218 lines
5.0 KiB
Odin
218 lines
5.0 KiB
Odin
package sectr
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import "base:runtime"
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import "core:fmt"
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import "core:mem"
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import "core:mem/virtual"
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import "core:os"
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import rl "vendor:raylib"
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Memory_App : Memory
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// TODO(Ed) : Make this obsolete
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Memory_Base_Address :: Terabyte * 1
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Memory_Chunk_Size :: 2 * Gigabyte
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Memory_Persistent_Size :: 256 * Megabyte
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Memory_Trans_Temp_Szie :: (Memory_Chunk_Size - Memory_Persistent_Size ) / 2
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Memory_Base_Address_Persistent :: Terabyte * 1
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Memory_Base_Address_Frame :: Memory_Base_Address_Persistent + Memory_Reserve_Persistent
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// TODO(Ed) : This is based off of using 32 gigs of my ram(Ed) as a maximum.
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// Later on this has to be adjusted to be ratios based on user's system memory.
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Memory_Reserve_Persistent :: 8 * Gigabyte
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Memory_Reserve_Frame :: 4 * Gigabyte
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Memory_Reserve_Transient :: 4 * Gigabyte
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Memory_Reserve_FilesBuffer :: 16 * Gigabyte
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// TODO(Ed) : These are high for ease of use, they eventually need to be drastically minimized.
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Memory_Commit_Initial_Persistent :: 256 * Megabyte
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Memory_Commit_Initial_Frame :: 1 * Gigabyte
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Memory_Commit_Initial_Transient :: 1 * Gigabyte
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Memory_Commit_Initial_Filebuffer :: 2 * Gigabyte
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// TODO(Ed): There is an issue with mutex locks on the tracking allocator..
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Use_TrackingAllocator :: false
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when Use_TrackingAllocator
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{
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Memory :: struct {
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live : virtual.Arena,
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snapshot : []u8,
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persistent : ^ TrackedAllocator,
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transient : ^ TrackedAllocator,
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temp : ^ TrackedAllocator,
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replay : ReplayState,
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logger : Logger,
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}
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}
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else
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{
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Memory :: struct {
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live : virtual.Arena,
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snapshot : []u8,
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persistent : ^ Arena,
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transient : ^ Arena,
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temp : ^ Arena,
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replay : ReplayState,
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logger : Logger,
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}
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}
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persistent_allocator :: proc() -> Allocator {
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when Use_TrackingAllocator {
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return tracked_allocator( Memory_App.persistent )
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}
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else {
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return arena_allocator( Memory_App.persistent )
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}
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}
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transient_allocator :: proc() -> Allocator {
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when Use_TrackingAllocator {
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return tracked_allocator( Memory_App.transient )
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}
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else {
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return arena_allocator( Memory_App.transient )
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}
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}
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temp_allocator :: proc() -> Allocator {
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when Use_TrackingAllocator {
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return tracked_allocator( Memory_App.temp )
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}
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else {
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return arena_allocator( Memory_App.temp )
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}
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}
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save_snapshot :: proc( snapshot : [^]u8 ) {
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live_ptr := cast( ^ rawptr ) Memory_App.live.curr_block.base
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mem.copy_non_overlapping( & snapshot[0], live_ptr, Memory_Chunk_Size )
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}
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load_snapshot :: proc( snapshot : [^]u8 ) {
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live_ptr := cast( ^ rawptr ) Memory_App.live.curr_block.base
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mem.copy_non_overlapping( live_ptr, snapshot, Memory_Chunk_Size )
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}
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MemoryConfig :: struct {
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reserve_persistent : uint,
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reserve_frame : uint,
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reserve_transient : uint,
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reserve_filebuffer : uint,
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commit_initial_persistent : uint,
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commit_initial_frame : uint,
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commit_initial_transient : uint,
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commit_initial_filebuffer : uint,
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}
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AppConfig :: struct {
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using memory : MemoryConfig,
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resolution_width : uint,
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resolution_height : uint,
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refresh_rate : uint,
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min_zoom : uint,
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max_zoom : uint,
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}
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State :: struct {
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font_provider_data : FontProviderData,
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input_data : [2]InputState,
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input_prev : ^InputState,
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input : ^InputState,
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debug : DebugData,
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project : Project,
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config : AppConfig,
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app_window : AppWindow,
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monitor_id : i32,
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monitor_refresh_hz : i32,
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engine_refresh_hz : i32,
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engine_refresh_target : i32,
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frametime_delta_ns : Duration,
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font_firacode : FontID,
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font_squidgy_slimes : FontID,
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font_rec_mono_semicasual_reg : FontID,
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default_font : FontID,
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// There are two potential UI contextes for this prototype so far,
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// the screen-space UI and the current workspace UI.
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// This is used so that the ui api doesn't need to have the user pass the context every single time.
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ui_context : ^ UI_State,
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}
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get_state :: proc "contextless" () -> ^ State {
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when Use_TrackingAllocator {
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return cast( ^ State ) raw_data( Memory_App.persistent.backing.data )
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}
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else {
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return cast( ^ State ) raw_data( Memory_App.persistent. data )
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}
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}
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AppWindow :: struct {
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extent : Extents2, // Window half-size
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dpi_scale : f32, // Dots per inch scale (provided by raylib via glfw)
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ppcm : f32, // Dots per centimetre
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}
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// PMDB
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CodeBase :: struct {
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placeholder : int,
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}
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ProjectConfig :: struct {
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placeholder : int,
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}
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Project :: struct {
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path : string,
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name : string,
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config : ProjectConfig,
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codebase : CodeBase,
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// TODO(Ed) : Support multiple workspaces
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workspace : Workspace,
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}
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Workspace :: struct {
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name : string,
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cam : Camera,
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// TODO(Ed) : The workspace is mainly a 'UI' conceptually...
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ui : UI_State,
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}
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DebugData :: struct {
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square_size : i32,
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square_pos : rl.Vector2,
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draw_debug_text_y : f32,
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cursor_locked : b32,
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cursor_unlock_pos : Vec2, // Raylib changes the mose position on lock, we want restore the position the user would be in on screen
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mouse_vis : b32,
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last_mouse_pos : Vec2,
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zoom_target : f32,
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frame_2_created : b32,
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}
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