Lumenarium/src/foldhaus_operation_mode.h

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typedef struct operation_mode operation_mode;
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#define OPERATION_RENDER_PROC(name) void name(app_state* State, render_command_buffer* RenderBuffer, operation_mode Operation, mouse_state Mouse)
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typedef OPERATION_RENDER_PROC(operation_render_proc);
struct operation_mode
{
input_command_registry Commands;
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operation_render_proc* Render;
u8* OpStateMemory;
};
#define OPERATION_MODES_MAX 32
struct operation_mode_system
{
s32 ActiveModesCount;
operation_mode ActiveModes[OPERATION_MODES_MAX];
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arena_snapshot ModeMemorySnapshots[OPERATION_MODES_MAX];
// NOTE(Peter): This acts as mode scoped memory. When a mode gets activated, it can allocate
// temporary memory which then gets freed when the mode is deactivated
memory_arena Arena;
};
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internal operation_mode*
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ActivateOperationMode (operation_mode_system* System)
{
Assert(System->ActiveModesCount < OPERATION_MODES_MAX);
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s32 ModeIndex = System->ActiveModesCount++;
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System->ModeMemorySnapshots[ModeIndex] = TakeSnapshotOfArena(System->Arena);
operation_mode NewMode = {};
System->ActiveModes[ModeIndex] = NewMode;
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return &System->ActiveModes[ModeIndex];
}
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#define ActivateOperationModeWithCommands(sys, cmds) \
ActivateOperationModeWithCommands_(sys, cmds, (s32)(sizeof(cmds) / sizeof(cmds[0])));
internal operation_mode*
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ActivateOperationModeWithCommands_(operation_mode_system* System, input_command* Commands, s32 CommandsCount)
{
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operation_mode* NewMode = ActivateOperationMode(System);
InitializeInputCommandRegistry(&NewMode->Commands, CommandsCount, &System->Arena);
for (s32 i = 0; i < CommandsCount; i++)
{
input_command Command = Commands[i];
RegisterKeyPressCommand(&NewMode->Commands, Command.Key, Command.Flags, Command.Mdfr, Command.Proc);
}
return NewMode;
}
internal void
DeactivateCurrentOperationMode (operation_mode_system* System)
{
Assert(System->ActiveModesCount > 0);
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s32 ModeIndex = --System->ActiveModesCount;
ClearArenaToSnapshot(&System->Arena, System->ModeMemorySnapshots[ModeIndex]);
}
#define CreateOperationState(mode, modeSystem, stateType) \
(stateType*)CreateOperationState_(mode, modeSystem, sizeof(stateType))
#define GetCurrentOperationState(modeSystem, stateType) \
(stateType*)State->Modes.ActiveModes[State->Modes.ActiveModesCount - 1].OpStateMemory;
internal u8*
CreateOperationState_ (operation_mode* Mode, operation_mode_system* System, s32 StateSize)
{
Mode->OpStateMemory = PushSize(&System->Arena, StateSize);
return Mode->OpStateMemory;
}