81 lines
4.6 KiB
Markdown
81 lines
4.6 KiB
Markdown
# Sectr Prototype
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This prototype aims to flesh out ideas I've wanted to explore futher on code editing & related tooling.
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The things to explore:
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* 2D canvas for laying out code visualized in various types of ASTs
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* WYSIWYG frontend ASTs
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* Making AST editing as versatile as text editing.
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* High-performance UI framework designed & built for AST editing.
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* Generating a large amount of UI widget boxes with proper auto-layout & no perceptible rendering-lag or input lag for interactions (frametimes stable).
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* Model-View-Controller interface between code managed by a 'backend' (both in memory and filesystem) and the UX composition (which has separate filesystem composition).
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https://github.com/user-attachments/assets/0a895478-4a04-4ac6-a0ac-5355ff87ef4e
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The dependencies are:
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* Odin Compiler (Slightly custom [fork](https://github.com/Ed94/Odin))
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* Added #region, #endregion directives support for editors
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* I added support for 'monlithic packages' or 'uniform-across-subdirectories packages'. It allows me to organize the main package with sub-directories.
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* Added the ability to debug using statements on structs (fields get dumped to the stack as ptr refs)
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* Remove implicit assignments for container allocators in the Base and Core packages
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* I did not enjoy bug hunting a memory corruption because I mistakenly didn't properly initialize a core container with their designated initiatizer: new, make, or init.
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* See fork Readme for which procedures were changed..
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* Odin repo's base, core, and some of vendor
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* [VEFontCache-Odin](https://github.com/Ed94/VEFontCache-Odin): Text rendering & shaping library created for this prototype
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* [stb_truetype-odin](https://github.com/Ed94/stb_truetype-odin): Variant of the stb/truetype package in odin's vendor collection made for VEFontCache-Odin
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* [harfbuzz-odin](https://github.com/Ed94/harfbuzz-odin): Custom repo with tailor made bindings for VEFontCache-Odin
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* [sokol-odin (Sectr Fork)](https://github.com/Ed94/sokol-odin)
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* [sokol-tools](https://github.com/floooh/sokol-tools)
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* Powershell (if you want to use my build scripts)
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* backtrace (not used yet)
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* freetype (not used yet)
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* Eventually some config parser (maybe I'll use metadesk, or [ini](https://github.com/laytan/odin-ini-parser))
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The project is so far in a "codebase boostrapping" phase. Most the work being done right now is setting up high performance linear zoom rendering for text and UI.
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Text has recently hit sufficient peformance targets, and now inital UX has become the focus.
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The project's is organized into 2 runtime modules sectr_host & sectr.
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The host module loads the main module & its memory. Hot-reloading it's dll when it detects a change.
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Codebase organization:
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* App: General app config, state, and operations.
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* Engine: client interface for host, tick, update, rendering.
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* Has the following definitions: startup, shutdown, reload, tick, clean_frame (which host hooks up to when managing the client dll)
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* Will handle async ops.
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* Font Provider: Manages fonts.
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* Bulk of implementation maintained as a separate library: [VEFontCache-Odin](https://github.com/Ed94/VEFontCache-Odin)
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* Grime: Name speaks for itself, stuff not directly related to the target features to iterate upon for the prototype.
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* Defining dependency aliases or procedure overload tables, rolling own allocator, data structures, etc.
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* Input: All human input related features
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* Base input features (polling & related) are platform abstracted from sokol_app
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* Entirely user rebindable
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* Math: The usual for 2D/3D.
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* Parsers:
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* AST generation, editing, and serialization.
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* Parsers for different levels of "synatitic & semantic awareness", Formatting -> Domain Specific AST
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* Figure out pragmatic transformations between ASTs.
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* Project: Encpasulation of user config/context/state separate from persistent app's
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* Manages the codebase (database & model view controller)
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* Manages workspaces : View compositions of the codebase
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* UI: Core graphic user interface framework, AST visualzation & editing, backend visualization
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* PIMGUI (Persistent Immediate Mode User Interface)
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* Auto-layout
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* Supports heavy procedural generation of box widgets
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* Viewports
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* Docking/Tiling, Floating, Canvas
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Due to the nature of the prototype there are 'sub-groups' such as the codebase being its own ordeal as well as the workspace.
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They'll be elaborated in their own documentation
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## Gallery
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
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
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
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