SectrPrototype/code/tick_update.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

135 lines
3.4 KiB
Odin

package sectr
import "core:fmt"
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,
cam_move_up : b32,
cam_move_left : b32,
cam_move_down : b32,
cam_move_right : b32,
}
poll_debug_actions :: proc( actions : ^ DebugActions, input : ^ InputState )
{
using actions
using input
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)
cam_move_up = keyboard.W.ended_down
cam_move_left = keyboard.A.ended_down
cam_move_down = keyboard.S.ended_down
cam_move_right = keyboard.D.ended_down
}
update :: proc( delta_time : f64 ) -> b32
{
state := get_state(); using state
replay := & memory.replay
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( fmt.tprint( project.path, project.name, ".sectr_proj", sep = "" ), & project )
}
}
// Input Replay
{
if debug_actions.record_replay { #partial switch replay.mode
{
case ReplayMode.Off : {
save_snapshot( & memory.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.snapshot[0] )
replay_recording_begin( Path_Input_Replay )
}
else {
load_snapshot( & memory.snapshot[0] )
replay_playback_begin( Path_Input_Replay )
}
}
case ReplayMode.Playback : {
replay_playback_end()
load_snapshot( & memory.snapshot[0] )
}
case ReplayMode.Record : {
replay_recording_end()
load_snapshot( & memory.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 )
}
}
if debug_actions.show_mouse_pos {
debug.mouse_vis = !debug.mouse_vis
}
debug.mouse_pos = { input.mouse.X, input.mouse.Y }
// Camera Manual Nav
{
move_speed : f32 = 200.0
zoom_sensitiviity : f32 = 3.5
cam := & project.workspace.cam
cam.zoom *= 1 + input.mouse.vertical_wheel * zoom_sensitiviity * f32(delta_time)
cam.zoom = clamp( cam.zoom, 0.05, 10.0 )
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 *= move_speed * f32(delta_time)
cam.target += move_velocity
}
should_shutdown : b32 = ! cast(b32) rl.WindowShouldClose()
return should_shutdown
}