cleaning up build system. added animation_system_desc
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parent
2769640adf
commit
6d8d642dfb
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@ -2,6 +2,7 @@
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SET MyPath=%~dp0
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SET MyPath=%~dp0
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SET MyPath=%MyPath:~0,-1%
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SET MyPath=%MyPath:~0,-1%
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call %MyPath%\_prebuild_win32.bat app debug msvc
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call %MyPath%\_prebuild_win32.bat app debug msvc
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call %MyPath%\setup_cl.bat
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call %MyPath%\setup_cl.bat
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@ -1,5 +1,7 @@
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@echo off
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@echo off
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ECHO SETUP CL
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SET "LIB="
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SET "LIB="
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SET VC_PATH=C:\Program Files (x86)\Microsoft Visual Studio 12.0
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SET VC_PATH=C:\Program Files (x86)\Microsoft Visual Studio 12.0
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@ -35,3 +37,4 @@ IF NOT DEFINED LIB (IF EXIST "%VC_PATH%" (call "%VC_PATH%\VC\Auxiliary\Build\vcv
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SET VC_PATH=C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional
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SET VC_PATH=C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional
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IF NOT DEFINED LIB (IF EXIST "%VC_PATH%" (call "%VC_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64))
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IF NOT DEFINED LIB (IF EXIST "%VC_PATH%" (call "%VC_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64))
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ECHO SETUP CL COMPLETE
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@ -484,6 +484,24 @@ ClampFrameToRange(s32 Frame, frame_range Range)
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// System
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// System
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struct animation_system_desc
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{
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gs_memory_arena* Storage;
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u32 AnimArrayCount;
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r32 SecondsPerFrame;
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};
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internal animation_system
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AnimationSystem_Init(animation_system_desc Desc)
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{
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animation_system Result = {};
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Result.Storage = Desc.Storage;
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Result.Animations = AnimationArray_Create(Result.Storage, Desc.AnimArrayCount);
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Result.SecondsPerFrame = Desc.SecondsPerFrame;
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return Result;
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}
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internal animation*
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internal animation*
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AnimationSystem_GetActiveAnimation(animation_system* System)
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AnimationSystem_GetActiveAnimation(animation_system* System)
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{
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{
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@ -91,11 +91,11 @@ INITIALIZE_APPLICATION(InitializeApplication)
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#endif
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#endif
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{ // Animation PLAYGROUND
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{ // Animation PLAYGROUND
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State->AnimationSystem = {};
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animation_system_desc AnimSysDesc = {};
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State->AnimationSystem.Storage = &State->Permanent;
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AnimSysDesc.Storage = &State->Permanent;
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State->AnimationSystem.Animations = AnimationArray_Create(State->AnimationSystem.Storage, 32);
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AnimSysDesc.AnimArrayCount = 32;
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AnimSysDesc.SecondsPerFrame = 1.0f / 24.0f;
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State->AnimationSystem.SecondsPerFrame = 1.f / 24.f;
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State->AnimationSystem = AnimationSystem_Init(AnimSysDesc);
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animation Anim = {0};
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animation Anim = {0};
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Anim.Name = PushStringF(&State->Permanent, 256, "test_anim_one");
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Anim.Name = PushStringF(&State->Permanent, 256, "test_anim_one");
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@ -103,6 +103,7 @@ INITIALIZE_APPLICATION(InitializeApplication)
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Anim.Blocks_ = AnimBlockArray_Create(State->AnimationSystem.Storage, 8);
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Anim.Blocks_ = AnimBlockArray_Create(State->AnimationSystem.Storage, 8);
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Anim.PlayableRange.Min = 0;
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Anim.PlayableRange.Min = 0;
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Anim.PlayableRange.Max = SecondsToFrames(15, State->AnimationSystem);
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Anim.PlayableRange.Max = SecondsToFrames(15, State->AnimationSystem);
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Animation_AddLayer(&Anim, MakeString("Base Layer"), BlendMode_Overwrite, &State->AnimationSystem);
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Animation_AddLayer(&Anim, MakeString("Base Layer"), BlendMode_Overwrite, &State->AnimationSystem);
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Animation_AddLayer(&Anim, MakeString("Color Layer"), BlendMode_Multiply, &State->AnimationSystem);
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Animation_AddLayer(&Anim, MakeString("Color Layer"), BlendMode_Multiply, &State->AnimationSystem);
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Animation_AddLayer(&Anim, MakeString("Sparkles"), BlendMode_Add, &State->AnimationSystem);
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Animation_AddLayer(&Anim, MakeString("Sparkles"), BlendMode_Add, &State->AnimationSystem);
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