Basic file lister functionality. Extended Win32EnumerateDirectory; it now includes folders if proper flags are set.

This commit is contained in:
Peter Slattery 2020-09-07 13:42:00 -07:00
parent d08de9b99f
commit 15a2cb080e
14 changed files with 117 additions and 103 deletions

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@ -5,7 +5,7 @@
// //
#ifndef FOLDHAUS_COMMAND_DISPATCH_H #ifndef FOLDHAUS_COMMAND_DISPATCH_H
#define FOLDHAUS_INPUT_COMMAND_PROC(name) void name(app_state* State, input_entry Event, mouse_state Mouse) #define FOLDHAUS_INPUT_COMMAND_PROC(name) void name(app_state* State, input_entry Event, mouse_state Mouse, context Context)
typedef FOLDHAUS_INPUT_COMMAND_PROC(input_command_proc); typedef FOLDHAUS_INPUT_COMMAND_PROC(input_command_proc);
// NOTE(Peter): Helper function so I don't have to remember the parameters to this define // NOTE(Peter): Helper function so I don't have to remember the parameters to this define

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@ -20,7 +20,7 @@ enum panel_edit_mode
}; };
internal void internal void
SetPanelDefinition(panel* Panel, s32 NewPanelDefinitionIndex, app_state* State) SetPanelDefinition(panel* Panel, s32 NewPanelDefinitionIndex, app_state* State, context Context)
{ {
s32 OldPanelDefinitionIndex = Panel->PanelDefinitionIndex; s32 OldPanelDefinitionIndex = Panel->PanelDefinitionIndex;
Panel->PanelDefinitionIndex = NewPanelDefinitionIndex; Panel->PanelDefinitionIndex = NewPanelDefinitionIndex;
@ -29,7 +29,7 @@ SetPanelDefinition(panel* Panel, s32 NewPanelDefinitionIndex, app_state* State)
{ {
GlobalPanelDefs[OldPanelDefinitionIndex].Cleanup(Panel, State); GlobalPanelDefs[OldPanelDefinitionIndex].Cleanup(Panel, State);
} }
GlobalPanelDefs[NewPanelDefinitionIndex].Init(Panel, State); GlobalPanelDefs[NewPanelDefinitionIndex].Init(Panel, State, Context);
} }
// //
@ -254,7 +254,7 @@ FOLDHAUS_INPUT_COMMAND_PROC(EndSplitPanelOperation)
Panel->Left->Panel.PanelStateMemory = Panel->PanelStateMemory; Panel->Left->Panel.PanelStateMemory = Panel->PanelStateMemory;
Panel->Left->Panel.PanelStateMemorySize = Panel->PanelStateMemorySize; Panel->Left->Panel.PanelStateMemorySize = Panel->PanelStateMemorySize;
SetPanelDefinition(&Panel->Right->Panel, Panel->PanelDefinitionIndex, State); SetPanelDefinition(&Panel->Right->Panel, Panel->PanelDefinitionIndex, State, Context);
DeactivateCurrentOperationMode(&State->Modes); DeactivateCurrentOperationMode(&State->Modes);
} }
@ -400,7 +400,7 @@ DrawPanelBorder(panel Panel, v2 PanelMin, v2 PanelMax, v4 Color, mouse_state* Mo
} }
internal void internal void
DrawPanelFooter(panel* Panel, render_command_buffer* RenderBuffer, rect2 FooterBounds, mouse_state Mouse, app_state* State) DrawPanelFooter(panel* Panel, render_command_buffer* RenderBuffer, rect2 FooterBounds, mouse_state Mouse, app_state* State, context Context)
{ {
PushRenderQuad2D(RenderBuffer, FooterBounds.Min, v2{FooterBounds.Max.x, FooterBounds.Min.y + 25}, v4{.5f, .5f, .5f, 1.f}); PushRenderQuad2D(RenderBuffer, FooterBounds.Min, v2{FooterBounds.Max.x, FooterBounds.Min.y + 25}, v4{.5f, .5f, .5f, 1.f});
PushRenderQuad2D(RenderBuffer, FooterBounds.Min, FooterBounds.Min + v2{25, 25}, WhiteV4); PushRenderQuad2D(RenderBuffer, FooterBounds.Min, FooterBounds.Min + v2{25, 25}, WhiteV4);
@ -431,7 +431,7 @@ DrawPanelFooter(panel* Panel, render_command_buffer* RenderBuffer, rect2 FooterB
gs_string DefName = MakeString(Def.PanelName, Def.PanelNameLength); gs_string DefName = MakeString(Def.PanelName, Def.PanelNameLength);
if (ui_Button(&State->Interface, DefName, ButtonBounds)) if (ui_Button(&State->Interface, DefName, ButtonBounds))
{ {
SetPanelDefinition(Panel, i, State); SetPanelDefinition(Panel, i, State, Context);
Panel->PanelSelectionMenuOpen = false; Panel->PanelSelectionMenuOpen = false;
} }
@ -464,7 +464,7 @@ RenderPanel(panel* Panel, rect2 PanelBounds, rect2 WindowBounds, render_command_
Definition.Render(*Panel, PanelViewBounds, RenderBuffer, State, Context); Definition.Render(*Panel, PanelViewBounds, RenderBuffer, State, Context);
PushRenderOrthographic(RenderBuffer, WindowBounds); PushRenderOrthographic(RenderBuffer, WindowBounds);
DrawPanelFooter(Panel, RenderBuffer, FooterBounds, Mouse, State); DrawPanelFooter(Panel, RenderBuffer, FooterBounds, Mouse, State, Context);
} }
internal void internal void

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@ -9,7 +9,7 @@ typedef struct operation_mode operation_mode;
#define OPERATION_STATE_DEF(name) struct name #define OPERATION_STATE_DEF(name) struct name
#define OPERATION_RENDER_PROC(name) void name(app_state* State, render_command_buffer* RenderBuffer, operation_mode Operation, mouse_state Mouse) #define OPERATION_RENDER_PROC(name) void name(app_state* State, render_command_buffer* RenderBuffer, operation_mode Operation, mouse_state Mouse, context Context)
typedef OPERATION_RENDER_PROC(operation_render_proc); typedef OPERATION_RENDER_PROC(operation_render_proc);
struct operation_mode struct operation_mode

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@ -152,7 +152,7 @@ OPERATION_RENDER_PROC(UpdateDragAnimationClip)
animation_block* AnimationBlock = State->AnimationSystem.Blocks.GetElementWithHandle(State->SelectedAnimationBlockHandle); animation_block* AnimationBlock = State->AnimationSystem.Blocks.GetElementWithHandle(State->SelectedAnimationBlockHandle);
if (!AnimationBlock) if (!AnimationBlock)
{ {
EndCurrentOperationMode(State, {}, Mouse); EndCurrentOperationMode(State, {}, Mouse, Context);
return; return;
} }
@ -274,7 +274,7 @@ s32 AnimationTimeline_CommandsCount = 2;
GSMetaTag(panel_init); GSMetaTag(panel_init);
GSMetaTag(panel_type_animation_timeline); GSMetaTag(panel_type_animation_timeline);
internal void internal void
AnimationTimeline_Init(panel* Panel, app_state* State) AnimationTimeline_Init(panel* Panel, app_state* State, context Context)
{ {
// TODO: :FreePanelMemory // TODO: :FreePanelMemory
animation_timeline_state* TimelineState = PushStruct(&State->Permanent, animation_timeline_state); animation_timeline_state* TimelineState = PushStruct(&State->Permanent, animation_timeline_state);
@ -293,7 +293,7 @@ AnimationTimeline_Cleanup(panel* Panel, app_state* State)
internal void internal void
DrawFrameBar (animation_system* AnimationSystem, ui_interface Interface, frame_range VisibleFrames, rect2 BarBounds, app_state* State) DrawFrameBar (animation_system* AnimationSystem, ui_interface Interface, frame_range VisibleFrames, rect2 BarBounds, app_state* State)
{ {
gs_string TempString = PushString(&State->Transient, 256); gs_string TempString = PushString(State->Transient, 256);
s32 VisibleFrameCount = VisibleFrames.Max - VisibleFrames.Min; s32 VisibleFrameCount = VisibleFrames.Max - VisibleFrames.Min;
@ -455,7 +455,7 @@ DrawAnimationBlock (animation_block AnimationBlock, v4 BlockColor, frame_range V
internal gs_list_handle internal gs_list_handle
DrawAnimationTimeline (animation_system* AnimationSystem, animation_timeline_state* TimelineState, rect2 PanelBounds, gs_list_handle SelectedBlockHandle, ui_interface* Interface, app_state* State) DrawAnimationTimeline (animation_system* AnimationSystem, animation_timeline_state* TimelineState, rect2 PanelBounds, gs_list_handle SelectedBlockHandle, ui_interface* Interface, app_state* State)
{ {
gs_string Tempgs_string = PushString(&State->Transient, 256); gs_string Tempgs_string = PushString(State->Transient, 256);
gs_list_handle Result = SelectedBlockHandle; gs_list_handle Result = SelectedBlockHandle;
rect2 LayerMenuBounds, TimelineBounds; rect2 LayerMenuBounds, TimelineBounds;

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@ -18,7 +18,7 @@ s32 DMXView_CommandsCount = 0;
GSMetaTag(panel_init); GSMetaTag(panel_init);
GSMetaTag(panel_type_dmx_view); GSMetaTag(panel_type_dmx_view);
internal void internal void
DMXView_Init(panel* Panel, app_state* State) DMXView_Init(panel* Panel, app_state* State, context Context)
{ {
} }

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@ -8,21 +8,51 @@
struct file_view_state struct file_view_state
{ {
gs_string WorkingDirectory; gs_string WorkingDirectory;
gs_memory_arena FileNamesArena;
gs_file_info_array FileNames;
}; };
input_command* FileView_Commands = 0; input_command* FileView_Commands = 0;
s32 FileView_CommandsCount = 0; s32 FileView_CommandsCount = 0;
// TODO(pjs): 2 - On Change Dir function
// - clears the memory arena
// - enumerates the new directory in the memory arena
internal void
FileViewUpdateWorkingDirectory(gs_const_string WorkingDirectory, file_view_state* State, context Context)
{
ClearArena(&State->FileNamesArena);
State->WorkingDirectory = PushString(&State->FileNamesArena, WorkingDirectory.Length + 2);
PrintF(&State->WorkingDirectory, "%S", WorkingDirectory);
if (State->WorkingDirectory.Str[State->WorkingDirectory.Length - 1] != '\\')
{
AppendPrintF(&State->WorkingDirectory, "\\");
}
if (State->WorkingDirectory.Str[State->WorkingDirectory.Length - 1] != '*')
{
AppendPrintF(&State->WorkingDirectory, "*");
}
State->FileNames = EnumerateDirectory(Context.ThreadContext.FileHandler, &State->FileNamesArena, State->WorkingDirectory.ConstString, EnumerateDirectory_IncludeDirectories);
}
GSMetaTag(panel_init); GSMetaTag(panel_init);
GSMetaTag(panel_type_file_view); GSMetaTag(panel_type_file_view);
internal void internal void
FileView_Init(panel* Panel, app_state* State) FileView_Init(panel* Panel, app_state* State, context Context)
{ {
// TODO: :FreePanelMemory // TODO: :FreePanelMemory
file_view_state* FileViewState = PushStruct(&State->Permanent, file_view_state); file_view_state* FileViewState = PushStruct(&State->Permanent, file_view_state);
Panel->PanelStateMemory = (u8*)FileViewState;
FileViewState->FileNamesArena = CreateMemoryArena(Context.ThreadContext.Allocator);
#if 0
FileViewState->WorkingDirectory = MakeString(PushArray(&State->Permanent, char, 256), 256); FileViewState->WorkingDirectory = MakeString(PushArray(&State->Permanent, char, 256), 256);
PrintF(&FileViewState->WorkingDirectory, "C:\\"); PrintF(&FileViewState->WorkingDirectory, "C:\\");
Panel->PanelStateMemory = (u8*)FileViewState; #endif
FileViewUpdateWorkingDirectory(ConstString("C:\\projects\\Lumenarium\\src\\app"), FileViewState, Context);
} }
GSMetaTag(panel_cleanup); GSMetaTag(panel_cleanup);
@ -38,16 +68,21 @@ GSMetaTag(panel_type_file_view);
internal void internal void
FileView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* RenderBuffer, app_state* State, context Context) FileView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* RenderBuffer, app_state* State, context Context)
{ {
rect2 HeaderBounds = {0}; file_view_state* FileViewState = (file_view_state*)Panel.PanelStateMemory;
HeaderBounds.Min = {PanelBounds.Min.x, PanelBounds.Max.y - 32}; ui_layout Layout = ui_CreateLayout(State->Interface, PanelBounds);
HeaderBounds.Max = PanelBounds.Max;
rect2 ListBounds = {0}; // Header
ListBounds.Min = PanelBounds.Min; rect2 HeaderBounds = ui_ReserveElementBounds(&Layout);
ListBounds.Max = RectBottomRight(HeaderBounds);
// File Display
for (u32 i = 0; i < FileViewState->FileNames.Count; i++)
{
gs_file_info File = FileViewState->FileNames.Values[i];
gs_string PathString = PushString(State->Transient, File.Path.Length);
PrintF(&PathString, "%S", File.Path);
ui_LayoutDrawString(&State->Interface, &Layout, PathString, State->Interface.Style.TextColor);
}
PushRenderQuad2D(RenderBuffer, HeaderBounds.Min, HeaderBounds.Max, PinkV4);
PushRenderQuad2D(RenderBuffer, ListBounds.Min, ListBounds.Max, RedV4);
} }

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@ -11,7 +11,7 @@ s32 HierarchyView_CommandsCount = 0;
GSMetaTag(panel_init); GSMetaTag(panel_init);
GSMetaTag(panel_type_hierarchy); GSMetaTag(panel_type_hierarchy);
internal void internal void
HierarchyView_Init(panel* Panel, app_state* State) HierarchyView_Init(panel* Panel, app_state* State, context Context)
{ {
} }
@ -30,10 +30,10 @@ internal void
HierarchyView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* RenderBuffer, app_state* State, context Context) HierarchyView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* RenderBuffer, app_state* State, context Context)
{ {
ui_layout Layout = ui_CreateLayout(State->Interface, PanelBounds); ui_layout Layout = ui_CreateLayout(State->Interface, PanelBounds);
gs_string Tempgs_string = PushString(&State->Transient, 256); gs_string TempString = PushString(State->Transient, 256);
u32 LineCount = (u32)(Rect2Height(PanelBounds) / Layout.RowHeight) + 1; u32 LineCount = (u32)(Rect2Height(PanelBounds) / Layout.RowHeight) + 1;
u32 AssembliesToDraw = Min(LineCount, State->Assemblies.Count); u32 AssembliesToDraw = Min(LineCount, State->Assemblies.Count);
rect2* LineBounds = PushArray(&State->Transient, rect2, LineCount); rect2* LineBounds = PushArray(State->Transient, rect2, LineCount);
// Fill in alternating color rows for the backgrounds // Fill in alternating color rows for the backgrounds
for (u32 Line = 0; Line < LineCount; Line++) for (u32 Line = 0; Line < LineCount; Line++)
@ -46,12 +46,12 @@ HierarchyView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* Rend
for (u32 AssemblyIndex = 0; AssemblyIndex < AssembliesToDraw; AssemblyIndex++) for (u32 AssemblyIndex = 0; AssemblyIndex < AssembliesToDraw; AssemblyIndex++)
{ {
assembly Assembly = State->Assemblies.Values[AssemblyIndex]; assembly Assembly = State->Assemblies.Values[AssemblyIndex];
PrintF(&Tempgs_string, "%S", Assembly.Name); PrintF(&TempString, "%S", Assembly.Name);
ui_layout ItemLayout = ui_CreateLayout(State->Interface, LineBounds[AssemblyIndex]); ui_layout ItemLayout = ui_CreateLayout(State->Interface, LineBounds[AssemblyIndex]);
ui_StartRow(&ItemLayout, 2); ui_StartRow(&ItemLayout, 2);
{ {
ui_LayoutDrawString(&State->Interface, &ItemLayout, Tempgs_string, State->Interface.Style.TextColor); ui_LayoutDrawString(&State->Interface, &ItemLayout, TempString, State->Interface.Style.TextColor);
if (ui_LayoutListButton(&State->Interface, &ItemLayout, MakeString("X"), AssemblyIndex)) if (ui_LayoutListButton(&State->Interface, &ItemLayout, MakeString("X"), AssemblyIndex))
{ {
UnloadAssembly(AssemblyIndex, State, Context); UnloadAssembly(AssemblyIndex, State, Context);
@ -63,10 +63,10 @@ HierarchyView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* Rend
if (AssembliesToDraw < LineCount) if (AssembliesToDraw < LineCount)
{ {
// NOTE(Peter): Add assembly button // NOTE(Peter): Add assembly button
PrintF(&Tempgs_string, "+ Add Assembly"); PrintF(&TempString, "+ Add Assembly");
if (ui_ListButton(&State->Interface, Tempgs_string, LineBounds[AssembliesToDraw], AssembliesToDraw)) if (ui_ListButton(&State->Interface, TempString, LineBounds[AssembliesToDraw], AssembliesToDraw))
{ {
gs_string FilePath = PushString(&State->Transient, 256); gs_string FilePath = PushString(State->Transient, 256);
// TODO(Peter): Took out file opening temporarily while I get things back up and running. // TODO(Peter): Took out file opening temporarily while I get things back up and running.
// Ideally we can just write our own file lister using the new filehandler so that // Ideally we can just write our own file lister using the new filehandler so that

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@ -11,7 +11,7 @@ s32 ProfilerView_CommandsCount = 0;
GSMetaTag(panel_init); GSMetaTag(panel_init);
GSMetaTag(panel_type_profiler); GSMetaTag(panel_type_profiler);
internal void internal void
ProfilerView_Init(panel* Panel, app_state* State) ProfilerView_Init(panel* Panel, app_state* State, context Context)
{ {
} }
@ -139,7 +139,7 @@ GSMetaTag(panel_type_profiler);
internal void internal void
ProfilerView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* RenderBuffer, app_state* State, context Context) ProfilerView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* RenderBuffer, app_state* State, context Context)
{ {
gs_memory_arena* Memory = &State->Transient; gs_memory_arena* Memory = State->Transient;
gs_string String = PushString(Memory, 256); gs_string String = PushString(Memory, 256);
v4 FrameColors[] = { GreenV4, YellowV4, RedV4, WhiteV4 }; v4 FrameColors[] = { GreenV4, YellowV4, RedV4, WhiteV4 };

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@ -55,7 +55,7 @@ global s32 SculptureView_CommandsCount = 1;
GSMetaTag(panel_init); GSMetaTag(panel_init);
GSMetaTag(panel_type_sculpture_view); GSMetaTag(panel_type_sculpture_view);
internal void internal void
SculptureView_Init(panel* Panel, app_state* State) SculptureView_Init(panel* Panel, app_state* State, context Context)
{ {
} }
@ -175,7 +175,7 @@ SculptureView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* Rend
u32 NextLEDIndex = 0; u32 NextLEDIndex = 0;
for (u32 Job = 0; Job < JobsNeeded; Job++) for (u32 Job = 0; Job < JobsNeeded; Job++)
{ {
gs_data Data = PushSizeToData(&State->Transient, sizeof(draw_leds_job_data)); gs_data Data = PushSizeToData(State->Transient, sizeof(draw_leds_job_data));
draw_leds_job_data* JobData = (draw_leds_job_data*)Data.Memory; draw_leds_job_data* JobData = (draw_leds_job_data*)Data.Memory;
JobData->LedBuffer = *LedBuffer; JobData->LedBuffer = *LedBuffer;
JobData->StartIndex = NextLEDIndex; JobData->StartIndex = NextLEDIndex;
@ -207,7 +207,7 @@ SculptureView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* Rend
v4 LedPosition = LedBuffer->Positions[FocusPixel]; v4 LedPosition = LedBuffer->Positions[FocusPixel];
v2 LedOnScreenPosition = SculptureView_WorldToScreenPosition(LedPosition, State->Camera, PanelBounds); v2 LedOnScreenPosition = SculptureView_WorldToScreenPosition(LedPosition, State->Camera, PanelBounds);
gs_string Tempgs_string = PushString(&State->Transient, 256); gs_string Tempgs_string = PushString(State->Transient, 256);
PrintF(&Tempgs_string, "%f %f", LedOnScreenPosition.x, LedOnScreenPosition.y); PrintF(&Tempgs_string, "%f %f", LedOnScreenPosition.x, LedOnScreenPosition.y);
DrawString(RenderBuffer, Tempgs_string, State->Interface.Style.Font, v2{PanelBounds.Min.x + 100, PanelBounds.Max.y - 200}, WhiteV4); DrawString(RenderBuffer, Tempgs_string, State->Interface.Style.Font, v2{PanelBounds.Min.x + 100, PanelBounds.Max.y - 200}, WhiteV4);

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@ -52,12 +52,12 @@ INITIALIZE_APPLICATION(InitializeApplication)
*State = {}; *State = {};
State->Permanent = CreateMemoryArena(Context.ThreadContext.Allocator); State->Permanent = CreateMemoryArena(Context.ThreadContext.Allocator);
State->Transient = CreateMemoryArena(Context.ThreadContext.Allocator); State->Transient = Context.ThreadContext.Transient;
State->Assemblies.CountMax = 8; State->Assemblies.CountMax = 8;
State->Assemblies.Values = PushArray(&State->Permanent, assembly, State->Assemblies.CountMax); State->Assemblies.Values = PushArray(&State->Permanent, assembly, State->Assemblies.CountMax);
State->GlobalLog = PushStruct(&State->Transient, event_log); State->GlobalLog = PushStruct(State->Transient, event_log);
*State->GlobalLog = {0}; *State->GlobalLog = {0};
s32 CommandQueueSize = 32; s32 CommandQueueSize = 32;
@ -154,10 +154,10 @@ INITIALIZE_APPLICATION(InitializeApplication)
#if 1 #if 1
gs_const_string SculpturePath = ConstString("data/blumen_lumen_v2.fold"); gs_const_string SculpturePath = ConstString("data/blumen_lumen_v2.fold");
LoadAssembly(&State->Assemblies, &State->LedSystem, &State->Transient, Context, SculpturePath, State->GlobalLog); LoadAssembly(&State->Assemblies, &State->LedSystem, State->Transient, Context, SculpturePath, State->GlobalLog);
SculpturePath = ConstString("data/radialumia_v2.fold"); SculpturePath = ConstString("data/radialumia_v2.fold");
LoadAssembly(&State->Assemblies, &State->LedSystem, &State->Transient, Context, SculpturePath, State->GlobalLog); LoadAssembly(&State->Assemblies, &State->LedSystem, State->Transient, Context, SculpturePath, State->GlobalLog);
#endif #endif
State->PixelsToWorldScale = .01f; State->PixelsToWorldScale = .01f;
@ -184,11 +184,11 @@ INITIALIZE_APPLICATION(InitializeApplication)
InitializePanelSystem(&State->PanelSystem); InitializePanelSystem(&State->PanelSystem);
panel* Panel = TakeNewPanel(&State->PanelSystem); panel* Panel = TakeNewPanel(&State->PanelSystem);
SetPanelDefinition(Panel, PanelType_SculptureView, State); SetPanelDefinition(Panel, PanelType_SculptureView, State, Context);
} }
internal void internal void
HandleInput (app_state* State, rect2 WindowBounds, input_queue InputQueue, mouse_state Mouse) HandleInput (app_state* State, rect2 WindowBounds, input_queue InputQueue, mouse_state Mouse, context Context)
{ {
DEBUG_TRACK_FUNCTION; DEBUG_TRACK_FUNCTION;
@ -240,7 +240,7 @@ HandleInput (app_state* State, rect2 WindowBounds, input_queue InputQueue, mouse
for (s32 CommandIdx = State->CommandQueue.Used - 1; CommandIdx >= 0; CommandIdx--) for (s32 CommandIdx = State->CommandQueue.Used - 1; CommandIdx >= 0; CommandIdx--)
{ {
command_queue_entry* Entry = &State->CommandQueue.Commands[CommandIdx]; command_queue_entry* Entry = &State->CommandQueue.Commands[CommandIdx];
Entry->Command.Proc(State, Entry->Event, Mouse); Entry->Command.Proc(State, Entry->Event, Mouse, Context);
} }
ClearCommandQueue(&State->CommandQueue); ClearCommandQueue(&State->CommandQueue);
@ -305,13 +305,13 @@ UPDATE_AND_RENDER(UpdateAndRender)
// and need to persist beyond the end of the UpdateAndRender call. In the release version, we won't // and need to persist beyond the end of the UpdateAndRender call. In the release version, we won't
// zero the Transient arena when we clear it so it wouldn't be a problem, but it is technically // zero the Transient arena when we clear it so it wouldn't be a problem, but it is technically
// incorrect to clear the arena, and then access the memory later. // incorrect to clear the arena, and then access the memory later.
ClearArena(&State->Transient); ClearArena(State->Transient);
Context->Mouse.CursorType = CursorType_Arrow; Context->Mouse.CursorType = CursorType_Arrow;
PushRenderClearScreen(RenderBuffer); PushRenderClearScreen(RenderBuffer);
State->Camera.AspectRatio = RectAspectRatio(Context->WindowBounds); State->Camera.AspectRatio = RectAspectRatio(Context->WindowBounds);
HandleInput(State, State->WindowBounds, InputQueue, Context->Mouse); HandleInput(State, State->WindowBounds, InputQueue, Context->Mouse, *Context);
if (State->AnimationSystem.TimelineShouldAdvance) { if (State->AnimationSystem.TimelineShouldAdvance) {
// TODO(Peter): Revisit this. This implies that the framerate of the animation system // TODO(Peter): Revisit this. This implies that the framerate of the animation system
@ -331,9 +331,9 @@ UPDATE_AND_RENDER(UpdateAndRender)
r32 FrameTime = CurrentFrame * State->AnimationSystem.SecondsPerFrame; r32 FrameTime = CurrentFrame * State->AnimationSystem.SecondsPerFrame;
u32 CurrentBlocksMax = State->AnimationSystem.LayersCount; u32 CurrentBlocksMax = State->AnimationSystem.LayersCount;
b8* CurrentBlocksFilled = PushArray(&State->Transient, b8, CurrentBlocksMax); b8* CurrentBlocksFilled = PushArray(State->Transient, b8, CurrentBlocksMax);
ZeroArray(CurrentBlocksFilled, b8, CurrentBlocksMax); ZeroArray(CurrentBlocksFilled, b8, CurrentBlocksMax);
animation_block* CurrentBlocks = PushArray(&State->Transient, animation_block, CurrentBlocksMax); animation_block* CurrentBlocks = PushArray(State->Transient, animation_block, CurrentBlocksMax);
for (u32 i = 0; i < State->AnimationSystem.Blocks.Used; i++) for (u32 i = 0; i < State->AnimationSystem.Blocks.Used; i++)
{ {
@ -345,7 +345,7 @@ UPDATE_AND_RENDER(UpdateAndRender)
CurrentBlocks[Block.Layer] = Block; CurrentBlocks[Block.Layer] = Block;
} }
led_buffer* LayerLEDBuffers = PushArray(&State->Transient, led_buffer, CurrentBlocksMax); led_buffer* LayerLEDBuffers = PushArray(State->Transient, led_buffer, CurrentBlocksMax);
for (u32 AssemblyIndex = 0; AssemblyIndex < State->Assemblies.Count; AssemblyIndex++) for (u32 AssemblyIndex = 0; AssemblyIndex < State->Assemblies.Count; AssemblyIndex++)
{ {
assembly* Assembly = &State->Assemblies.Values[AssemblyIndex]; assembly* Assembly = &State->Assemblies.Values[AssemblyIndex];
@ -358,14 +358,14 @@ UPDATE_AND_RENDER(UpdateAndRender)
// Prep Temp Buffer // Prep Temp Buffer
LayerLEDBuffers[Layer] = *AssemblyLedBuffer; LayerLEDBuffers[Layer] = *AssemblyLedBuffer;
LayerLEDBuffers[Layer].Colors = PushArray(&State->Transient, pixel, AssemblyLedBuffer->LedCount); LayerLEDBuffers[Layer].Colors = PushArray(State->Transient, pixel, AssemblyLedBuffer->LedCount);
u32 FramesIntoBlock = CurrentFrame - Block.Range.Min; u32 FramesIntoBlock = CurrentFrame - Block.Range.Min;
r32 SecondsIntoBlock = FramesIntoBlock * State->AnimationSystem.SecondsPerFrame; r32 SecondsIntoBlock = FramesIntoBlock * State->AnimationSystem.SecondsPerFrame;
u32 AnimationProcIndex = Block.AnimationProcHandle - 1; u32 AnimationProcIndex = Block.AnimationProcHandle - 1;
animation_proc* AnimationProc = GlobalAnimationClips[AnimationProcIndex].Proc; animation_proc* AnimationProc = GlobalAnimationClips[AnimationProcIndex].Proc;
AnimationProc(&LayerLEDBuffers[Layer], *Assembly, SecondsIntoBlock, &State->Transient); AnimationProc(&LayerLEDBuffers[Layer], *Assembly, SecondsIntoBlock, State->Transient);
} }
// Consolidate Temp Buffers // Consolidate Temp Buffers
@ -468,7 +468,7 @@ UPDATE_AND_RENDER(UpdateAndRender)
State->Interface.RenderBuffer = RenderBuffer; State->Interface.RenderBuffer = RenderBuffer;
State->Interface.Mouse = Context->Mouse; State->Interface.Mouse = Context->Mouse;
panel_layout PanelsToRender = GetPanelLayout(&State->PanelSystem, State->WindowBounds, &State->Transient); panel_layout PanelsToRender = GetPanelLayout(&State->PanelSystem, State->WindowBounds, State->Transient);
DrawAllPanels(PanelsToRender, RenderBuffer, &Context->Mouse, State, *Context); DrawAllPanels(PanelsToRender, RenderBuffer, &Context->Mouse, State, *Context);
for (s32 m = 0; m < State->Modes.ActiveModesCount; m++) for (s32 m = 0; m < State->Modes.ActiveModesCount; m++)
@ -476,7 +476,7 @@ UPDATE_AND_RENDER(UpdateAndRender)
operation_mode OperationMode = State->Modes.ActiveModes[m]; operation_mode OperationMode = State->Modes.ActiveModes[m];
if (OperationMode.Render != 0) if (OperationMode.Render != 0)
{ {
OperationMode.Render(State, RenderBuffer, OperationMode, Context->Mouse); OperationMode.Render(State, RenderBuffer, OperationMode, Context->Mouse, *Context);
} }
} }

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@ -43,7 +43,7 @@ enum network_protocol
struct app_state struct app_state
{ {
gs_memory_arena Permanent; gs_memory_arena Permanent;
gs_memory_arena Transient; gs_memory_arena* Transient;
// Engine // Engine
// //
@ -212,7 +212,7 @@ FOLDHAUS_INPUT_COMMAND_PROC(EndCurrentOperationMode)
DeactivateCurrentOperationMode(&State->Modes); DeactivateCurrentOperationMode(&State->Modes);
} }
#define PANEL_INIT_PROC(name) void name(panel* Panel, app_state* State) #define PANEL_INIT_PROC(name) void name(panel* Panel, app_state* State, context Context)
typedef PANEL_INIT_PROC(panel_init_proc); typedef PANEL_INIT_PROC(panel_init_proc);
#define PANEL_CLEANUP_PROC(name) void name(panel* Panel, app_state* State) #define PANEL_CLEANUP_PROC(name) void name(panel* Panel, app_state* State)

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@ -252,6 +252,25 @@ struct temp_file_list
temp_file_list_entry* Last; temp_file_list_entry* Last;
}; };
internal void
Win32SetFileInfoFromFindFileData(gs_file_info* Info, WIN32_FIND_DATA FindFileData, gs_const_string SearchPath, gs_memory_arena* Storage)
{
u32 FileNameLength = CharArrayLength(FindFileData.cFileName);
// NOTE(Peter): String Storage
// Storing the string in the final storage means we don't have to copy the string later, and all
// strings will be continguous in memory at the calling site, though they will be before the array
gs_string FileName = PushString(Storage, SearchPath.Length + FileNameLength + 1);
PrintF(&FileName, "%S%.*s", SearchPath, FileName.Size, FindFileData.cFileName);
NullTerminate(&FileName);
Info->FileSize = Win32HighLowToU64(FindFileData.nFileSizeLow, FindFileData.nFileSizeHigh);
Info->CreationTime = Win32FileTimeToU64(FindFileData.ftCreationTime);
Info->LastWriteTime = Win32FileTimeToU64(FindFileData.ftLastWriteTime);
Info->Path = FileName.ConstString;
Info->IsDirectory = HasFlag(FindFileData.dwFileAttributes, FILE_ATTRIBUTE_DIRECTORY);
}
internal u32 internal u32
Win32EnumerateDirectoryIntoTempList(gs_file_handler FileHandler, temp_file_list* TempList, gs_const_string Path, gs_memory_arena* Storage, b32 Flags) Win32EnumerateDirectoryIntoTempList(gs_file_handler FileHandler, temp_file_list* TempList, gs_const_string Path, gs_memory_arena* Storage, b32 Flags)
{ {
@ -266,6 +285,8 @@ Win32EnumerateDirectoryIntoTempList(gs_file_handler FileHandler, temp_file_list*
{ {
do do
{ {
b32 AddFile = true;
if (HasFlag(FindFileData.dwFileAttributes, FILE_ATTRIBUTE_DIRECTORY)) if (HasFlag(FindFileData.dwFileAttributes, FILE_ATTRIBUTE_DIRECTORY))
{ {
if (HasFlag(Flags, EnumerateDirectory_Recurse)) if (HasFlag(Flags, EnumerateDirectory_Recurse))
@ -280,29 +301,14 @@ Win32EnumerateDirectoryIntoTempList(gs_file_handler FileHandler, temp_file_list*
} }
} }
if (HasFlag(Flags, EnumerateDirectory_IncludeDirectories)) AddFile = HasFlag(Flags, EnumerateDirectory_IncludeDirectories);
{
FilesCount += 1;
}
} }
else
if (AddFile)
{ {
temp_file_list_entry* File = PushStruct(FileHandler.Transient, temp_file_list_entry); temp_file_list_entry* File = PushStruct(FileHandler.Transient, temp_file_list_entry);
File->Info.FileSize = Win32HighLowToU64(FindFileData.nFileSizeLow, FindFileData.nFileSizeHigh); *File = {0};
File->Info.CreationTime = Win32FileTimeToU64(FindFileData.ftCreationTime); Win32SetFileInfoFromFindFileData(&File->Info, FindFileData, SearchPath, Storage);
File->Info.LastWriteTime = Win32FileTimeToU64(FindFileData.ftLastWriteTime);
File->Next = 0;
u32 FileNameLength = CharArrayLength(FindFileData.cFileName);
// NOTE(Peter): String Storage
// Storing the string in the final storage means we don't have to copy the string later, and all
// strings will be continguous in memory at the calling site, though they will be before the array
gs_string FileName = PushString(Storage, SearchPath.Length + FileNameLength + 1);
PrintF(&FileName, "%S%.*s", SearchPath, FileName.Size, FindFileData.cFileName);
NullTerminate(&FileName);
File->Info.Path = FileName.ConstString;
SLLPushOrInit(TempList->First, TempList->Last, File); SLLPushOrInit(TempList->First, TempList->Last, File);
FilesCount += 1; FilesCount += 1;
} }

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@ -1861,35 +1861,7 @@ PrintFArgsList (gs_string* String, char* Format, va_list Args)
{ {
if (FormatAt[0] == '\\') if (FormatAt[0] == '\\')
{ {
FormatAt++; OutChar(String, *FormatAt++);
Assert(IsBase8(FormatAt[0]) || // Octal Escape Sequences - \0 is in this set
FormatAt[0] == '\'' ||
FormatAt[0] == '\"' ||
FormatAt[0] == '\?' ||
FormatAt[0] == '\\' ||
FormatAt[0] == 'a' || // Audible Bell
FormatAt[0] == 'b' || // Backspace
FormatAt[0] == 'f' || // Form Feed - New Page
FormatAt[0] == 'n' || // Line Feed - New Line
FormatAt[0] == 'r' || // Carriage Return
FormatAt[0] == 't' || // Tab
FormatAt[0] == 'v'); // Vertical Tab
// Not Handled (see cpp spec) \nnn \xnn \unnnn \Unnnnnnnn
Assert(FormatAt[0] != 'x' || FormatAt[0] != 'u' || FormatAt[0] != 'U');
if (IsBase8(FormatAt[0]))
{
// TODO(Peter): this should keep going until it finds a non-octal character code
// but the only one we really need is \0 atm so I'm just handling that one
Assert(FormatAt[0] == '0');
OutChar(String, (char)0);
FormatAt++;
}
else
{
OutChar(String, *FormatAt++);
}
} }
else else
{ {

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@ -772,6 +772,7 @@ struct gs_file_info
u64 FileSize; u64 FileSize;
u64 CreationTime; u64 CreationTime;
u64 LastWriteTime; u64 LastWriteTime;
b32 IsDirectory;
}; };
struct gs_file_info_array struct gs_file_info_array