode.Record { debug_text( "Recording Input") } if replay.mode == ReplayMode.Playback { debug_text( "Replaying Input") } } if debug.mouse_vis { debug_text( "Position: %v", input.mouse.pos ) cursor_pos := transmute(Vec2) state.app_window.extent + input.mouse.pos rl.DrawCircleV( cursor_pos, 10, Color_White_A125 ) } debug.draw_debug_text_y = 50 } rl.EndDrawing() } render_mode_2d :: proc() { state := get_state(); using state cam := & project.workspace.cam win_extent := state.app_window.extent rl.BeginMode2D( project.workspace.cam ) // debug.frame_1_on_top = true boxes : [2]^Box2 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 } } for box in boxes { screen_pos := world_to_screen_pos(box.position) - Vec2(box.extent) size := transmute(Vec2) box.extent * 2.0 rect : rl.Rectangle rect.x = screen_pos.x rect.y = screen_pos.y rect.width = size.x rect.height = size.y rl.DrawRectangleRec( rect, box.color ) } if debug.mouse_vis { // rl.DrawCircleV( screen_to_world(input.mouse.pos), 10, Color_GreyRed ) } rl.EndMode2D() }