Implemented removing panels by right clicking on the border.
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19727da391
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20636acdce
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@ -133,6 +133,14 @@ FOLDHAUS_INPUT_COMMAND_PROC(OpenUniverseView)
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//
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///////////////////////////////////////
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enum panel_edit_mode
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{
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PanelEdit_Modify,
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PanelEdit_Destroy,
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PanelEdit_Count,
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};
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//
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// Drag Panel Border Operation Mode
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@ -144,12 +152,16 @@ OPERATION_STATE_DEF(drag_panel_border_operation_state)
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// it stores the value calculated when the operation mode is kicked off.
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rect InitialPanelBounds;
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panel_split_direction PanelEdgeDirection;
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panel_edit_mode PanelEditMode;
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};
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OPERATION_RENDER_PROC(UpdateAndRenderDragPanelBorder)
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{
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drag_panel_border_operation_state* OpState = (drag_panel_border_operation_state*)Operation.OpStateMemory;
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rect PanelBounds = OpState->InitialPanelBounds;
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if (OpState->PanelEditMode == PanelEdit_Modify)
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{
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v4 EdgePreviewColor = v4{.3f, .3f, .3f, 1.f};
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v2 EdgePreviewMin = {};
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@ -166,6 +178,37 @@ OPERATION_RENDER_PROC(UpdateAndRenderDragPanelBorder)
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}
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PushRenderQuad2D(RenderBuffer, EdgePreviewMin, EdgePreviewMax, EdgePreviewColor);
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}
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else if (OpState->PanelEditMode == PanelEdit_Destroy)
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{
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rect PanelToDeleteBounds = {};
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if (OpState->PanelEdgeDirection == PanelSplit_Horizontal)
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{
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r32 SplitY = GSLerp(PanelBounds.Min.y, PanelBounds.Max.y, OpState->Panel->SplitPercent);
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if (Mouse.Pos.y > SplitY)
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{
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PanelToDeleteBounds = GetTopPanelBounds(OpState->Panel, PanelBounds);
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}
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else
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{
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PanelToDeleteBounds = GetBottomPanelBounds(OpState->Panel, PanelBounds);
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}
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}
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else if (OpState->PanelEdgeDirection == PanelSplit_Vertical)
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{
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r32 SplitX = GSLerp(PanelBounds.Min.x, PanelBounds.Max.x, OpState->Panel->SplitPercent);
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if (Mouse.Pos.x > SplitX)
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{
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PanelToDeleteBounds = GetRightPanelBounds(OpState->Panel, PanelBounds);
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}
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else
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{
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PanelToDeleteBounds = GetLeftPanelBounds(OpState->Panel, PanelBounds);
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}
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}
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v4 OverlayColor = v4{0, 0, 0, .3f};
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PushRenderQuad2D(RenderBuffer, PanelToDeleteBounds.Min, PanelToDeleteBounds.Max, OverlayColor);
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}
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}
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FOLDHAUS_INPUT_COMMAND_PROC(EndDragPanelBorderOperation)
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@ -174,6 +217,8 @@ FOLDHAUS_INPUT_COMMAND_PROC(EndDragPanelBorderOperation)
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panel* Panel = OpState->Panel;
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rect PanelBounds = OpState->InitialPanelBounds;
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if (OpState->PanelEditMode == PanelEdit_Modify)
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{
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if (Panel->SplitDirection == PanelSplit_Horizontal)
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{
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r32 NewSplitY = Mouse.Pos.y;
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@ -206,22 +251,52 @@ FOLDHAUS_INPUT_COMMAND_PROC(EndDragPanelBorderOperation)
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Panel->SplitPercent = (NewSplitX - PanelBounds.Min.x) / Width(PanelBounds);
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}
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}
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}
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else // PanelEdit_Destroy
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{
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if (OpState->PanelEdgeDirection == PanelSplit_Horizontal)
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{
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r32 SplitY = GSLerp(PanelBounds.Min.y, PanelBounds.Max.y, OpState->Panel->SplitPercent);
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if (Mouse.Pos.y > SplitY)
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{
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ConsolidatePanelsKeepOne(Panel, Panel->Bottom, &State->PanelSystem);
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}
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else
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{
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ConsolidatePanelsKeepOne(Panel, Panel->Top, &State->PanelSystem);
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}
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}
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else if (OpState->PanelEdgeDirection == PanelSplit_Vertical)
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{
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r32 SplitX = GSLerp(PanelBounds.Min.x, PanelBounds.Max.x, OpState->Panel->SplitPercent);
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if (Mouse.Pos.x > SplitX)
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{
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ConsolidatePanelsKeepOne(Panel, Panel->Left, &State->PanelSystem);
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}
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else
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{
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ConsolidatePanelsKeepOne(Panel, Panel->Right, &State->PanelSystem);
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}
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}
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}
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DeactivateCurrentOperationMode(&State->Modes);
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}
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input_command DragPanelBorderCommands[] = {
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{ KeyCode_MouseLeftButton, KeyCode_Invalid, Command_Ended, EndDragPanelBorderOperation },
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{ KeyCode_MouseRightButton, KeyCode_Invalid, Command_Ended, EndDragPanelBorderOperation },
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};
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internal void
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BeginDragPanelBorder(panel* Panel, rect PanelBounds, panel_split_direction PanelEdgeDirection, mouse_state Mouse, app_state* State)
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BeginDragPanelBorder(panel* Panel, panel_edit_mode PanelEditMode, rect PanelBounds, panel_split_direction PanelEdgeDirection, mouse_state Mouse, app_state* State)
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{
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operation_mode* DragPanelBorder = ActivateOperationModeWithCommands(&State->Modes, DragPanelBorderCommands, UpdateAndRenderDragPanelBorder);
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drag_panel_border_operation_state* OpState = CreateOperationState(DragPanelBorder, &State->Modes, drag_panel_border_operation_state);
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OpState->Panel = Panel;
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OpState->InitialPanelBounds = PanelBounds;
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OpState->PanelEdgeDirection = PanelEdgeDirection;
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OpState->PanelEditMode = PanelEditMode;
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}
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// ----------------
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@ -306,7 +381,7 @@ BeginSplitPanelOperation(panel* Panel, rect PanelBounds, mouse_state Mouse, app_
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#define PANEL_EDGE_CLICK_MAX_DISTANCE 6
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internal b32
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HandleMouseDownPanelInteractionOrRecurse(panel* Panel, rect PanelBounds, mouse_state Mouse, app_state* State)
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HandleMouseDownPanelInteractionOrRecurse(panel* Panel, panel_edit_mode PanelEditMode, rect PanelBounds, mouse_state Mouse, app_state* State)
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{
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b32 HandledMouseInput = false;
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@ -314,6 +389,7 @@ HandleMouseDownPanelInteractionOrRecurse(panel* Panel, rect PanelBounds, mouse_s
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&& PointIsInRange(Mouse.DownPos, PanelBounds.Min, PanelBounds.Min + v2{25, 25}))
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{
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BeginSplitPanelOperation(Panel, PanelBounds, Mouse, State);
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HandledMouseInput = true;
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}
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else if (Panel->SplitDirection == PanelSplit_Horizontal)
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{
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@ -321,15 +397,21 @@ HandleMouseDownPanelInteractionOrRecurse(panel* Panel, rect PanelBounds, mouse_s
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r32 ClickDistanceFromSplit = GSAbs(Mouse.DownPos.y - SplitY);
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if (ClickDistanceFromSplit < PANEL_EDGE_CLICK_MAX_DISTANCE)
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{
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BeginDragPanelBorder(Panel, PanelBounds, PanelSplit_Horizontal, Mouse, State);
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BeginDragPanelBorder(Panel, PanelEditMode, PanelBounds, PanelSplit_Horizontal, Mouse, State);
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HandledMouseInput = true;
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}
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else
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{
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rect TopPanelBounds = GetTopPanelBounds(Panel, PanelBounds);
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rect BottomPanelBounds = GetBottomPanelBounds(Panel, PanelBounds);
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HandleMouseDownPanelInteractionOrRecurse(&Panel->Bottom->Panel, BottomPanelBounds, Mouse, State);
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HandleMouseDownPanelInteractionOrRecurse(&Panel->Top->Panel, TopPanelBounds, Mouse, State);
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if (PointIsInRect(Mouse.DownPos, BottomPanelBounds))
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{
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HandleMouseDownPanelInteractionOrRecurse(&Panel->Bottom->Panel, PanelEditMode, BottomPanelBounds, Mouse, State);
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}
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if (PointIsInRect(Mouse.DownPos, TopPanelBounds))
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{
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HandleMouseDownPanelInteractionOrRecurse(&Panel->Top->Panel, PanelEditMode, TopPanelBounds, Mouse, State);
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}
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}
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}
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else if (Panel->SplitDirection == PanelSplit_Vertical)
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@ -338,15 +420,21 @@ HandleMouseDownPanelInteractionOrRecurse(panel* Panel, rect PanelBounds, mouse_s
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r32 ClickDistanceFromSplit = GSAbs(Mouse.DownPos.x - SplitX);
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if (ClickDistanceFromSplit < PANEL_EDGE_CLICK_MAX_DISTANCE)
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{
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BeginDragPanelBorder(Panel, PanelBounds, PanelSplit_Vertical, Mouse, State);
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BeginDragPanelBorder(Panel, PanelEditMode, PanelBounds, PanelSplit_Vertical, Mouse, State);
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HandledMouseInput = true;
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}
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else
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{
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rect LeftPanelBounds = GetLeftPanelBounds(Panel, PanelBounds);
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rect RightPanelBounds = GetRightPanelBounds(Panel, PanelBounds);
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HandleMouseDownPanelInteractionOrRecurse(&Panel->Left->Panel, LeftPanelBounds, Mouse, State);
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HandleMouseDownPanelInteractionOrRecurse(&Panel->Right->Panel, RightPanelBounds, Mouse, State);
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if (PointIsInRect(Mouse.DownPos, LeftPanelBounds))
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{
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HandleMouseDownPanelInteractionOrRecurse(&Panel->Left->Panel, PanelEditMode, LeftPanelBounds, Mouse, State);
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}
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if (PointIsInRect(Mouse.DownPos, RightPanelBounds))
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{
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HandleMouseDownPanelInteractionOrRecurse(&Panel->Right->Panel, PanelEditMode, RightPanelBounds, Mouse, State);
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}
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}
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}
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@ -358,10 +446,14 @@ HandleMousePanelInteraction(panel_system* PanelSystem, rect WindowBounds, mouse_
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{
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b32 HandledMouseInput = false;
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panel* FirstPanel = &PanelSystem->Panels[0].Panel;
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if (MouseButtonTransitionedDown(Mouse.LeftButtonState))
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{
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panel* FirstPanel = &PanelSystem->Panels[0].Panel;
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HandledMouseInput = HandleMouseDownPanelInteractionOrRecurse(FirstPanel, WindowBounds, Mouse, State);
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HandledMouseInput = HandleMouseDownPanelInteractionOrRecurse(FirstPanel, PanelEdit_Modify, WindowBounds, Mouse, State);
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}
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else if (MouseButtonTransitionedDown(Mouse.RightButtonState))
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{
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HandledMouseInput = HandleMouseDownPanelInteractionOrRecurse(FirstPanel, PanelEdit_Destroy, WindowBounds, Mouse, State);
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}
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return HandledMouseInput;
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@ -133,6 +133,17 @@ FreePanelEntry(panel_entry* Entry, panel_system* PanelSystem)
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PanelSystem->FreeList.Free.Next = Entry;
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}
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internal void
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FreePanelEntryRecursive(panel_entry* Entry, panel_system* PanelSystem)
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{
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if (Entry->Panel.SplitDirection != PanelSplit_NoSplit)
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{
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FreePanelEntryRecursive(Entry->Panel.Left, PanelSystem);
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FreePanelEntryRecursive(Entry->Panel.Right, PanelSystem);
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}
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FreePanelEntry(Entry, PanelSystem);
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}
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internal void
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FreePanelAtIndex(s32 Index, panel_system* PanelSystem)
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{
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@ -182,11 +193,12 @@ ConsolidatePanelsKeepOne(panel* Parent, panel_entry* PanelEntryToKeep, panel_sys
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panel_entry* LeftChild = Parent->Left;
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panel_entry* RightChild = Parent->Right;
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*Parent = PanelEntryToKeep->Panel;
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Parent->SplitDirection = PanelSplit_NoSplit;
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panel_entry* PanelEntryToDestroy = PanelEntryToKeep == LeftChild ? RightChild : LeftChild;
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FreePanelEntry(LeftChild, PanelSystem);
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FreePanelEntry(RightChild, PanelSystem);
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*Parent = PanelEntryToKeep->Panel;
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FreePanelEntry(PanelEntryToKeep, PanelSystem);
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FreePanelEntryRecursive(PanelEntryToDestroy, PanelSystem);
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}
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internal void
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@ -5,7 +5,6 @@
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// [x] - play, pause, stop,
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// [] - setting the start and end of the animation system
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// [] - displaying multiple layers
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// [] -
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inline r32
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GetTimeFromPointInAnimationPanel(v2 Point, rect PanelBounds, s32 StartFrame, s32 EndFrame, r32 SecondsPerFrame)
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@ -370,6 +370,7 @@ HandleWindowMessage (MSG Message, window* Window, input_queue* InputQueue, mouse
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AddInputEventEntry(InputQueue, KeyCode_MouseRightButton, false, true,
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ShiftDown, AltDown, CtrlDown, false);
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Mouse->RightButtonState = KeyState_IsDown & ~KeyState_WasDown;
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Mouse->DownPos = Mouse->Pos;
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}break;
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case WM_LBUTTONUP:
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7
todo.txt
7
todo.txt
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@ -36,14 +36,13 @@ Switch To Nodes
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- evaluation step (one node at a time)
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Hardening
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- turn the default sculpture view into an operation mode ? (have to think about this)
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x turn the default sculpture view into an operation mode ? (have to think about this)
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- Then we want to think about separating out mode render functions from mode update functions. Not sure its necessary but having something that operates like an update funciton but is called render is weird. Might want some sort of coroutine functionality in place, where modes can add and remove optional, parallel
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update functions
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- memory visualization
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- x Log memory allocations
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- separate rendering thread
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- cache led positions. Only update if they are moving
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- :HotCodeReloading
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UI Improvements
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- highlight node field under active edit
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@ -92,10 +91,6 @@ Animation
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x timeline
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x create clips that play
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- clips can have parameters that drive them?
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- clips should have prerequesites
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- - channels active
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- - patterns active in the channel
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- - when a clip is playing, it should just take over the whole structure
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Optimization
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- investigate the memory access pattern of the SACN / LED systems. Guessing they are very slow
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