Ed_
f76ba4e9ba
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.
135 lines
3.4 KiB
Odin
135 lines
3.4 KiB
Odin
package sectr
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import "core:fmt"
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import rl "vendor:raylib"
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DebugActions :: struct {
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load_project : b32,
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save_project : b32,
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pause_renderer : b32,
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load_auto_snapshot : b32,
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record_replay : b32,
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play_replay : b32,
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show_mouse_pos : b32,
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cam_move_up : b32,
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cam_move_left : b32,
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cam_move_down : b32,
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cam_move_right : b32,
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}
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poll_debug_actions :: proc( actions : ^ DebugActions, input : ^ InputState )
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{
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using actions
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using input
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load_project = keyboard.left_control.ended_down && pressed( keyboard.O )
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save_project = keyboard.left_control.ended_down && pressed( keyboard.S )
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base_replay_bind := keyboard.right_alt.ended_down && pressed( keyboard.L)
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record_replay = base_replay_bind && keyboard.right_shift.ended_down
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play_replay = base_replay_bind && ! keyboard.right_shift.ended_down
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show_mouse_pos = keyboard.right_alt.ended_down && pressed(keyboard.M)
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cam_move_up = keyboard.W.ended_down
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cam_move_left = keyboard.A.ended_down
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cam_move_down = keyboard.S.ended_down
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cam_move_right = keyboard.D.ended_down
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}
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update :: proc( delta_time : f64 ) -> b32
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{
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state := get_state(); using state
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replay := & memory.replay
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state.input, state.input_prev = swap( state.input, state.input_prev )
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poll_input( state.input_prev, state.input )
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debug_actions : DebugActions = {}
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poll_debug_actions( & debug_actions, state.input )
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// Saving & Loading
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{
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if debug_actions.save_project {
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project_save( & project )
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}
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if debug_actions.load_project {
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project_load( fmt.tprint( project.path, project.name, ".sectr_proj", sep = "" ), & project )
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}
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}
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// Input Replay
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{
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if debug_actions.record_replay { #partial switch replay.mode
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{
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case ReplayMode.Off : {
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save_snapshot( & memory.snapshot[0] )
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replay_recording_begin( Path_Input_Replay )
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}
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case ReplayMode.Record : {
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replay_recording_end()
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}
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}}
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if debug_actions.play_replay { switch replay.mode
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{
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case ReplayMode.Off : {
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if ! file_exists( Path_Input_Replay ) {
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save_snapshot( & memory.snapshot[0] )
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replay_recording_begin( Path_Input_Replay )
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}
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else {
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load_snapshot( & memory.snapshot[0] )
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replay_playback_begin( Path_Input_Replay )
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}
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}
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case ReplayMode.Playback : {
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replay_playback_end()
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load_snapshot( & memory.snapshot[0] )
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}
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case ReplayMode.Record : {
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replay_recording_end()
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load_snapshot( & memory.snapshot[0] )
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replay_playback_begin( Path_Input_Replay )
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}
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}}
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if replay.mode == ReplayMode.Record {
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record_input( replay.active_file, input )
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}
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else if replay.mode == ReplayMode.Playback {
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play_input( replay.active_file, input )
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}
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}
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if debug_actions.show_mouse_pos {
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debug.mouse_vis = !debug.mouse_vis
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}
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debug.mouse_pos = { input.mouse.X, input.mouse.Y }
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// Camera Manual Nav
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{
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move_speed : f32 = 200.0
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zoom_sensitiviity : f32 = 3.5
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cam := & project.workspace.cam
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cam.zoom *= 1 + input.mouse.vertical_wheel * zoom_sensitiviity * f32(delta_time)
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cam.zoom = clamp( cam.zoom, 0.05, 10.0 )
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move_velocity : Vec2 = {
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- cast(f32) i32(debug_actions.cam_move_left) + cast(f32) i32(debug_actions.cam_move_right),
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- cast(f32) i32(debug_actions.cam_move_up) + cast(f32) i32(debug_actions.cam_move_down),
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}
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move_velocity *= move_speed * f32(delta_time)
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cam.target += move_velocity
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}
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should_shutdown : b32 = ! cast(b32) rl.WindowShouldClose()
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return should_shutdown
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}
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