A bit more cleanup around sacn and assemblies.

This commit is contained in:
Peter Slattery 2020-06-20 17:05:58 -07:00
parent 9c432a3807
commit 23c9dabfbb
5 changed files with 22 additions and 28 deletions

View File

@ -182,7 +182,7 @@ INITIALIZE_APPLICATION(InitializeApplication)
#if 1
string SculpturePath = MakeStringLiteral("data/blumen_lumen_v2.fold");
LoadAssembly(State, Context, SculpturePath);
LoadAssembly(&State->Assemblies, &State->LedSystem, &State->Transient, Context, SculpturePath, State->GlobalLog);
#endif
State->PixelsToWorldScale = .01f;

View File

@ -5,8 +5,6 @@
//
#ifndef FOLDHAUS_ASSEMBLY_CPP
// Led System
internal led_system
LedSystemInitialize(platform_memory_handler PlatformMemory, u32 BuffersMax)
{
@ -78,8 +76,6 @@ LedBufferSetLed(led_buffer* Buffer, u32 Led, v4 Position)
Buffer->Positions[Led] = Position;
}
// Assembly
internal void
ConstructAssemblyFromDefinition (assembly* Assembly, string AssemblyName, v4 RootPosition, led_system* LedSystem)
{
@ -114,37 +110,36 @@ ConstructAssemblyFromDefinition (assembly* Assembly, string AssemblyName, v4 Roo
static v4 TempAssemblyOffsets[] = { v4{0, 0, 0, 0}, v4{250, 0, 75, 0}, v4{-250, 0, 75, 0} };
s32 TempAssemblyOffsetsCount = 3;
// TODO(Peter): Don't reference State, pull back to the Led buffer and Assembly Array
internal void
LoadAssembly (app_state* State, context Context, string Path)
LoadAssembly (assembly_array* Assemblies, led_system* LedSystem, memory_arena* Scratch, context Context, string Path, event_log* GlobalLog)
{
platform_memory_result AssemblyFile = ReadEntireFile(Context, Path);
if (AssemblyFile.Error == PlatformMemory_NoError && AssemblyFile.Size > 0)
{
string AssemblyFileText = MakeString((char*)AssemblyFile.Base);
Assert(State->Assemblies.Count < State->Assemblies.CountMax);
assembly* NewAssembly = &State->Assemblies.Values[State->Assemblies.Count++];
Assert(Assemblies->Count < Assemblies->CountMax);
assembly* NewAssembly = &Assemblies->Values[Assemblies->Count++];
s32 IndexOfLastSlash = FastLastIndexOfCharInCharArray(Path.Memory, Path.Length, '\\');
string FileName = Substring(Path, IndexOfLastSlash + 1);
NewAssembly->Arena.PlatformMemory = Context.PlatformMemory;
if (ParseAssemblyFile(NewAssembly, AssemblyFileText, &State->Transient))
if (ParseAssemblyFile(NewAssembly, AssemblyFileText, Scratch))
{
v4 Offset = TempAssemblyOffsets[State->Assemblies.Count % TempAssemblyOffsetsCount];
ConstructAssemblyFromDefinition(NewAssembly, FileName, Offset, &State->LedSystem);
v4 Offset = TempAssemblyOffsets[Assemblies->Count % TempAssemblyOffsetsCount];
ConstructAssemblyFromDefinition(NewAssembly, FileName, Offset, LedSystem);
PlatformFree(Context.PlatformMemory, AssemblyFile.Base, AssemblyFile.Size);
}
else
{
FreeMemoryArena(&NewAssembly->Arena);
State->Assemblies.Count -= 1;
Assemblies->Count -= 1;
}
}
else
{
LogError(State->GlobalLog, "Unable to load assembly file");
LogError(GlobalLog, "Unable to load assembly file");
}
}

View File

@ -477,6 +477,5 @@ DrawAllPanels(panel_layout PanelLayout, render_command_buffer* RenderBuffer, mou
}
}
#define FOLDHAUS_INTERFACE_CPP
#endif // FOLDHAUS_INTERFACE_CPP

View File

@ -71,7 +71,7 @@ HierarchyView_Render(panel Panel, rect PanelBounds, render_command_buffer* Rende
b32 Success = GetFilePath(Context, &FilePath, "Foldhaus Files\0*.fold\0\0");
if (Success)
{
LoadAssembly(State, Context, FilePath);
LoadAssembly(&State->Assemblies, &State->LedSystem, &State->Transient, Context, FilePath, State->GlobalLog);
}
}