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