Ed_
a2b6325b5b
will eventually lift to its own generic widget I still need to implement the corner resize..
297 lines
7.5 KiB
Odin
297 lines
7.5 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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Str_App_State := "App State"
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Memory_App : Memory
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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 * 2
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Memory_Base_Address_Transient :: Memory_Base_Address_Frame + Memory_Reserve_Frame * 2
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Memory_Base_Address_Files_Buffer :: Memory_Base_Address_Transient + Memory_Reserve_Transient * 2
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// This reserve goes beyond the typical amount of ram the user has,
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// TODO(Ed): Setup warnings when the amount is heading toward half the ram size
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Memory_Reserve_Persistent :: 32 * Gigabyte
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Memory_Reserve_Frame :: 16 * Gigabyte
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Memory_Reserve_Transient :: 16 * Gigabyte
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Memory_Reserve_FilesBuffer :: 64 * Gigabyte
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Memory_Commit_Initial_Persistent :: 4 * Kilobyte
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Memory_Commit_Initial_Frame :: 4 * Kilobyte
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Memory_Commit_Initial_Transient :: 4 * Kilobyte
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Memory_Commit_Initial_Filebuffer :: 4 * Kilobyte
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MemorySnapshot :: struct {
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persistent : []u8,
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frame : []u8,
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transient : []u8,
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// files_buffer cannot be restored from snapshot
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}
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Memory :: struct {
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persistent : ^VArena,
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frame : ^VArena,
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transient : ^VArena,
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files_buffer : ^VArena,
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state : ^State,
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// Should only be used for small memory allocation iterations
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// Not for large memory env states
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snapshot : MemorySnapshot,
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replay : ReplayState,
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logger : Logger,
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profiler : ^SpallProfiler
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}
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persistent_allocator :: proc() -> Allocator {
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result := varena_allocator( Memory_App.persistent )
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return result
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}
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frame_allocator :: proc() -> Allocator {
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result := varena_allocator( Memory_App.frame )
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return result
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}
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transient_allocator :: proc() -> Allocator {
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result := varena_allocator( Memory_App.transient )
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return result
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}
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files_buffer_allocator :: proc() -> Allocator {
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result := varena_allocator( Memory_App.files_buffer )
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return result
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}
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persistent_slab_allocator :: proc() -> Allocator {
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state := get_state()
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result := slab_allocator( state.persistent_slab )
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return result
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}
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frame_slab_allocator :: proc() -> Allocator {
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result := slab_allocator( get_state().frame_slab )
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return result
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}
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transient_slab_allocator :: proc() -> Allocator {
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result := slab_allocator( get_state().transient_slab )
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return result
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}
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// TODO(Ed) : Implment host memory mapping api
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save_snapshot :: proc( snapshot : ^MemorySnapshot )
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{
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// Make sure the snapshot size is able to hold the current size of the arenas
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// Grow the files & mapping otherwise
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{
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// TODO(Ed) : Implement eventually
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}
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persistent := Memory_App.persistent
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mem.copy_non_overlapping( & snapshot.persistent[0], persistent.reserve_start, int(persistent.commit_used) )
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frame := Memory_App.frame
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mem.copy_non_overlapping( & snapshot.frame[0], frame.reserve_start, int(frame.commit_used) )
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transient := Memory_App.transient
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mem.copy_non_overlapping( & snapshot.transient[0], transient.reserve_start, int(transient.commit_used) )
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}
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// TODO(Ed) : Implment host memory mapping api
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load_snapshot :: proc( snapshot : ^MemorySnapshot ) {
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persistent := Memory_App.persistent
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mem.copy_non_overlapping( persistent.reserve_start, & snapshot.persistent[0], int(persistent.commit_used) )
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frame := Memory_App.frame
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mem.copy_non_overlapping( frame.reserve_start, & snapshot.frame[0], int(frame.commit_used) )
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transient := Memory_App.transient
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mem.copy_non_overlapping( transient.reserve_start, & snapshot.transient[0], int(transient.commit_used) )
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}
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// TODO(Ed) : Implement usage of this
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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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cam_min_zoom : f32,
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cam_max_zoom : f32,
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cam_zoom_mode : CameraZoomMode,
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cam_zoom_smooth_snappiness : f32,
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cam_zoom_sensitivity_smooth : f32,
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cam_zoom_sensitivity_digital : f32,
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engine_refresh_hz : uint,
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timing_fps_moving_avg_alpha : f32,
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ui_resize_border_width : f32,
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}
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State :: struct {
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default_slab_policy : SlabPolicy,
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persistent_slab : Slab,
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frame_slab : Slab,
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transient_slab : Slab, // TODO(Ed): This needs to be recreated per transient wipe
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transinet_clear_lock : b32, // Pravents auto-free of transient at designated intervals
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transient_clear_time : f32, // Time in seconds for the usual period to clear transient
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transient_clear_elapsed : f32, // Time since last clear
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string_cache : StringCache,
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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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app_ui : UI_State,
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monitor_id : i32,
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monitor_refresh_hz : i32,
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sleep_is_granular : b32,
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frametime_delta_seconds : f64,
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frametime_delta_ms : f64,
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frametime_delta_ns : Duration,
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frametime_target_ms : f64,
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frametime_elapsed_ms : f64,
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frametime_avg_ms : f64,
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fps_avg : f64,
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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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// The camera is considered the "context" for coodrinate space operations in rendering
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cam_context : Camera,
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}
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get_state :: proc "contextless" () -> ^ State {
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return cast( ^ State ) Memory_App.persistent.reserve_start
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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 : StrRunesPair,
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name : StrRunesPair,
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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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Frame :: struct
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{
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pos : Vec2,
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size : Vec2,
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ui : ^UI_Box,
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}
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Workspace :: struct {
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name : StrRunesPair,
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cam : Camera,
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zoom_target : f32,
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frames : Array(Frame),
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test_frame : Frame,
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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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// UI Vis
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draw_ui_box_bounds_points : bool,
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draw_ui_margin_bounds : bool,
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draw_ui_anchor_bounds : bool,
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draw_UI_padding_bounds : bool,
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draw_ui_content_bounds : bool,
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// Test First
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frame_2_created : b32,
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// Test Draggable
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draggable_box_pos : Vec2,
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draggable_box_size : Vec2,
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box_original_size : Vec2,
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// Test parsing
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path_lorem : string,
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lorem_content : []byte,
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lorem_parse : PWS_ParseResult,
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// Test 3d Viewport
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cam_vp : rl.Camera3D,
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viewport_rt : rl.RenderTexture,
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}
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