Implemented masking the inner strips on blumen
This commit is contained in:
parent
4d0d916d97
commit
0e7596cafc
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@ -753,13 +753,13 @@ ui_PushOverlayLayout(ui_interface* Interface, rect2 Bounds, ui_layout_direction
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}
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}
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static gs_string
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static gs_string
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ui_PushLayoutCategoryName(ui_interface* Interface, gs_string Category, gs_string Identifier)
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ui_PushLayoutCategoryName(ui_interface* Interface, gs_string Category, u32 Value)
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{
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{
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gs_string Result = PushStringF(Interface->PerFrameMemory,
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gs_string Result = PushStringF(Interface->PerFrameMemory,
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Category.Length + Identifier.Length,
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Category.Length + 25,
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"%S%S",
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"%S%d",
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Category.ConstString,
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Category.ConstString,
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Identifier.ConstString);
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Value);
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return Result;
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return Result;
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}
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}
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@ -782,9 +782,9 @@ ui_PushLayout(ui_interface* Interface, rect2 Bounds, ui_layout_direction FillDir
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return Result;
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return Result;
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}
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}
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static ui_widget*
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static ui_widget*
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ui_PushLayout(ui_interface* Interface, rect2 Bounds, ui_layout_direction FillDir, gs_string Category, gs_string Identifier)
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ui_PushLayout(ui_interface* Interface, rect2 Bounds, ui_layout_direction FillDir, gs_string Category, u32 Value)
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{
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{
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gs_string Name = ui_PushLayoutCategoryName(Interface, Category, Identifier);
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gs_string Name = ui_PushLayoutCategoryName(Interface, Category, Value);
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return ui_PushLayout(Interface, Bounds, FillDir, Name);
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return ui_PushLayout(Interface, Bounds, FillDir, Name);
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}
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}
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@ -854,7 +854,16 @@ ui_PopLayout(ui_interface* Interface, gs_string LayoutName)
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// NOTE(pjs): If this isn't true then a layout was opened without being closed
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// NOTE(pjs): If this isn't true then a layout was opened without being closed
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// Go check for ui_PushLayout, ui_BeginDropdown, ui_BeginRow, etc that don't have
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// Go check for ui_PushLayout, ui_BeginDropdown, ui_BeginRow, etc that don't have
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// a corresponding ui_Pop/ui_End*
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// a corresponding ui_Pop/ui_End*
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Assert(StringsEqual(Layout->String, LayoutName));
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//
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// We use StringsEqualUpToLength here becuase its possible that
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// the current layout used the Category + Identifier method
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// for generating Layout->String. And if Identifier was a string
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// that was edited within the scope of this layout, then
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// Layout->String and LayoutName will no longer match.
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//
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// This is a compromise that will at least let us know if
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// we aren't popping all our layouts correctly.
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Assert(StringsEqualUpToLength(Layout->String, LayoutName, LayoutName.Length));
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ui_ExpandToFitChildren(Layout);
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ui_ExpandToFitChildren(Layout);
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@ -869,9 +878,9 @@ ui_PopLayout(ui_interface* Interface, gs_string LayoutName)
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}
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}
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}
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}
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static void
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static void
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ui_PopLayout(ui_interface* Interface, gs_string Category, gs_string Identifier)
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ui_PopLayout(ui_interface* Interface, gs_string Category, u32 Value)
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{
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{
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gs_string Name = ui_PushLayoutCategoryName(Interface, Category, Identifier);
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gs_string Name = ui_PushLayoutCategoryName(Interface, Category, Value);
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ui_PopLayout(Interface, Name);
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ui_PopLayout(Interface, Name);
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}
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}
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@ -1073,6 +1082,7 @@ ui_EvaluateWidget(ui_interface* Interface, ui_widget* Widget, rect2 Bounds)
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else
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else
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{
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{
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OutChar(&State->EditString, Interface->TempInputString.Str[i]);
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OutChar(&State->EditString, Interface->TempInputString.Str[i]);
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Interface->CursorPosition += 1;
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}
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}
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}
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}
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}
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}
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@ -14,7 +14,7 @@ struct animation_timeline_state
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frame_range VisibleRange;
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frame_range VisibleRange;
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handle SelectedBlockHandle;
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handle SelectedBlockHandle;
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animation_handle EditingAnimationHandle;
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animation_handle EditingAnimationHandle;
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u32 SelectedAnimationLayer;
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s32 SelectedAnimationLayer;
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animation_handle NextActiveAnim;
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animation_handle NextActiveAnim;
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};
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};
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@ -265,7 +265,8 @@ AnimationTimeline_AddAnimationBlockCommand(animation_timeline_state* TimelineSta
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if ((EndFrame - StartFrame) > 0)
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if ((EndFrame - StartFrame) > 0)
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{
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{
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animation_pattern_handle PatternHandle = Patterns_IndexToHandle(0);
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animation_pattern_handle PatternHandle = Patterns_IndexToHandle(0);
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u32 Layer = TimelineState->SelectedAnimationLayer;
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s32 Layer = TimelineState->SelectedAnimationLayer;
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Assert(Layer >= 0);
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handle NewBlockHandle = Animation_AddBlock(ActiveAnim, StartFrame, EndFrame, PatternHandle, Layer);
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handle NewBlockHandle = Animation_AddBlock(ActiveAnim, StartFrame, EndFrame, PatternHandle, Layer);
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@ -638,7 +639,7 @@ LayerList_Render(animation_timeline_state* TimelineState, animation* ActiveAnim,
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if (ActiveAnim)
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if (ActiveAnim)
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{
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{
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v2 LayerTextPos = {};
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v2 LayerTextPos = {};
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for (u32 i = 0; i < ActiveAnim->Layers.Count; i++)
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for (s32 i = 0; i < (s32)ActiveAnim->Layers.Count; i++)
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{
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{
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anim_layer* Layer = ActiveAnim->Layers.Values + i;
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anim_layer* Layer = ActiveAnim->Layers.Values + i;
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@ -771,8 +772,9 @@ AnimInfoView_Render(animation_timeline_state* TimelineState, animation* ActiveAn
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{
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{
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animation_system* AnimSystem = &State->AnimationSystem;
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animation_system* AnimSystem = &State->AnimationSystem;
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animation_handle ActiveAnimHandle = State->AnimationSystem.ActiveFadeGroup.From;
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ui_interface* Interface = &State->Interface;
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ui_interface* Interface = &State->Interface;
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ui_PushLayout(Interface, Bounds, LayoutDirection_TopDown, MakeString("AnimInfo Layout"), ActiveAnim->Name);
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ui_PushLayout(Interface, Bounds, LayoutDirection_TopDown, MakeString("AnimInfo Layout"), ActiveAnimHandle.Index);
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ui_FillRect(&State->Interface, Bounds, Interface->Style.PanelBG);
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ui_FillRect(&State->Interface, Bounds, Interface->Style.PanelBG);
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@ -803,18 +805,22 @@ AnimInfoView_Render(animation_timeline_state* TimelineState, animation* ActiveAn
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{
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{
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if (ui_Button(Interface, MakeString("New")))
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if (ui_Button(Interface, MakeString("New")))
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{
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{
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animation NewAnim = {};
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animation_desc Desc = {};
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NewAnim.Name = PushString(State->AnimationSystem.Storage, 256);
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Desc.NameSize = 256;
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Desc.LayersCount = 8;
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Desc.BlocksCount = 8;
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Desc.MinFrames = 0;
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Desc.MaxFrames = SecondsToFrames(15, State->AnimationSystem);
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animation NewAnim = Animation_Create(Desc, &State->AnimationSystem);
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animation_handle NewAnimHandle = AnimationArray_Push(&State->AnimationSystem.Animations, NewAnim);
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animation_handle NewAnimHandle = AnimationArray_Push(&State->AnimationSystem.Animations, NewAnim);
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State->AnimationSystem.ActiveFadeGroup.From = NewAnimHandle;
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AnimationTimeline_SetActiveAnimation(NewAnimHandle, TimelineState);
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}
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}
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if (ActiveAnim && ui_Button(Interface, MakeString("Save")))
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if (ActiveAnim && ui_Button(Interface, MakeString("Save")))
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{
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{
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// Save Animation File
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// Save Animation File
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// TODO(pjs): If you created the animation via the "new" button, there won't be a file attached.
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// TODO(pjs): If you created the animation via the "new" button, there won't be a file attached.
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// need to use the file browser to create a file
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// need to use the file browser to create a file
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animation_handle ActiveAnimHandle = State->AnimationSystem.ActiveFadeGroup.From;
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animation ActiveAnimation = *AnimationArray_GetSafe(State->AnimationSystem.Animations, ActiveAnimHandle);
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animation ActiveAnimation = *AnimationArray_GetSafe(State->AnimationSystem.Animations, ActiveAnimHandle);
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if (!ActiveAnimation.FileInfo.Path.Str)
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if (!ActiveAnimation.FileInfo.Path.Str)
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@ -850,8 +856,11 @@ AnimInfoView_Render(animation_timeline_state* TimelineState, animation* ActiveAn
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ui_Label(Interface, MakeString("Layer"));
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ui_Label(Interface, MakeString("Layer"));
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u32 LayerIndex = TimelineState->SelectedAnimationLayer;
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s32 LayerIndex = TimelineState->SelectedAnimationLayer;
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anim_layer* SelectedLayer = ActiveAnim->Layers.Values + LayerIndex;
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anim_layer* SelectedLayer = 0;
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if (LayerIndex >= 0)
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{
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SelectedLayer = ActiveAnim->Layers.Values + LayerIndex;
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ui_TextEntry(Interface, MakeString("Layer Name"), &SelectedLayer->Name);
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ui_TextEntry(Interface, MakeString("Layer Name"), &SelectedLayer->Name);
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gs_string BlendStr = BlendModeStrings[SelectedLayer->BlendMode];
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gs_string BlendStr = BlendModeStrings[SelectedLayer->BlendMode];
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@ -866,6 +875,7 @@ AnimInfoView_Render(animation_timeline_state* TimelineState, animation* ActiveAn
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}
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}
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}
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}
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ui_EndLabeledDropdown(Interface);
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ui_EndLabeledDropdown(Interface);
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}
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ui_Label(Interface, MakeString("Pattern"));
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ui_Label(Interface, MakeString("Pattern"));
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@ -896,7 +906,7 @@ AnimInfoView_Render(animation_timeline_state* TimelineState, animation* ActiveAn
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AnimationTimeline_AddAnimationBlockCommand(TimelineState, State, Context);
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AnimationTimeline_AddAnimationBlockCommand(TimelineState, State, Context);
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}
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}
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}
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}
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ui_PopLayout(Interface, MakeString("AnimInfo Layout"), ActiveAnim->Name);
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ui_PopLayout(Interface, MakeString("AnimInfo Layout"));
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}
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}
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internal void
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internal void
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@ -948,6 +958,7 @@ AnimationTimeline_Render(panel* Panel, rect2 PanelBounds, render_command_buffer*
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{
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{
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State->AnimationSystem.ActiveFadeGroup.From = TimelineState->NextActiveAnim;
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State->AnimationSystem.ActiveFadeGroup.From = TimelineState->NextActiveAnim;
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TimelineState->EditingAnimationHandle = TimelineState->NextActiveAnim;
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TimelineState->EditingAnimationHandle = TimelineState->NextActiveAnim;
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TimelineState->SelectedAnimationLayer = -1;
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}
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}
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}
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}
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@ -419,6 +419,38 @@ AnimationArray_GetSafe(animation_array Array, animation_handle Handle)
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//
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//
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// Animation
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// Animation
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typedef struct animation_desc
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{
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u32 NameSize;
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char* Name;
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u32 LayersCount;
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u32 BlocksCount;
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u32 MinFrames;
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u32 MaxFrames;
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} animation_desc;
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internal animation
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Animation_Create(animation_desc Desc, animation_system* System)
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{
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animation Result = {};
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u32 NameLen = Desc.NameSize;
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if (Desc.Name)
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{
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NameLen = Max(CStringLength(Desc.Name), NameLen);
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Result.Name = PushStringF(System->Storage, NameLen, "%s", Desc.Name);
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} else {
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Result.Name = PushStringF(System->Storage, NameLen, "[New Animation]");
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}
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Result.Layers = AnimLayerArray_Create(System->Storage, Desc.LayersCount);
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Result.Blocks_ = AnimBlockArray_Create(System->Storage, Desc.BlocksCount);
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Result.PlayableRange.Min = Desc.MinFrames;
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Result.PlayableRange.Max = Desc.MaxFrames;
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return Result;
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}
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internal handle
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internal handle
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Animation_AddBlock(animation* Animation, u32 StartFrame, s32 EndFrame, animation_pattern_handle AnimationProcHandle, u32 LayerIndex)
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Animation_AddBlock(animation* Animation, u32 StartFrame, s32 EndFrame, animation_pattern_handle AnimationProcHandle, u32 LayerIndex)
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{
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{
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@ -188,40 +188,32 @@ BlumenLumen_CustomInit(app_state* State, context Context)
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#if 0
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#if 0
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{ // Animation PLAYGROUND
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{ // Animation PLAYGROUND
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animation Anim0 = {0};
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animation_desc Desc = {};
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Anim0.Name = PushStringF(&State->Permanent, 256, "test_anim_zero");
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Desc.NameSize = 256;
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Anim0.Layers = AnimLayerArray_Create(State->AnimationSystem.Storage, 8);
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Desc.LayersCount = 8;
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Anim0.Blocks_ = AnimBlockArray_Create(State->AnimationSystem.Storage, 8);
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Desc.BlocksCount = 8;
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Anim0.PlayableRange.Min = 0;
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Desc.MinFrames = 0;
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Anim0.PlayableRange.Max = SecondsToFrames(15, State->AnimationSystem);
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Desc.MaxFrames = SecondsToFrames(15, State->AnimationSystem);
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animation_desc Desc0 = Desc;
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Desc.Name = "test_anim_zero";
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animation Anim0 = Animation_Create(Desc0, &State->AnimationSystem);
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Animation_AddLayer(&Anim0, MakeString("Base Layer"), BlendMode_Overwrite, &State->AnimationSystem);
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Animation_AddLayer(&Anim0, MakeString("Base Layer"), BlendMode_Overwrite, &State->AnimationSystem);
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Animation_AddBlock(&Anim0, 0, Anim0.PlayableRange.Max, Patterns_IndexToHandle(15), 0);
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Animation_AddBlock(&Anim0, 0, Anim0.PlayableRange.Max, Patterns_IndexToHandle(15), 0);
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BLState->AnimHandles[0] = AnimationArray_Push(&State->AnimationSystem.Animations, Anim0);
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BLState->AnimHandles[0] = AnimationArray_Push(&State->AnimationSystem.Animations, Anim0);
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animation Anim1 = {0};
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animation_desc Desc1 = Desc;
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Anim1.Name = PushStringF(&State->Permanent, 256, "test_anim_one");
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Desc1.Name = "test_anim_one";
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Anim1.Layers = AnimLayerArray_Create(State->AnimationSystem.Storage, 8);
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animation Anim1 = Animation_Create(Desc1, &State->AnimationSystem);
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Anim1.Blocks_ = AnimBlockArray_Create(State->AnimationSystem.Storage, 8);
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Anim1.PlayableRange.Min = 0;
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Anim1.PlayableRange.Max = SecondsToFrames(15, State->AnimationSystem);
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Animation_AddLayer(&Anim1, MakeString("Base Layer"), BlendMode_Overwrite, &State->AnimationSystem);
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Animation_AddLayer(&Anim1, MakeString("Base Layer"), BlendMode_Overwrite, &State->AnimationSystem);
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Animation_AddBlock(&Anim1, 0, Anim0.PlayableRange.Max, Patterns_IndexToHandle(12), 0);
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Animation_AddBlock(&Anim1, 0, Anim0.PlayableRange.Max, Patterns_IndexToHandle(12), 0);
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BLState->AnimHandles[1] = AnimationArray_Push(&State->AnimationSystem.Animations, Anim1);
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BLState->AnimHandles[1] = AnimationArray_Push(&State->AnimationSystem.Animations, Anim1);
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animation Anim2 = {0};
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animation_desc Desc2 = Desc;
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Anim2.Name = PushStringF(&State->Permanent, 256, "i_love_you");
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Desc2.Name = "i_love_you";
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Anim2.Layers = AnimLayerArray_Create(State->AnimationSystem.Storage, 8);
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animation Anim2 = Animation_Create(Desc2, &State->AnimationSystem);;
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Anim2.Blocks_ = AnimBlockArray_Create(State->AnimationSystem.Storage, 8);
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Anim2.PlayableRange.Min = 0;
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Anim2.PlayableRange.Max = SecondsToFrames(15, State->AnimationSystem);
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Animation_AddLayer(&Anim2, MakeString("Base Layer"), BlendMode_Overwrite, &State->AnimationSystem);
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Animation_AddLayer(&Anim2, MakeString("Base Layer"), BlendMode_Overwrite, &State->AnimationSystem);
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Animation_AddBlock(&Anim2, 0, Anim0.PlayableRange.Max, Patterns_IndexToHandle(20), 0);
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Animation_AddBlock(&Anim2, 0, Anim0.PlayableRange.Max, Patterns_IndexToHandle(20), 0);
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BLState->AnimHandles[2] = AnimationArray_Push(&State->AnimationSystem.Animations, Anim2);
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BLState->AnimHandles[2] = AnimationArray_Push(&State->AnimationSystem.Animations, Anim2);
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State->AnimationSystem.ActiveFadeGroup.From = BLState->AnimHandles[2];
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State->AnimationSystem.ActiveFadeGroup.From = BLState->AnimHandles[2];
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@ -417,6 +409,7 @@ BlumenLumen_CustomUpdate(gs_data UserData, app_state* State, context* Context)
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}
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}
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}
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}
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// Dim the leds based on temp data
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// Dim the leds based on temp data
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#define DIM_LED_BRIGHTNESS 1
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#if DIM_LED_BRIGHTNESS
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#if DIM_LED_BRIGHTNESS
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for (u32 i = 0; i < State->LedSystem.BuffersCount; i++)
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for (u32 i = 0; i < State->LedSystem.BuffersCount; i++)
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{
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{
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@ -430,7 +423,25 @@ BlumenLumen_CustomUpdate(gs_data UserData, app_state* State, context* Context)
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}
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}
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}
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}
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// TODO(pjs): dim stem to 50%
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// TODO(PS): This should really only happen if we think the
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// flower _might_ be open
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for (u32 a = 0; a < State->Assemblies.Count; a++)
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{
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assembly Assembly = State->Assemblies.Values[a];
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led_buffer Buffer = State->LedSystem.Buffers[Assembly.LedBufferIndex];
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led_strip_list TopStrips = AssemblyStripsGetWithTagValue(Assembly, ConstString("section"), ConstString("inner_bloom"), State->Transient);
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for (u32 s = 0; s < TopStrips.Count; s++)
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{
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u32 SIndex = TopStrips.StripIndices[s];
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v2_strip Strip = Assembly.Strips[SIndex];
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for (u32 l = 0; l < Strip.LedCount; l++)
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{
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u32 LIndex = Strip.LedLUT[l];
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Buffer.Colors[LIndex] = {0};
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}
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}
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}
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#endif
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#endif
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// Send Status Packet
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// Send Status Packet
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