Edits to boostrapping and imgui section
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@ -15,17 +15,17 @@ Exploring the compiler implementation has also been an unexpected bonus. Most to
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## Bootstrapping
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## Bootstrapping
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The codebase setup was smooth. The first sign of things to come was how simple and quickly the compiler built after cloning. Making the build script for the project was also surprisingly painless. I was able to get all the info quickly from the build -help command along with reading the flag entries in the src/main.cpp.
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The codebase setup was smooth. The first sign of things to come was how simple and quickly the compiler built after cloning. Making the build script for the project was also surprisingly painless. I was able to get all the info quickly from the build -help command along with reading the flag entries in the src/main.cpp.
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Raylib was chosen to handle input, rendering (Text and 2D), and windowing, which did the job initially.
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Raylib was chosen to handle input, rendering (Text and 2D), and windowing, which did the job initially. Hot-reload was up next. Karl Zylinski’s highly praised article was loosely referenced, along with code previously I had written following the Handmade Hero series. Unfortunately, that very series exposed me to Casey’s janky replay feature (abusing memory snapshots), and I wanted to port the feature over to this project.
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Hot-reload was up next. Karl Zylinski’s highly praised article was loosely referenced, along with code previously I had written following the Handmade Hero series. Unfortunately, that very series exposed me to Casey’s janky replay feature (abusing memory snapshots), and I wanted to port the feature over to this project. The first issue was the core library not exposing the starting address arg for VirtualAlloc in core:mem/virtual. However, a derivative of the virtual arena with the argument exposed was easy to implement. Another issue was allocator procedures not getting auto-remapped across reloads, leading me to roll my own dynamic array and hash table. Later, I realized the builtin containers could have been transmuted to their “Raw” struct counterparts (Raw_Map and Raw_Dynamic_Array in base:runtime/core.odin). A simple refactor for the near future.
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The first issue was the core library not exposing the starting address arg for VirtualAlloc in core:mem/virtual. However, a derivative of the virtual arena with the argument exposed was easy to implement. Another issue was allocator procedures not getting auto-remapped across reloads, leading to rolling my own dynamic array and hash table. Later, I realized the builtin containers could have been transmuted to their “Raw” struct counterparts (Raw_Map and Raw_Dynamic_Array in base:runtime/core.odin).
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The profiler was added last, and I went with Spall since it was directly available in the Vendor library. I’ve never pulled together this many libraries in such a short period of time, even while messing around.
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The profiler was added last, and I went with Spall since it was directly available in the Vendor library, its simplest profiler I've ever used! I’ve never pulled together this many libraries in such a short period of time (in C or C++), even while messing around.
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## Why an IMGUI from scratch?
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## Why an IMGUI from scratch?
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The aim was to have an uncompromised ability to compose a UI tailored to this editor. Inspired by Ryan Fleury’s UI Series on substack, I set out to implement a “core” UI that could support all that was required. I dived through his implementation from the RAD Debugger, and some others (VUI, Nuklear, and MicroUI). This provided (probably misguided) confidence to tackle the endeavor. So far it’s at least been a great learning experience.
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The aim was to have an uncompromised ability to compose a UI tailored to this editor. Inspired by Ryan Fleury’s UI Series on substack, I set out to implement a “core” UI that could support all that was required. I browsed through his implementation from the RAD Debugger, and some others (VUI, Nuklear, and MicroUI). This provided (probably misguided) confidence to tackle the endeavor. So far it’s at least been a great learning experience.
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The result was a core UI that’s surprisingly simple for its ability, along with full “flex-box” auto-layout using less than 1000 LOC. It reached a point where composing any “widgets” using just the composition of the core “box” entities felt achievable. Including all the UI code demonstrated (excluding rendering) amounts to approximately 2250 LOC.
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The result was a core UI that’s surprisingly simple for its ability, along with full “flex-box” auto-layout using less than 1000 LOC. It reached a point where composing any “widgets” using just the composition of the core “box” entities felt achievable. Including all the UI code demonstrated (excluding rendering) amounts to approximately 2250 LOC.
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