SectrPrototype/code/tick_update.odin
Ed_ 4deee942a8 General codebase refactor & cleanup
Renamed HashTable to HMapZPL, with procs having the zpl_ namespace prefix.
(I want to eventually get away from using it)

Started to use the grime pattern for library aliasing better.
2024-02-27 07:50:57 -05:00

195 lines
5.4 KiB
Odin

package sectr
import "base:runtime"
import "core:math"
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 )
{
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)
}
update :: proc( delta_time : f64 ) -> b32
{
state := get_state(); using state
replay := & Memory_App.replay
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
{
if debug_actions.record_replay { #partial switch replay.mode
{
case ReplayMode.Off : {
save_snapshot( & Memory_App.snapshot[0] )
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[0] )
replay_recording_begin( Path_Input_Replay )
}
else {
load_snapshot( & Memory_App.snapshot[0] )
replay_playback_begin( Path_Input_Replay )
}
}
case ReplayMode.Playback : {
replay_playback_end()
load_snapshot( & Memory_App.snapshot[0] )
}
case ReplayMode.Record : {
replay_recording_end()
load_snapshot( & Memory_App.snapshot[0] )
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 Camera Manual Nav
{
cam := & project.workspace.cam
digital_move_speed : f32 = 200.0
// zoom_sensitivity : f32 = 0.2 // Digital
zoom_sensitivity : f32 = 4.0 // Smooth
if debug.zoom_target == 0.0 {
debug.zoom_target = cam.zoom
}
// Adjust zoom_target based on input, not the actual zoom
zoom_delta := input.mouse.vertical_wheel * zoom_sensitivity
debug.zoom_target *= 1 + zoom_delta * f32(delta_time)
debug.zoom_target = clamp(debug.zoom_target, 0.25, 10.0)
// Linearly interpolate cam.zoom towards zoom_target
lerp_factor := cast(f32) 4.0 // Adjust this value to control the interpolation speed
cam.zoom += (debug.zoom_target - cam.zoom) * lerp_factor * f32(delta_time)
cam.zoom = clamp(cam.zoom, 0.25, 10.0) // Ensure cam.zoom stays within bounds
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 * (1/cam.zoom)
cam.target -= pan_velocity
}
}
}
//endregion
//region Imgui Tick
{
// Creates the root box node, set its as the first parent.
ui_graph_build( & state.project.workspace.ui )
ui_style({ bg_color = Color_BG_TextBox })
ui_set_layout({ size = { 200, 200 }})
first_flags : UI_BoxFlags = { .Mouse_Clickable, .Focusable, .Click_To_Focus }
ui_box_make( first_flags, "FIRST BOX BOIS" )
}
// endregion
debug.last_mouse_pos = input.mouse.pos
should_shutdown : b32 = ! cast(b32) rl.WindowShouldClose()
return should_shutdown
}