SectrPrototype/code/env.odin
Ed_ f76ba4e9ba Lots of stuff (Big ones are cam and frame initial features)
There is now a 2D camera in the workspace!
We have a basic 'Frame' definition. It doesn't have any interaction yet...

I started to define spacial math, mostly for doing conversion and getting a grounding on pixel/points/cm reference. The world space is in cm.
2024-02-10 03:40:53 -05:00

95 lines
1.8 KiB
Odin

package sectr
import "base:runtime"
import "core:fmt"
import "core:mem"
import "core:mem/virtual"
import "core:os"
import rl "vendor:raylib"
memory : Memory
memory_chunk_size :: 2 * Gigabyte
memory_persistent_size :: 128 * Megabyte
memory_trans_temp_size :: (memory_chunk_size - memory_persistent_size ) / 2
Memory :: struct {
live : virtual.Arena,
snapshot : []u8,
persistent : ^ TrackedAllocator,
transient : ^ TrackedAllocator,
temp : ^ TrackedAllocator,
replay : ReplayState,
logger : Logger,
}
save_snapshot :: proc( snapshot : [^]u8 ) {
state := get_state()
// state.font_rec_mono_semicasual_reg
// state.default_font
live_ptr := cast( ^ rawptr ) memory.live.curr_block.base
mem.copy_non_overlapping( & snapshot[0], live_ptr, memory_chunk_size )
}
load_snapshot :: proc( snapshot : [^]u8 ) {
live_ptr := cast( ^ rawptr ) memory.live.curr_block.base
mem.copy_non_overlapping( live_ptr, snapshot, memory_chunk_size )
}
State :: struct {
input_data : [2] InputState,
input_prev : ^ InputState,
input : ^ InputState,
debug : DebugData,
project : Project,
screen_width : i32,
screen_height : i32,
screen_dpi_scale : f32,
screen_dpc : f32, // Pixels per cm
monitor_id : i32,
monitor_refresh_hz : i32,
engine_refresh_hz : i32,
engine_refresh_target : i32,
font_rec_mono_semicasual_reg : Font,
default_font : Font,
}
get_state :: proc() -> (^ State) {
return cast( ^ State ) raw_data( memory.persistent.backing.data )
}
Project :: struct {
path : string,
name : string,
// TODO(Ed) : Support multiple workspaces
workspace : Workspace
}
Workspace :: struct {
name : string,
cam : Camera,
frame_1 : Frame
}
DebugData :: struct {
square_size : i32,
square_pos : rl.Vector2,
draw_debug_text_y : f32,
mouse_vis : b32,
mouse_pos : Vec2,
}