Ed_
12c99bee26
Text is athe biggest bottleneck right now. Raylib as a renderer fails for this prototype in that front. I'll eventually need to look into other solutions such as SDL2 + something that renders UI boxes & text very fast...
252 lines
7.3 KiB
Odin
252 lines
7.3 KiB
Odin
package sectr
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import "base:runtime"
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import "core:math"
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import "core:math/linalg"
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import "core:os"
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import str "core:strings"
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import rl "vendor:raylib"
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DebugActions :: struct {
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load_project : b32,
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save_project : b32,
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pause_renderer : b32,
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load_auto_snapshot : b32,
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record_replay : b32,
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play_replay : b32,
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show_mouse_pos : b32,
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mouse_select : b32,
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cam_move_up : b32,
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cam_move_left : b32,
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cam_move_down : b32,
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cam_move_right : b32,
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cam_mouse_pan : b32,
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}
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poll_debug_actions :: proc( actions : ^ DebugActions, input : ^ InputState )
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{
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// profile(#procedure)
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using actions
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using input
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modifier_active := keyboard.right_alt.ended_down ||
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keyboard.right_control.ended_down ||
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keyboard.right_shift.ended_down ||
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keyboard.left_alt.ended_down ||
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keyboard.left_control.ended_down ||
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keyboard.left_shift.ended_down
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load_project = keyboard.left_control.ended_down && pressed( keyboard.O )
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save_project = keyboard.left_control.ended_down && pressed( keyboard.S )
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base_replay_bind := keyboard.right_alt.ended_down && pressed( keyboard.L)
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record_replay = base_replay_bind && keyboard.right_shift.ended_down
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play_replay = base_replay_bind && ! keyboard.right_shift.ended_down
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show_mouse_pos = keyboard.right_alt.ended_down && pressed(keyboard.M)
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mouse_select = pressed(mouse.left)
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cam_move_up = keyboard.W.ended_down && ( ! modifier_active || keyboard.left_shift.ended_down )
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cam_move_left = keyboard.A.ended_down && ( ! modifier_active || keyboard.left_shift.ended_down )
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cam_move_down = keyboard.S.ended_down && ( ! modifier_active || keyboard.left_shift.ended_down )
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cam_move_right = keyboard.D.ended_down && ( ! modifier_active || keyboard.left_shift.ended_down )
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cam_mouse_pan = mouse.right.ended_down && ! pressed(mouse.right)
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}
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frametime_delta32 :: #force_inline proc "contextless" () -> f32 {
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return cast(f32) get_state().frametime_delta_seconds
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}
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update :: proc( delta_time : f64 ) -> b32
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{
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profile(#procedure)
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state := get_state(); using state
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replay := & Memory_App.replay
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workspace := & project.workspace
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cam := & workspace.cam
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if rl.IsWindowResized() {
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window := & state.app_window
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window.extent.x = f32(rl.GetScreenWidth()) * 0.5
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window.extent.y = f32(rl.GetScreenHeight()) * 0.5
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project.workspace.cam.offset = transmute(Vec2) window.extent
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}
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state.input, state.input_prev = swap( state.input, state.input_prev )
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poll_input( state.input_prev, state.input )
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debug_actions : DebugActions = {}
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poll_debug_actions( & debug_actions, state.input )
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// Saving & Loading
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{
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if debug_actions.save_project {
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project_save( & project )
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}
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if debug_actions.load_project {
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project_load( str_tmp_from_any( project.path, project.name, ".sectr_proj", sep = "" ), & project )
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}
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}
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//region Input Replay
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// TODO(Ed) : Implment host memory mapping api
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when false
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{
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if debug_actions.record_replay { #partial switch replay.mode
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{
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case ReplayMode.Off : {
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save_snapshot( & Memory_App.snapshot )
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replay_recording_begin( Path_Input_Replay )
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}
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case ReplayMode.Record : {
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replay_recording_end()
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}
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}}
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if debug_actions.play_replay { switch replay.mode
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{
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case ReplayMode.Off : {
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if ! file_exists( Path_Input_Replay ) {
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save_snapshot( & Memory_App.snapshot )
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replay_recording_begin( Path_Input_Replay )
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}
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else {
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load_snapshot( & Memory_App.snapshot )
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replay_playback_begin( Path_Input_Replay )
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}
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}
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case ReplayMode.Playback : {
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replay_playback_end()
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load_snapshot( & Memory_App.snapshot )
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}
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case ReplayMode.Record : {
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replay_recording_end()
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load_snapshot( & Memory_App.snapshot )
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replay_playback_begin( Path_Input_Replay )
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}
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}}
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if replay.mode == ReplayMode.Record {
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record_input( replay.active_file, input )
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}
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else if replay.mode == ReplayMode.Playback {
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play_input( replay.active_file, input )
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}
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}
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//endregion Input Replay
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if debug_actions.show_mouse_pos {
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debug.mouse_vis = !debug.mouse_vis
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}
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//region 2D Camera Manual Nav
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// TODO(Ed): This should be per workspace view
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{
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// profile("Camera Manual Nav")
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digital_move_speed : f32 = 1000.0
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if workspace.zoom_target == 0.0 {
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workspace.zoom_target = cam.zoom
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}
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config.cam_max_zoom = 30
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config.cam_zoom_sensitivity_digital = 0.04
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config.cam_min_zoom = 0.04
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config.cam_zoom_mode = .Digital
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switch config.cam_zoom_mode
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{
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case .Smooth:
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zoom_delta := input.mouse.vertical_wheel * config.cam_zoom_sensitivity_smooth
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workspace.zoom_target *= 1 + zoom_delta * f32(delta_time)
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workspace.zoom_target = clamp(workspace.zoom_target, config.cam_min_zoom, config.cam_max_zoom)
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// Linearly interpolate cam.zoom towards zoom_target
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lerp_factor := config.cam_zoom_smooth_snappiness // Adjust this value to control the interpolation speed
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cam.zoom += (workspace.zoom_target - cam.zoom) * lerp_factor * f32(delta_time)
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cam.zoom = clamp(cam.zoom, config.cam_min_zoom, config.cam_max_zoom) // Ensure cam.zoom stays within bounds
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case .Digital:
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zoom_delta := input.mouse.vertical_wheel * config.cam_zoom_sensitivity_digital
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workspace.zoom_target = clamp(workspace.zoom_target + zoom_delta, config.cam_min_zoom, config.cam_max_zoom)
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cam.zoom = workspace.zoom_target
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}
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move_velocity : Vec2 = {
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- cast(f32) i32(debug_actions.cam_move_left) + cast(f32) i32(debug_actions.cam_move_right),
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- cast(f32) i32(debug_actions.cam_move_up) + cast(f32) i32(debug_actions.cam_move_down),
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}
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move_velocity *= digital_move_speed * f32(delta_time)
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cam.target += move_velocity
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if debug_actions.cam_mouse_pan
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{
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if is_within_screenspace(input.mouse.pos) {
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pan_velocity := input.mouse.delta * vec2(1, -1) * ( 1 / cam.zoom )
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cam.target -= pan_velocity
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}
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}
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}
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//endregion 2D Camera Manual Nav
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// TODO(Ed): We need input buffer so that we can consume input actions based on the UI with priority
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ui_screen_tick()
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//region WorkspaceImgui Tick
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{
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profile("Workspace Imgui")
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// Creates the root box node, set its as the first parent.
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ui_graph_build( & state.project.workspace.ui )
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ui := ui_context
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frame_style_flags : UI_LayoutFlags = {
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.Fixed_Position_X, .Fixed_Position_Y,
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.Fixed_Width, .Fixed_Height,
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.Origin_At_Anchor_Center,
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}
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default_layout := UI_Layout {
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flags = frame_style_flags,
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anchor = {},
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alignment = { 0.5, 0.5 },
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font_size = 30,
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text_alignment = { 0.0, 0.0 },
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// corner_radii = { 0.2, 0.2, 0.2, 0.2 },
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pos = { 0, 0 },
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size = range2( { 1000, 1000 }, {}),
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// padding = { 20, 20, 20, 20 }
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}
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ui_layout( default_layout )
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frame_style_default := UI_Style {
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bg_color = Color_BG_TextBox,
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font = default_font,
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text_color = Color_White,
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}
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frame_theme := to_ui_style_combo(frame_style_default)
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frame_theme.disabled.bg_color = Color_Frame_Disabled
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frame_theme.hot. bg_color = Color_Frame_Hover
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frame_theme.active. bg_color = Color_Frame_Select
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ui_style( frame_theme )
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config.ui_resize_border_width = 2.5
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// test_hover_n_click()
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// test_draggable()
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// test_text_box()
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// test_parenting( & default_layout, & frame_style_default )
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test_whitespace_ast( & default_layout, & frame_style_default )
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}
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//endregion Workspace Imgui Tick
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debug.last_mouse_pos = input.mouse.pos
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should_shutdown : b32 = ! cast(b32) rl.WindowShouldClose()
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return should_shutdown
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}
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