Implemented masking the inner strips on blumen

This commit is contained in:
Peter Slattery 2021-03-22 23:12:55 -07:00
parent 4d0d916d97
commit 0e7596cafc
4 changed files with 117 additions and 53 deletions

View File

@ -753,13 +753,13 @@ ui_PushOverlayLayout(ui_interface* Interface, rect2 Bounds, ui_layout_direction
} }
static gs_string static gs_string
ui_PushLayoutCategoryName(ui_interface* Interface, gs_string Category, gs_string Identifier) ui_PushLayoutCategoryName(ui_interface* Interface, gs_string Category, u32 Value)
{ {
gs_string Result = PushStringF(Interface->PerFrameMemory, gs_string Result = PushStringF(Interface->PerFrameMemory,
Category.Length + Identifier.Length, Category.Length + 25,
"%S%S", "%S%d",
Category.ConstString, Category.ConstString,
Identifier.ConstString); Value);
return Result; return Result;
} }
@ -782,9 +782,9 @@ ui_PushLayout(ui_interface* Interface, rect2 Bounds, ui_layout_direction FillDir
return Result; return Result;
} }
static ui_widget* static ui_widget*
ui_PushLayout(ui_interface* Interface, rect2 Bounds, ui_layout_direction FillDir, gs_string Category, gs_string Identifier) ui_PushLayout(ui_interface* Interface, rect2 Bounds, ui_layout_direction FillDir, gs_string Category, u32 Value)
{ {
gs_string Name = ui_PushLayoutCategoryName(Interface, Category, Identifier); gs_string Name = ui_PushLayoutCategoryName(Interface, Category, Value);
return ui_PushLayout(Interface, Bounds, FillDir, Name); return ui_PushLayout(Interface, Bounds, FillDir, Name);
} }
@ -854,7 +854,16 @@ ui_PopLayout(ui_interface* Interface, gs_string LayoutName)
// NOTE(pjs): If this isn't true then a layout was opened without being closed // NOTE(pjs): If this isn't true then a layout was opened without being closed
// Go check for ui_PushLayout, ui_BeginDropdown, ui_BeginRow, etc that don't have // Go check for ui_PushLayout, ui_BeginDropdown, ui_BeginRow, etc that don't have
// a corresponding ui_Pop/ui_End* // a corresponding ui_Pop/ui_End*
Assert(StringsEqual(Layout->String, LayoutName)); //
// We use StringsEqualUpToLength here becuase its possible that
// the current layout used the Category + Identifier method
// for generating Layout->String. And if Identifier was a string
// that was edited within the scope of this layout, then
// Layout->String and LayoutName will no longer match.
//
// This is a compromise that will at least let us know if
// we aren't popping all our layouts correctly.
Assert(StringsEqualUpToLength(Layout->String, LayoutName, LayoutName.Length));
ui_ExpandToFitChildren(Layout); ui_ExpandToFitChildren(Layout);
@ -869,9 +878,9 @@ ui_PopLayout(ui_interface* Interface, gs_string LayoutName)
} }
} }
static void static void
ui_PopLayout(ui_interface* Interface, gs_string Category, gs_string Identifier) ui_PopLayout(ui_interface* Interface, gs_string Category, u32 Value)
{ {
gs_string Name = ui_PushLayoutCategoryName(Interface, Category, Identifier); gs_string Name = ui_PushLayoutCategoryName(Interface, Category, Value);
ui_PopLayout(Interface, Name); ui_PopLayout(Interface, Name);
} }
@ -1073,6 +1082,7 @@ ui_EvaluateWidget(ui_interface* Interface, ui_widget* Widget, rect2 Bounds)
else else
{ {
OutChar(&State->EditString, Interface->TempInputString.Str[i]); OutChar(&State->EditString, Interface->TempInputString.Str[i]);
Interface->CursorPosition += 1;
} }
} }
} }

View File

@ -14,7 +14,7 @@ struct animation_timeline_state
frame_range VisibleRange; frame_range VisibleRange;
handle SelectedBlockHandle; handle SelectedBlockHandle;
animation_handle EditingAnimationHandle; animation_handle EditingAnimationHandle;
u32 SelectedAnimationLayer; s32 SelectedAnimationLayer;
animation_handle NextActiveAnim; animation_handle NextActiveAnim;
}; };
@ -265,7 +265,8 @@ AnimationTimeline_AddAnimationBlockCommand(animation_timeline_state* TimelineSta
if ((EndFrame - StartFrame) > 0) if ((EndFrame - StartFrame) > 0)
{ {
animation_pattern_handle PatternHandle = Patterns_IndexToHandle(0); animation_pattern_handle PatternHandle = Patterns_IndexToHandle(0);
u32 Layer = TimelineState->SelectedAnimationLayer; s32 Layer = TimelineState->SelectedAnimationLayer;
Assert(Layer >= 0);
handle NewBlockHandle = Animation_AddBlock(ActiveAnim, StartFrame, EndFrame, PatternHandle, Layer); handle NewBlockHandle = Animation_AddBlock(ActiveAnim, StartFrame, EndFrame, PatternHandle, Layer);
@ -638,7 +639,7 @@ LayerList_Render(animation_timeline_state* TimelineState, animation* ActiveAnim,
if (ActiveAnim) if (ActiveAnim)
{ {
v2 LayerTextPos = {}; v2 LayerTextPos = {};
for (u32 i = 0; i < ActiveAnim->Layers.Count; i++) for (s32 i = 0; i < (s32)ActiveAnim->Layers.Count; i++)
{ {
anim_layer* Layer = ActiveAnim->Layers.Values + i; anim_layer* Layer = ActiveAnim->Layers.Values + i;
@ -771,8 +772,9 @@ AnimInfoView_Render(animation_timeline_state* TimelineState, animation* ActiveAn
{ {
animation_system* AnimSystem = &State->AnimationSystem; animation_system* AnimSystem = &State->AnimationSystem;
animation_handle ActiveAnimHandle = State->AnimationSystem.ActiveFadeGroup.From;
ui_interface* Interface = &State->Interface; ui_interface* Interface = &State->Interface;
ui_PushLayout(Interface, Bounds, LayoutDirection_TopDown, MakeString("AnimInfo Layout"), ActiveAnim->Name); ui_PushLayout(Interface, Bounds, LayoutDirection_TopDown, MakeString("AnimInfo Layout"), ActiveAnimHandle.Index);
ui_FillRect(&State->Interface, Bounds, Interface->Style.PanelBG); ui_FillRect(&State->Interface, Bounds, Interface->Style.PanelBG);
@ -803,18 +805,22 @@ AnimInfoView_Render(animation_timeline_state* TimelineState, animation* ActiveAn
{ {
if (ui_Button(Interface, MakeString("New"))) if (ui_Button(Interface, MakeString("New")))
{ {
animation NewAnim = {}; animation_desc Desc = {};
NewAnim.Name = PushString(State->AnimationSystem.Storage, 256); Desc.NameSize = 256;
Desc.LayersCount = 8;
Desc.BlocksCount = 8;
Desc.MinFrames = 0;
Desc.MaxFrames = SecondsToFrames(15, State->AnimationSystem);
animation NewAnim = Animation_Create(Desc, &State->AnimationSystem);
animation_handle NewAnimHandle = AnimationArray_Push(&State->AnimationSystem.Animations, NewAnim); animation_handle NewAnimHandle = AnimationArray_Push(&State->AnimationSystem.Animations, NewAnim);
State->AnimationSystem.ActiveFadeGroup.From = NewAnimHandle; AnimationTimeline_SetActiveAnimation(NewAnimHandle, TimelineState);
} }
if (ActiveAnim && ui_Button(Interface, MakeString("Save"))) if (ActiveAnim && ui_Button(Interface, MakeString("Save")))
{ {
// Save Animation File // Save Animation File
// TODO(pjs): If you created the animation via the "new" button, there won't be a file attached. // TODO(pjs): If you created the animation via the "new" button, there won't be a file attached.
// need to use the file browser to create a file // need to use the file browser to create a file
animation_handle ActiveAnimHandle = State->AnimationSystem.ActiveFadeGroup.From;
animation ActiveAnimation = *AnimationArray_GetSafe(State->AnimationSystem.Animations, ActiveAnimHandle); animation ActiveAnimation = *AnimationArray_GetSafe(State->AnimationSystem.Animations, ActiveAnimHandle);
if (!ActiveAnimation.FileInfo.Path.Str) if (!ActiveAnimation.FileInfo.Path.Str)
@ -850,8 +856,11 @@ AnimInfoView_Render(animation_timeline_state* TimelineState, animation* ActiveAn
ui_Label(Interface, MakeString("Layer")); ui_Label(Interface, MakeString("Layer"));
u32 LayerIndex = TimelineState->SelectedAnimationLayer; s32 LayerIndex = TimelineState->SelectedAnimationLayer;
anim_layer* SelectedLayer = ActiveAnim->Layers.Values + LayerIndex; anim_layer* SelectedLayer = 0;
if (LayerIndex >= 0)
{
SelectedLayer = ActiveAnim->Layers.Values + LayerIndex;
ui_TextEntry(Interface, MakeString("Layer Name"), &SelectedLayer->Name); ui_TextEntry(Interface, MakeString("Layer Name"), &SelectedLayer->Name);
gs_string BlendStr = BlendModeStrings[SelectedLayer->BlendMode]; gs_string BlendStr = BlendModeStrings[SelectedLayer->BlendMode];
@ -866,6 +875,7 @@ AnimInfoView_Render(animation_timeline_state* TimelineState, animation* ActiveAn
} }
} }
ui_EndLabeledDropdown(Interface); ui_EndLabeledDropdown(Interface);
}
ui_Label(Interface, MakeString("Pattern")); ui_Label(Interface, MakeString("Pattern"));
@ -896,7 +906,7 @@ AnimInfoView_Render(animation_timeline_state* TimelineState, animation* ActiveAn
AnimationTimeline_AddAnimationBlockCommand(TimelineState, State, Context); AnimationTimeline_AddAnimationBlockCommand(TimelineState, State, Context);
} }
} }
ui_PopLayout(Interface, MakeString("AnimInfo Layout"), ActiveAnim->Name); ui_PopLayout(Interface, MakeString("AnimInfo Layout"));
} }
internal void internal void
@ -948,6 +958,7 @@ AnimationTimeline_Render(panel* Panel, rect2 PanelBounds, render_command_buffer*
{ {
State->AnimationSystem.ActiveFadeGroup.From = TimelineState->NextActiveAnim; State->AnimationSystem.ActiveFadeGroup.From = TimelineState->NextActiveAnim;
TimelineState->EditingAnimationHandle = TimelineState->NextActiveAnim; TimelineState->EditingAnimationHandle = TimelineState->NextActiveAnim;
TimelineState->SelectedAnimationLayer = -1;
} }
} }

View File

@ -419,6 +419,38 @@ AnimationArray_GetSafe(animation_array Array, animation_handle Handle)
// //
// Animation // Animation
typedef struct animation_desc
{
u32 NameSize;
char* Name;
u32 LayersCount;
u32 BlocksCount;
u32 MinFrames;
u32 MaxFrames;
} animation_desc;
internal animation
Animation_Create(animation_desc Desc, animation_system* System)
{
animation Result = {};
u32 NameLen = Desc.NameSize;
if (Desc.Name)
{
NameLen = Max(CStringLength(Desc.Name), NameLen);
Result.Name = PushStringF(System->Storage, NameLen, "%s", Desc.Name);
} else {
Result.Name = PushStringF(System->Storage, NameLen, "[New Animation]");
}
Result.Layers = AnimLayerArray_Create(System->Storage, Desc.LayersCount);
Result.Blocks_ = AnimBlockArray_Create(System->Storage, Desc.BlocksCount);
Result.PlayableRange.Min = Desc.MinFrames;
Result.PlayableRange.Max = Desc.MaxFrames;
return Result;
}
internal handle internal handle
Animation_AddBlock(animation* Animation, u32 StartFrame, s32 EndFrame, animation_pattern_handle AnimationProcHandle, u32 LayerIndex) Animation_AddBlock(animation* Animation, u32 StartFrame, s32 EndFrame, animation_pattern_handle AnimationProcHandle, u32 LayerIndex)
{ {

View File

@ -188,40 +188,32 @@ BlumenLumen_CustomInit(app_state* State, context Context)
#if 0 #if 0
{ // Animation PLAYGROUND { // Animation PLAYGROUND
animation Anim0 = {0}; animation_desc Desc = {};
Anim0.Name = PushStringF(&State->Permanent, 256, "test_anim_zero"); Desc.NameSize = 256;
Anim0.Layers = AnimLayerArray_Create(State->AnimationSystem.Storage, 8); Desc.LayersCount = 8;
Anim0.Blocks_ = AnimBlockArray_Create(State->AnimationSystem.Storage, 8); Desc.BlocksCount = 8;
Anim0.PlayableRange.Min = 0; Desc.MinFrames = 0;
Anim0.PlayableRange.Max = SecondsToFrames(15, State->AnimationSystem); Desc.MaxFrames = SecondsToFrames(15, State->AnimationSystem);
animation_desc Desc0 = Desc;
Desc.Name = "test_anim_zero";
animation Anim0 = Animation_Create(Desc0, &State->AnimationSystem);
Animation_AddLayer(&Anim0, MakeString("Base Layer"), BlendMode_Overwrite, &State->AnimationSystem); Animation_AddLayer(&Anim0, MakeString("Base Layer"), BlendMode_Overwrite, &State->AnimationSystem);
Animation_AddBlock(&Anim0, 0, Anim0.PlayableRange.Max, Patterns_IndexToHandle(15), 0); Animation_AddBlock(&Anim0, 0, Anim0.PlayableRange.Max, Patterns_IndexToHandle(15), 0);
BLState->AnimHandles[0] = AnimationArray_Push(&State->AnimationSystem.Animations, Anim0); BLState->AnimHandles[0] = AnimationArray_Push(&State->AnimationSystem.Animations, Anim0);
animation Anim1 = {0}; animation_desc Desc1 = Desc;
Anim1.Name = PushStringF(&State->Permanent, 256, "test_anim_one"); Desc1.Name = "test_anim_one";
Anim1.Layers = AnimLayerArray_Create(State->AnimationSystem.Storage, 8); animation Anim1 = Animation_Create(Desc1, &State->AnimationSystem);
Anim1.Blocks_ = AnimBlockArray_Create(State->AnimationSystem.Storage, 8);
Anim1.PlayableRange.Min = 0;
Anim1.PlayableRange.Max = SecondsToFrames(15, State->AnimationSystem);
Animation_AddLayer(&Anim1, MakeString("Base Layer"), BlendMode_Overwrite, &State->AnimationSystem); Animation_AddLayer(&Anim1, MakeString("Base Layer"), BlendMode_Overwrite, &State->AnimationSystem);
Animation_AddBlock(&Anim1, 0, Anim0.PlayableRange.Max, Patterns_IndexToHandle(12), 0); Animation_AddBlock(&Anim1, 0, Anim0.PlayableRange.Max, Patterns_IndexToHandle(12), 0);
BLState->AnimHandles[1] = AnimationArray_Push(&State->AnimationSystem.Animations, Anim1); BLState->AnimHandles[1] = AnimationArray_Push(&State->AnimationSystem.Animations, Anim1);
animation Anim2 = {0}; animation_desc Desc2 = Desc;
Anim2.Name = PushStringF(&State->Permanent, 256, "i_love_you"); Desc2.Name = "i_love_you";
Anim2.Layers = AnimLayerArray_Create(State->AnimationSystem.Storage, 8); animation Anim2 = Animation_Create(Desc2, &State->AnimationSystem);;
Anim2.Blocks_ = AnimBlockArray_Create(State->AnimationSystem.Storage, 8);
Anim2.PlayableRange.Min = 0;
Anim2.PlayableRange.Max = SecondsToFrames(15, State->AnimationSystem);
Animation_AddLayer(&Anim2, MakeString("Base Layer"), BlendMode_Overwrite, &State->AnimationSystem); Animation_AddLayer(&Anim2, MakeString("Base Layer"), BlendMode_Overwrite, &State->AnimationSystem);
Animation_AddBlock(&Anim2, 0, Anim0.PlayableRange.Max, Patterns_IndexToHandle(20), 0); Animation_AddBlock(&Anim2, 0, Anim0.PlayableRange.Max, Patterns_IndexToHandle(20), 0);
BLState->AnimHandles[2] = AnimationArray_Push(&State->AnimationSystem.Animations, Anim2); BLState->AnimHandles[2] = AnimationArray_Push(&State->AnimationSystem.Animations, Anim2);
State->AnimationSystem.ActiveFadeGroup.From = BLState->AnimHandles[2]; State->AnimationSystem.ActiveFadeGroup.From = BLState->AnimHandles[2];
@ -417,6 +409,7 @@ BlumenLumen_CustomUpdate(gs_data UserData, app_state* State, context* Context)
} }
} }
// Dim the leds based on temp data // Dim the leds based on temp data
#define DIM_LED_BRIGHTNESS 1
#if DIM_LED_BRIGHTNESS #if DIM_LED_BRIGHTNESS
for (u32 i = 0; i < State->LedSystem.BuffersCount; i++) for (u32 i = 0; i < State->LedSystem.BuffersCount; i++)
{ {
@ -430,7 +423,25 @@ BlumenLumen_CustomUpdate(gs_data UserData, app_state* State, context* Context)
} }
} }
// TODO(pjs): dim stem to 50% // TODO(PS): This should really only happen if we think the
// flower _might_ be open
for (u32 a = 0; a < State->Assemblies.Count; a++)
{
assembly Assembly = State->Assemblies.Values[a];
led_buffer Buffer = State->LedSystem.Buffers[Assembly.LedBufferIndex];
led_strip_list TopStrips = AssemblyStripsGetWithTagValue(Assembly, ConstString("section"), ConstString("inner_bloom"), State->Transient);
for (u32 s = 0; s < TopStrips.Count; s++)
{
u32 SIndex = TopStrips.StripIndices[s];
v2_strip Strip = Assembly.Strips[SIndex];
for (u32 l = 0; l < Strip.LedCount; l++)
{
u32 LIndex = Strip.LedLUT[l];
Buffer.Colors[LIndex] = {0};
}
}
}
#endif #endif
// Send Status Packet // Send Status Packet