Lumenarium/foldhaus_interface.cpp

278 lines
11 KiB
C++
Raw Normal View History

2019-07-19 20:56:21 +00:00
// NOTE(Peter): returns the rightmost bound of the panel
internal r32
DrawLeftHandInterface (app_state* State, input Input, r32 WindowHeight, render_command_buffer* RenderBuffer)
{
DEBUG_TRACK_FUNCTION;
s32 StringLength = 128;
panel_result LeftHandPanel = EvaluatePanel(RenderBuffer, v2{0, 0}, v2{250, WindowHeight},
MakeStringLiteral("Channel Ops"), 0, State->Interface, Input);
r32 ListHeight = (LeftHandPanel.ChildMax.y - LeftHandPanel.ChildMin.y) / 2;
panel_result ChannelListPanel = EvaluatePanel(RenderBuffer, &LeftHandPanel,
ListHeight, MakeStringLiteral("Channels"),
State->Interface, Input);
panel_result PatternsListPanel = EvaluatePanel(RenderBuffer, &LeftHandPanel, ListHeight, MakeStringLiteral("Patterns"),
State->Interface, Input);
// NOTE(Peter): have to do this before we open it otherwise, it'll just close again immediately
// due to the mouse being pressed, outside the box, on the frame it is opened;
if (State->InterfaceState.AddingPattern &&
State->InterfaceState.ChannelSelected >= 0)
{
v2 PatternSelectorDim = v2{300, 200};
v2 PatternSelectorPosition = PatternsListPanel.NextPanelMin;
PatternSelectorPosition.y = PatternsListPanel.ChildMax.y - PatternSelectorDim.y;
panel_result AddPatternPanel = EvaluatePanel(
RenderBuffer,
PatternSelectorPosition, PatternSelectorPosition + PatternSelectorDim,
MakeStringLiteral("Add Pattern"), 0, State->Interface, Input);
if (KeyTransitionedDown(Input, KeyCode_MouseLeftButton) &&
!PointIsInRange(v2{(r32)Input.New->MouseX, (r32)Input.New->MouseY},
AddPatternPanel.ChildMin, AddPatternPanel.ChildMax))
{
State->InterfaceState.AddingPattern = false;
}
s32 PatternsCount = sizeof(PatternRegistry)/sizeof(PatternRegistry[0]);
string* PatternNames = PushArray(State->Transient, string, PatternsCount);
for (s32 i = 0; i < PatternsCount; i++)
{
PushString(&PatternNames[i], State->Transient, StringLength);
CopyCharArrayToString(PatternRegistry[i].Name, &PatternNames[i]);
}
scroll_list_result PatternsResult = DrawOptionsList(RenderBuffer, AddPatternPanel.ChildMin,
AddPatternPanel.ChildMax,
PatternNames,
PatternsCount,
State->InterfaceState.PatternSelectorStart,
State->Interface,
Input);
if (PatternsResult.IndexSelected >= 0)
{
led_channel* ActiveChannel = GetChannelByIndex(State->InterfaceState.ChannelSelected,
State->ChannelSystem);
pattern_index_id_key PatternKey = AddPattern(
&State->PatternSystem,
&PatternRegistry[PatternsResult.IndexSelected]);
AddPatternKeyToChannel(PatternKey, ActiveChannel);
}
State->InterfaceState.PatternSelectorStart = PatternsResult.StartIndex;
}
s32 ChannelCount = State->ChannelSystem.ChannelCount;
// NOTE(Peter): adding one to the channel count here so that we can tack on the '+ Add Channel' lable at the end.
// NOTE(Peter): I think I've spelled lable as label all throughout here now... oops.
s32 ChannelLabelsCount = ChannelCount + 1;
string* ChannelTitles = PushArray(State->Transient, string, ChannelLabelsCount);
led_channel* Channel = State->ChannelSystem.Channels;
for (s32 ChannelIdx = 0; ChannelIdx < ChannelCount; ChannelIdx++)
{
PushString(&ChannelTitles[ChannelIdx], State->Transient, StringLength);
PrintF(&ChannelTitles[ChannelIdx], "Channel %d", Channel->ChannelID);
Channel = Channel->Next;
}
ChannelTitles[ChannelCount] = MakeStringLiteral("+ Add Channel");
scroll_list_result ChannelList = DrawSelectableOptionsList(
RenderBuffer,
ChannelListPanel.ChildMin,
ChannelListPanel.ChildMax,
ChannelTitles,
ChannelLabelsCount,
State->InterfaceState.ChannelSelectorStart,
State->InterfaceState.ChannelSelected,
State->Interface, Input);
State->InterfaceState.ChannelSelectorStart = ChannelList.StartIndex;
if (ChannelList.Selection == Selection_Selected)
{
if (ChannelList.IndexSelected >= ChannelCount)
{
led_channel* NewChannel = AddLEDChannel(&State->ChannelSystem);
}
else
{
State->InterfaceState.SelectionType = InterfaceSelection_Channel;
State->InterfaceState.ChannelSelected = ChannelList.IndexSelected;
State->InterfaceState.ActiveChannelPatternSelected = -1;
}
}
else if (ChannelList.Selection == Selection_Deselected)
{
State->InterfaceState.ChannelSelected = -1;
State->InterfaceState.ActiveChannelPatternSelected = -1;
}
s32 ActiveChannelPatternCount = 0;
s32 PatternLabelsCount = 1;
string* PatternTitles = PushArray(State->Transient, string, 1);;
if (State->InterfaceState.ChannelSelected >= 0)
{
led_channel* ActiveChannel = GetChannelByIndex(State->InterfaceState.ChannelSelected,
State->ChannelSystem);
ActiveChannelPatternCount = ActiveChannel->ActivePatterns;
// NOTE(Peter): We're just growing the PatternTitles array allocated above.
// IMPORTANT(Peter): make sure no allocations happen between the PushArray to PatternTitles and this one vvv
PushArray(State->Transient, string, ActiveChannelPatternCount);
PatternLabelsCount += ActiveChannelPatternCount;
for (s32 P = 0; P < ActiveChannelPatternCount; P++)
{
led_pattern* Pattern = FindPatternAndUpdateIDKey(&ActiveChannel->Patterns[P],
&State->PatternSystem);
PushString(&PatternTitles[P], State->Transient, StringLength);
PrintF(&PatternTitles[P], "%s %d", Pattern->Name, ActiveChannel->Patterns[P].ID);
Pattern++;
}
}
PatternTitles[ActiveChannelPatternCount]= MakeStringLiteral("+ Add Pattern");
scroll_list_result PatternsList = DrawSelectableOptionsList(
RenderBuffer,
PatternsListPanel.ChildMin,
PatternsListPanel.ChildMax,
PatternTitles,
PatternLabelsCount,
State->InterfaceState.ActiveChannelPatternSelectorStart,
State->InterfaceState.ActiveChannelPatternSelected,
State->Interface, Input
);
State->InterfaceState.ActiveChannelPatternSelectorStart = PatternsList.StartIndex;
if (PatternsList.Selection == Selection_Selected)
{
if (PatternsList.IndexSelected >= ActiveChannelPatternCount)
{
State->InterfaceState.AddingPattern = true;
}
else if (PatternsList.IndexSelected >= 0)
{
State->InterfaceState.SelectionType = InterfaceSelection_Pattern;
OutputDebugStringA("Pattern\n");
State->InterfaceState.ActiveChannelPatternSelected = PatternsList.IndexSelected;
}
}
else if (PatternsList.Selection == Selection_Deselected)
{
State->InterfaceState.SelectionType = InterfaceSelection_None;
OutputDebugStringA("None\n");
State->InterfaceState.ActiveChannelPatternSelected = -1;
}
return LeftHandPanel.NextPanelMin.x;
}
FOLDHAUS_INPUT_COMMAND_PROC(DeleteSelectedChannelOrPattern)
{
if (State->InterfaceState.ChannelSelected >= 0)
{
switch (State->InterfaceState.SelectionType)
{
case InterfaceSelection_Channel:
{
led_channel* DeleteCandidate = GetChannelByIndex(
State->InterfaceState.ChannelSelected,
State->ChannelSystem);
for (s32 i = 0; i < DeleteCandidate->ActivePatterns; i++)
{
RemovePattern(DeleteCandidate->Patterns[i],
&State->PatternSystem);
}
RemoveLEDChannel(State->InterfaceState.ChannelSelected, &State->ChannelSystem);
State->InterfaceState.ChannelSelected--;
}break;
case InterfaceSelection_Pattern:
{
if (State->InterfaceState.ActiveChannelPatternSelected >= 0)
{
led_channel* ActiveChannel = GetChannelByIndex(State->InterfaceState.ChannelSelected,
State->ChannelSystem);
s32 KeyIndex = State->InterfaceState.ActiveChannelPatternSelected;
pattern_index_id_key Key = ActiveChannel->Patterns[KeyIndex];
if (RemovePattern(Key, &State->PatternSystem))
{
RemovePatternKeyFromChannel(Key, ActiveChannel);
}
}
}break;
}
}
}
FOLDHAUS_INPUT_COMMAND_PROC(CameraMouseControl)
{
if (State->NodeInteraction.NodeOffset >= 0) { return; }
if (KeyTransitionedDown(Input, KeyCode_MouseLeftButton))
{
State->Camera_StartDragPos = V4(State->Camera.Position, 1);
}
if (Input.MouseDownY > State->InterfaceYMax)
{
if (!State->DrawUniverseOutputDisplay)
{
v2 DeltaPos = v2{
(r32)(Input.New->MouseX - Input.MouseDownX),
(r32)(Input.New->MouseY - Input.MouseDownY)
};
m44 XRotation = GetXRotation(-DeltaPos.y * State->PixelsToWorldScale);
m44 YRotation = GetYRotation(DeltaPos.x * State->PixelsToWorldScale);
m44 Combined = XRotation * YRotation;
State->Camera.Position = V3(Combined * State->Camera_StartDragPos);
}
else
{
v2 DeltaPos = v2{
(r32)(Input.New->MouseX - Input.Old->MouseX),
(r32)(Input.New->MouseY - Input.Old->MouseY)
};
State->UniverseOutputDisplayOffset += DeltaPos;
}
}
}
FOLDHAUS_INPUT_COMMAND_PROC(CameraMouseZoom)
{
if (State->DrawUniverseOutputDisplay)
{
r32 DeltaZoom = (r32)(Input.New->MouseScroll) / 120;
State->UniverseOutputDisplayZoom = GSClamp(0.1f, State->UniverseOutputDisplayZoom + DeltaZoom, 4.f);
}
}
FOLDHAUS_INPUT_COMMAND_PROC(ToggleUniverseDebugView)
{
State->DrawUniverseOutputDisplay = !State->DrawUniverseOutputDisplay;
}
FOLDHAUS_INPUT_COMMAND_PROC(AddNode)
{
State->InterfaceShowNodeList = true;
State->NodeListMenuPosition = v2{(r32)Input.New->MouseX, (r32)Input.New->MouseY};
}