SectrPrototype/code/tick_update.odin
Ed_ 12c99bee26 Mostly cleanup
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...
2024-05-13 21:53:08 -04:00

252 lines
7.3 KiB
Odin

package sectr
import "base:runtime"
import "core:math"
import "core:math/linalg"
import "core:os"
import str "core:strings"
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 )
{
// profile(#procedure)
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)
}
frametime_delta32 :: #force_inline proc "contextless" () -> f32 {
return cast(f32) get_state().frametime_delta_seconds
}
update :: proc( delta_time : f64 ) -> b32
{
profile(#procedure)
state := get_state(); using state
replay := & Memory_App.replay
workspace := & project.workspace
cam := & workspace.cam
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( str_tmp_from_any( project.path, project.name, ".sectr_proj", sep = "" ), & project )
}
}
//region Input Replay
// TODO(Ed) : Implment host memory mapping api
when false
{
if debug_actions.record_replay { #partial switch replay.mode
{
case ReplayMode.Off : {
save_snapshot( & Memory_App.snapshot )
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_App.snapshot )
replay_recording_begin( Path_Input_Replay )
}
else {
load_snapshot( & Memory_App.snapshot )
replay_playback_begin( Path_Input_Replay )
}
}
case ReplayMode.Playback : {
replay_playback_end()
load_snapshot( & Memory_App.snapshot )
}
case ReplayMode.Record : {
replay_recording_end()
load_snapshot( & Memory_App.snapshot )
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 )
}
}
//endregion Input Replay
if debug_actions.show_mouse_pos {
debug.mouse_vis = !debug.mouse_vis
}
//region 2D Camera Manual Nav
// TODO(Ed): This should be per workspace view
{
// profile("Camera Manual Nav")
digital_move_speed : f32 = 1000.0
if workspace.zoom_target == 0.0 {
workspace.zoom_target = cam.zoom
}
config.cam_max_zoom = 30
config.cam_zoom_sensitivity_digital = 0.04
config.cam_min_zoom = 0.04
config.cam_zoom_mode = .Digital
switch config.cam_zoom_mode
{
case .Smooth:
zoom_delta := input.mouse.vertical_wheel * config.cam_zoom_sensitivity_smooth
workspace.zoom_target *= 1 + zoom_delta * f32(delta_time)
workspace.zoom_target = clamp(workspace.zoom_target, config.cam_min_zoom, config.cam_max_zoom)
// Linearly interpolate cam.zoom towards zoom_target
lerp_factor := config.cam_zoom_smooth_snappiness // Adjust this value to control the interpolation speed
cam.zoom += (workspace.zoom_target - cam.zoom) * lerp_factor * f32(delta_time)
cam.zoom = clamp(cam.zoom, config.cam_min_zoom, config.cam_max_zoom) // Ensure cam.zoom stays within bounds
case .Digital:
zoom_delta := input.mouse.vertical_wheel * config.cam_zoom_sensitivity_digital
workspace.zoom_target = clamp(workspace.zoom_target + zoom_delta, config.cam_min_zoom, config.cam_max_zoom)
cam.zoom = workspace.zoom_target
}
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 * vec2(1, -1) * ( 1 / cam.zoom )
cam.target -= pan_velocity
}
}
}
//endregion 2D Camera Manual Nav
// TODO(Ed): We need input buffer so that we can consume input actions based on the UI with priority
ui_screen_tick()
//region WorkspaceImgui Tick
{
profile("Workspace Imgui")
// Creates the root box node, set its as the first parent.
ui_graph_build( & state.project.workspace.ui )
ui := ui_context
frame_style_flags : UI_LayoutFlags = {
.Fixed_Position_X, .Fixed_Position_Y,
.Fixed_Width, .Fixed_Height,
.Origin_At_Anchor_Center,
}
default_layout := UI_Layout {
flags = frame_style_flags,
anchor = {},
alignment = { 0.5, 0.5 },
font_size = 30,
text_alignment = { 0.0, 0.0 },
// corner_radii = { 0.2, 0.2, 0.2, 0.2 },
pos = { 0, 0 },
size = range2( { 1000, 1000 }, {}),
// padding = { 20, 20, 20, 20 }
}
ui_layout( default_layout )
frame_style_default := UI_Style {
bg_color = Color_BG_TextBox,
font = default_font,
text_color = Color_White,
}
frame_theme := to_ui_style_combo(frame_style_default)
frame_theme.disabled.bg_color = Color_Frame_Disabled
frame_theme.hot. bg_color = Color_Frame_Hover
frame_theme.active. bg_color = Color_Frame_Select
ui_style( frame_theme )
config.ui_resize_border_width = 2.5
// test_hover_n_click()
// test_draggable()
// test_text_box()
// test_parenting( & default_layout, & frame_style_default )
test_whitespace_ast( & default_layout, & frame_style_default )
}
//endregion Workspace Imgui Tick
debug.last_mouse_pos = input.mouse.pos
should_shutdown : b32 = ! cast(b32) rl.WindowShouldClose()
return should_shutdown
}