Fixed a bug where unloading assemblies caused a crash in the test patterns. Fixed another bug caused by not initializing dmx buffers linked lists to zero.
This commit is contained in:
parent
2c6adaeda2
commit
76d27e3b57
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@ -5,7 +5,7 @@
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// [] - will need a way to create an empty layer
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// [] - get a list of all animation procs
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#define ANIMATION_PROC(name) void name(app_state* State, r32 Time)
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#define ANIMATION_PROC(name) void name(assembly* Assembly, r32 Time)
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typedef ANIMATION_PROC(animation_proc);
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struct animation_block
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@ -46,6 +46,7 @@ u32 BlocksCount;
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b32 TimelineShouldAdvance;
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// :Temporary
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r32 AnimationStart;
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r32 AnimationEnd;
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};
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@ -277,25 +277,20 @@ INITIALIZE_APPLICATION(InitializeApplication)
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InitializeAnimationSystem(&State->AnimationSystem);
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State->AnimationSystem.SecondsPerFrame = 1.f / 24.f;
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animation_block BlockZero = {0};
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BlockZero.StartTime = 0;
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BlockZero.EndTime = 2;
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BlockZero.Proc = TestPatternOne;
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AddAnimationBlock(BlockZero, &State->AnimationSystem);
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animation_block BlockOne = {0};
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BlockOne.StartTime = 3;
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BlockOne.EndTime = 5;
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BlockOne.StartTime = 0;
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BlockOne.EndTime = 8;
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BlockOne.Proc = TestPatternTwo;
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AddAnimationBlock(BlockOne, &State->AnimationSystem);
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animation_block BlockTwo = {0};
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BlockTwo.StartTime = 5;
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BlockTwo.EndTime = 8;
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BlockTwo.StartTime = 8;
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BlockTwo.EndTime = 15;
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BlockTwo.Proc = TestPatternThree;
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AddAnimationBlock(BlockTwo, &State->AnimationSystem);
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State->AnimationSystem.AnimationEnd = 10;
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State->AnimationSystem.AnimationStart = 0;
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State->AnimationSystem.AnimationEnd = 15;
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} // End Animation Playground
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@ -303,8 +298,6 @@ INITIALIZE_APPLICATION(InitializeApplication)
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InitializePanelLayout(&State->PanelLayout);
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panel* Panel = TakeNewPanel(&State->PanelLayout);
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SetPanelDefinition(Panel, 0);
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SplitPanelVertically(Panel, .5f, v2{0, 0}, v2{Context.WindowWidth, Context.WindowHeight}, &State->PanelLayout);
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SetPanelDefinition(&Panel->Right->Panel, 1);
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} // End Panels Playground
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}
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@ -369,6 +362,7 @@ CreateDMXBuffers(assembly Assembly, s32 BufferHeaderSize, memory_arena* Arena)
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NewBuffer->Buffer.Base = PushArray(Arena, u8, BufferSize);
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NewBuffer->Buffer.TotalSize = BufferSize;
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NewBuffer->Buffer.HeaderSize = BufferHeaderSize;
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NewBuffer->Next = 0;
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// Append
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if (!Result) {
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@ -433,7 +427,12 @@ s32 CurrentFrame = (s32)(State->AnimationSystem.Time / State->AnimationSystem.Se
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if (State->AnimationSystem.Time >= Block.StartTime
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&& State->AnimationSystem.Time <= Block.EndTime)
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{
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Block.Proc(State, FrameTime - Block.StartTime);
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for (s32 j = 0; j < State->ActiveAssemblyIndecies.Used; j++)
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{
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array_entry_handle* AssemblyHandle = GetElementAtIndex(j, State->ActiveAssemblyIndecies);
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assembly* Assembly = GetElementWithHandle(*AssemblyHandle, State->AssemblyList);
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Block.Proc(Assembly, FrameTime - Block.StartTime);
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}
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}
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}
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}
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@ -441,11 +440,16 @@ s32 CurrentFrame = (s32)(State->AnimationSystem.Time / State->AnimationSystem.Se
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s32 HeaderSize = State->NetworkProtocolHeaderSize;
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dmx_buffer_list* DMXBuffers = 0;
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if (State->ActiveAssemblyIndecies.Used > 1)
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{
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s32 f = 4;
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}
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for (s32 i = 0; i < State->ActiveAssemblyIndecies.Used; i++)
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{
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array_entry_handle AssemblyHandle = *GetElementAtIndex(i, State->ActiveAssemblyIndecies);
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assembly Assembly = *GetElementWithHandle(AssemblyHandle, State->AssemblyList);
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dmx_buffer_list* NewDMXBuffers = CreateDMXBuffers(Assembly, HeaderSize, &State->Transient);
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array_entry_handle* AssemblyHandle = GetElementAtIndex(i, State->ActiveAssemblyIndecies);
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assembly* Assembly = GetElementWithHandle(*AssemblyHandle, State->AssemblyList);
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dmx_buffer_list* NewDMXBuffers = CreateDMXBuffers(*Assembly, HeaderSize, &State->Transient);
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DMXBuffers = DMXBufferListAppend(DMXBuffers, NewDMXBuffers);
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}
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@ -566,9 +570,10 @@ PushRenderOrthographic(RenderBuffer, 0, 0, Context.WindowWidth, Context.WindowHe
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{
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DEBUG_TRACK_SCOPE(OverflowChecks);
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AssertAllocationsNoOverflow(State->Permanent);
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for (s32 i = 0; i < State->AssemblyList.Used; i++)
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for (s32 i = 0; i < State->ActiveAssemblyIndecies.Used; i++)
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{
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assembly* Assembly = GetElementAtIndex(i, State->AssemblyList);
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array_entry_handle* AssemblyHandle = GetElementAtIndex(i, State->ActiveAssemblyIndecies);
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assembly* Assembly = GetElementWithHandle(*AssemblyHandle, State->AssemblyList);
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AssertAllocationsNoOverflow(Assembly->Arena);
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}
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}
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@ -74,51 +74,85 @@ internal void OpenColorPicker(app_state* State, v4* Address);
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// BEGIN TEMPORARY PATTERNS
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internal void
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TestPatternOne(app_state* State, r32 Time)
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TestPatternOne(assembly* Assembly, r32 Time)
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{
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array_entry_handle TestAssemblyHandle = *GetElementAtIndex(0, State->ActiveAssemblyIndecies);
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assembly TestAssembly = *GetElementWithHandle(TestAssemblyHandle, State->AssemblyList);
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for (s32 Range = 0; Range < TestAssembly.LEDUniverseMapCount; Range++)
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for (s32 Range = 0; Range < Assembly->LEDUniverseMapCount; Range++)
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{
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leds_in_universe_range LEDUniverseRange = TestAssembly.LEDUniverseMap[Range];
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leds_in_universe_range LEDUniverseRange = Assembly->LEDUniverseMap[Range];
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for (s32 LEDIdx = LEDUniverseRange.RangeStart;
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LEDIdx < LEDUniverseRange.RangeOnePastLast;
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LEDIdx++)
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{
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led LED = TestAssembly.LEDs[LEDIdx];
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TestAssembly.Colors[LED.Index].R = 255;
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TestAssembly.Colors[LED.Index].B = 255;
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TestAssembly.Colors[LED.Index].G = 255;
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led LED = Assembly->LEDs[LEDIdx];
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Assembly->Colors[LED.Index].R = 255;
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Assembly->Colors[LED.Index].B = 255;
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Assembly->Colors[LED.Index].G = 255;
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}
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}
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}
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internal void
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TestPatternTwo(app_state* State, r32 Time)
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TestPatternTwo(assembly* Assembly, r32 Time)
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{
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if (Time > 2 * PI * 100) { Time = 0; }
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r32 SinAdjusted = 0.5f + (GSSin(Time * 0.01f) * .5f);
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u8 Brightness = (u8)(GSClamp01(SinAdjusted) * 255);
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r32 PeriodicTime = (Time / PI) * 2;
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array_entry_handle TestAssemblyHandle = *GetElementAtIndex(0, State->ActiveAssemblyIndecies);
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assembly TestAssembly = *GetElementWithHandle(TestAssemblyHandle, State->AssemblyList);
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for (s32 Range = 0; Range < TestAssembly.LEDUniverseMapCount; Range++)
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r32 ZeroOneSin = (GSSin(PeriodicTime) * .5f) + .5f;
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r32 ZeroOneCos = (GSCos(PeriodicTime) * .5f) + .5f;
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pixel Color = { (u8)(ZeroOneSin * 255), 0, (u8)(ZeroOneCos * 255) };
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v4 Center = v4{0, 0, 0, 1};
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r32 ThetaZ = Time / 2;
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v4 Normal = v4{GSCos(ThetaZ), 0, GSSin(ThetaZ), 0}; // NOTE(Peter): dont' need to normalize. Should always be 1
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v4 Right = Cross(Normal, v4{0, 1, 0, 0});
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v4 FrontCenter = Center + (Normal * 25);
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v4 BackCenter = Center - (Normal * 25);
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r32 OuterRadiusSquared = 1000000;
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r32 InnerRadiusSquared = 0;
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for (s32 Range = 0; Range < Assembly->LEDUniverseMapCount; Range++)
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{
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leds_in_universe_range LEDUniverseRange = TestAssembly.LEDUniverseMap[Range];
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leds_in_universe_range LEDUniverseRange = Assembly->LEDUniverseMap[Range];
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for (s32 LEDIdx = LEDUniverseRange.RangeStart;
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LEDIdx < LEDUniverseRange.RangeOnePastLast;
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LEDIdx++)
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{
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led LED = TestAssembly.LEDs[LEDIdx];
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TestAssembly.Colors[LED.Index].R = Brightness;
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TestAssembly.Colors[LED.Index].B = 0;
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TestAssembly.Colors[LED.Index].G = Brightness;
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led LED = Assembly->LEDs[LEDIdx];
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v4 Position = LED.Position;
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v4 ToFront = Position + FrontCenter;
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v4 ToBack = Position + BackCenter;
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r32 ToFrontDotNormal = Dot(ToFront, Normal);
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r32 ToBackDotNormal = Dot(ToBack, Normal);
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ToFrontDotNormal = GSClamp01(ToFrontDotNormal * 1000);
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ToBackDotNormal = GSClamp01(ToBackDotNormal * 1000);
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r32 SqDistToCenter = MagSqr(Position);
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if (SqDistToCenter < OuterRadiusSquared && SqDistToCenter > InnerRadiusSquared)
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{
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if (XOR(ToFrontDotNormal > 0, ToBackDotNormal > 0))
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{
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Assembly->Colors[LED.Index] = Color;
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}
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else
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{
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Assembly->Colors[LED.Index] = {};
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}
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}
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else
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{
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Assembly->Colors[LED.Index] = {};
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}
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}
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}
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}
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internal void
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TestPatternThree(app_state* State, r32 Time)
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TestPatternThree(assembly* Assembly, r32 Time)
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{
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r32 GreenSize = 20.0f;
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r32 BlueSize = 25.0f;
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r32 BluePosition = -BlueSize + (Time * 25);
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r32 RedPosition = (100 + RedSize) + (Time * -35);
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array_entry_handle TestAssemblyHandle = *GetElementAtIndex(0, State->ActiveAssemblyIndecies);
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assembly TestAssembly = *GetElementWithHandle(TestAssemblyHandle, State->AssemblyList);
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for (s32 Range = 0; Range < TestAssembly.LEDUniverseMapCount; Range++)
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for (s32 Range = 0; Range < Assembly->LEDUniverseMapCount; Range++)
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{
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leds_in_universe_range LEDUniverseRange = TestAssembly.LEDUniverseMap[Range];
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leds_in_universe_range LEDUniverseRange = Assembly->LEDUniverseMap[Range];
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for (s32 LEDIdx = LEDUniverseRange.RangeStart;
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LEDIdx < LEDUniverseRange.RangeOnePastLast;
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LEDIdx++)
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{
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led LED = TestAssembly.LEDs[LEDIdx];
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led LED = Assembly->LEDs[LEDIdx];
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u8 Red = 0;
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u8 Green = 0;
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u8 Blue = 0;
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@ -154,9 +186,9 @@ r32 GreenSize = 20.0f;
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r32 RedBrightness = GSClamp(0.0f, RedSize - RedDistance, RedSize) / RedSize;
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Red = (u8)(RedBrightness * 255);
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TestAssembly.Colors[LED.Index].R = Red;
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TestAssembly.Colors[LED.Index].B = Blue;
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TestAssembly.Colors[LED.Index].G = Green;
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Assembly->Colors[LED.Index].R = Red;
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Assembly->Colors[LED.Index].B = Blue;
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Assembly->Colors[LED.Index].G = Green;
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}
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}
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}
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@ -10,7 +10,7 @@ GetAssemblyMemorySizeFromDefinition(assembly_definition Definition, string Name)
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internal assembly
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ConstructAssemblyFromDefinition (assembly_definition Definition,
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string AssemblyName,
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v3 RootPosition,
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v4 RootPosition,
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r32 Scale,
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memory_arena Arena)
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{
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@ -43,8 +43,8 @@ ConstructAssemblyFromDefinition (assembly_definition Definition,
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// now. The assert is to remind you to create more cases when necessary
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Assert(StripDef.InterpolationType == StripInterpolate_Points);
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v4 WS_StripStart = V4(StripDef.InterpolatePositionStart * Scale, 1);
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v4 WS_StripEnd = V4(StripDef.InterpolatePositionEnd * Scale, 1);
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v4 WS_StripStart = RootPosition + V4(StripDef.InterpolatePositionStart * Scale, 1);
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v4 WS_StripEnd = RootPosition + V4(StripDef.InterpolatePositionEnd * Scale, 1);
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s32 LEDsInStripCount = StripDef.LEDsPerStrip;
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Assert(Assembly.LEDCount + LEDsInStripCount <= Definition.TotalLEDCount);
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@ -63,6 +63,9 @@ ConstructAssemblyFromDefinition (assembly_definition Definition,
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return Assembly;
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}
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static v4 TempAssemblyOffsets[] = { v4{0, 0, 0, 0}, v4{250, 0, 75, 0}, v4{-250, 0, 75, 0} };
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s32 TempAssemblyOffsetsCount = 3;
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internal void
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LoadAssembly (app_state* State, context Context, char* Path)
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{
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@ -82,9 +85,10 @@ LoadAssembly (app_state* State, context Context, char* Path)
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AssemblyArena.Alloc = (gs_memory_alloc*)Context.PlatformAlloc;
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AssemblyArena.Realloc = (gs_memory_realloc*)Context.PlatformRealloc;
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v4 Offset = TempAssemblyOffsets[State->ActiveAssemblyIndecies.Used % TempAssemblyOffsetsCount];
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assembly NewAssembly = ConstructAssemblyFromDefinition(AssemblyDefinition,
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FileName,
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v3{0, 0, 0},
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Offset,
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Scale,
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AssemblyArena);
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array_entry_handle NewAssemblyHandle = PushElement(NewAssembly, &State->AssemblyList);
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@ -147,7 +147,6 @@ RemoveElementAtIndex (s32 Index, element_type##_array* Buffer) \
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Entry->Free.Next = Buffer->FreeList.Next; \
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Buffer->FreeList.Next = &Entry->Free; \
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\
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--Buffer->Used; \
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} \
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// END OF CRAZY MACRO
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@ -184,8 +183,12 @@ GrowBuffer(element_type##_contiguous_array* Buffer) \
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internal element_type* \
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GetElementAtIndex (s32 Index, element_type##_contiguous_array Buffer) \
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{ \
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element_type* Entry = 0; \
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if (Index <= Buffer.Used) \
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{ \
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bucket_index BucketIndex = GetBucketIndexForIndex(Index, Buffer.BucketSize); \
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element_type* Entry = Buffer.Buckets[BucketIndex.Bucket] + BucketIndex.IndexInBucket; \
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Entry = Buffer.Buckets[BucketIndex.Bucket] + BucketIndex.IndexInBucket; \
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} \
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return Entry; \
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} \
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\
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@ -17,6 +17,74 @@ PANEL_CLEANUP_PROC(AnimationTimeline_Cleanup)
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}
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internal r32
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DrawFrameBar (animation_system* AnimationSystem, render_command_buffer* RenderBuffer, s32 StartFrame, s32 EndFrame, v2 PanelMin, v2 PanelMax, interface_config Interface, mouse_state Mouse)
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{
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MakeStringBuffer(TempString, 256);
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s32 FrameCount = EndFrame - StartFrame;
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r32 FrameBarHeight = 24;
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v2 FrameBarMin = v2{PanelMin.x, PanelMax.y - FrameBarHeight};
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v2 FrameBarMax = PanelMax;
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PushRenderQuad2D(RenderBuffer, FrameBarMin, FrameBarMax, v4{.16f, .16f, .16f, 1.f});
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// Mouse clicked inside frame nubmer bar -> change current frame on timeline
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if (MouseButtonHeldDown(Mouse.LeftButtonState)
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&& PointIsInRange(Mouse.DownPos, FrameBarMin, FrameBarMax))
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{
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r32 MouseX = Mouse.DownPos.x;
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r32 StartFrameTime = (r32)StartFrame * AnimationSystem->SecondsPerFrame;
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r32 EndFrameTime = (r32)EndFrame * AnimationSystem->SecondsPerFrame;
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r32 MouseTime = GSRemap(MouseX, FrameBarMin.x, FrameBarMax.x, StartFrameTime, EndFrameTime);
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AnimationSystem->Time = MouseTime;
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}
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// Frame Ticks
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for (s32 f = 0; f < FrameCount; f += 10)
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{
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s32 Frame = StartFrame + f;
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PrintF(&TempString, "%d", Frame);
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r32 FramePercent = (r32)f / (r32)FrameCount;
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r32 FrameX = GSLerp(PanelMin.x, PanelMax.x, FramePercent);
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v2 FrameTextPos = v2{FrameX, FrameBarMin.y + 2};
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DrawString(RenderBuffer, TempString, Interface.Font, FrameTextPos, WhiteV4);
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// Frame Vertical Slices
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v2 LineTop = v2{FrameX, FrameBarMin.y};
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v2 LineBottom = v2{FrameX + 1, PanelMin.y};
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PushRenderQuad2D(RenderBuffer, LineTop, LineBottom, v4{.16f, .16f, .16f, 1.f});
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}
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return FrameBarMin.y;
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}
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internal rect
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DrawAnimationBlock (animation_block AnimationBlock, v4 BlockColor, r32 SecondsPerFrame, s32 FrameCount, s32 StartFrame, v2 TimelineMin, v2 TimelineMax, render_command_buffer* RenderBuffer)
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{
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rect BlockBounds = {};
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r32 TimelineWidth = TimelineMax.x - TimelineMin.x;
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s32 BlockStartFrame = AnimationBlock.StartTime / SecondsPerFrame;
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r32 StartFramePercent = (r32)(BlockStartFrame - StartFrame) / (r32)FrameCount;
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r32 StartPosition = TimelineWidth * StartFramePercent;
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s32 BlockEndFrame = AnimationBlock.EndTime / SecondsPerFrame;
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r32 EndFramePercent = (r32)(BlockEndFrame - StartFrame) / (r32)FrameCount;
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r32 EndPosition = TimelineWidth * EndFramePercent;
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BlockBounds.Min = TimelineMin + v2{StartPosition, 25};
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BlockBounds.Max = TimelineMin + v2{EndPosition, 75};
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PushRenderQuad2D(RenderBuffer, BlockBounds.Min, BlockBounds.Max, BlockColor);
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PushRenderBoundingBox2D(RenderBuffer, BlockBounds.Min, BlockBounds.Max, 1, WhiteV4);
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return BlockBounds;
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}
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internal animation_block_handle
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DrawAnimationTimeline (animation_system* AnimationSystem, s32 StartFrame, s32 EndFrame, v2 PanelMin, v2 PanelMax, animation_block_handle SelectedBlockHandle, render_command_buffer* RenderBuffer, app_state* State, mouse_state Mouse)
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{
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@ -27,44 +95,26 @@ s32 FrameCount = EndFrame - StartFrame;
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r32 AnimationPanelHeight = PanelMax.y - PanelMin.y;
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r32 AnimationPanelWidth = PanelMax.x - PanelMin.x;
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PushRenderQuad2D(RenderBuffer, PanelMin, PanelMax, v4{.22f, .22f, .22f, 1.f});
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// Frame Bar
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r32 FrameBarHeight = 24;
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v2 FrameBarMin = v2{PanelMin.x, PanelMax.y - FrameBarHeight};
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v2 FrameBarMax = PanelMax;
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PushRenderQuad2D(RenderBuffer, FrameBarMin, FrameBarMax, v4{.16f, .16f, .16f, 1.f});
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// Mouse clicked inside frame nubmer bar -> change current frame on timeline
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||||
if (MouseButtonHeldDown(Mouse.LeftButtonState)
|
||||
&& PointIsInRange(Mouse.DownPos, FrameBarMin, FrameBarMax))
|
||||
{
|
||||
r32 MouseX = Mouse.DownPos.x;
|
||||
r32 MousePercentX = (MouseX - FrameBarMin.x) / (FrameBarMax.x - FrameBarMin.y);
|
||||
s32 MouseFrame = (s32)((MousePercentX * FrameCount) + StartFrame);
|
||||
r32 MouseFrameTime = (r32)MouseFrame * AnimationSystem->SecondsPerFrame;
|
||||
AnimationSystem->Time = MouseFrameTime;
|
||||
s32 FirstPlayableFrame = (AnimationSystem->AnimationStart / AnimationSystem->SecondsPerFrame);
|
||||
s32 LastPlayableFrame = (AnimationSystem->AnimationEnd / AnimationSystem->SecondsPerFrame);
|
||||
|
||||
r32 FirstPlayablePercentX = ((r32)(FirstPlayableFrame - StartFrame) / (r32)FrameCount);
|
||||
r32 LastPlayablePercentX = ((r32)(LastPlayableFrame - StartFrame) / (r32)FrameCount);
|
||||
|
||||
v2 PlayableMin = v2{(FirstPlayablePercentX * AnimationPanelWidth) + PanelMin.x, PanelMin.y };
|
||||
v2 PlayableMax = v2{(LastPlayablePercentX * AnimationPanelWidth) + PanelMin.x, PanelMax.y };
|
||||
|
||||
PushRenderQuad2D(RenderBuffer, PanelMin, PanelMax, v4{.16f, .16f, .16f, 1.f});
|
||||
PushRenderQuad2D(RenderBuffer, PlayableMin, PlayableMax, v4{.22f, .22f, .22f, 1.f});
|
||||
}
|
||||
|
||||
for (s32 f = 0; f < FrameCount; f += 10)
|
||||
{
|
||||
s32 Frame = StartFrame + f;
|
||||
PrintF(&TempString, "%d", Frame);
|
||||
|
||||
r32 FramePercent = (r32)f / (r32)FrameCount;
|
||||
r32 FrameX = GSLerp(PanelMin.x, PanelMax.x, FramePercent);
|
||||
v2 FrameTextPos = v2{FrameX, FrameBarMin.y + 2};
|
||||
DrawString(RenderBuffer, TempString, State->Interface.Font, FrameTextPos, WhiteV4);
|
||||
|
||||
// Frame Vertical Slices
|
||||
v2 LineTop = v2{FrameX, FrameBarMin.y};
|
||||
v2 LineBottom = v2{FrameX + 1, PanelMin.y};
|
||||
PushRenderQuad2D(RenderBuffer, LineTop, LineBottom, v4{.16f, .16f, .16f, 1.f});
|
||||
}
|
||||
r32 FrameBarBottom = DrawFrameBar(AnimationSystem, RenderBuffer, StartFrame, EndFrame, PanelMin, PanelMax, State->Interface, Mouse);
|
||||
|
||||
// Animation Blocks
|
||||
v2 TimelineMin = PanelMin;
|
||||
v2 TimelineMax = v2{PanelMax.x, FrameBarMin.y};
|
||||
v2 TimelineMax = v2{PanelMax.x, FrameBarBottom};
|
||||
b32 MouseDownAndNotHandled = MouseButtonTransitionedDown(Mouse.LeftButtonState);
|
||||
for (u32 i = 0; i < AnimationSystem->BlocksCount; i++)
|
||||
{
|
||||
|
@ -77,27 +127,15 @@ for (u32 i = 0; i < AnimationSystem->BlocksCount; i++)
|
|||
|
||||
animation_block AnimationBlockAt = AnimationBlockEntry.Block;
|
||||
|
||||
s32 BlockStartFrame = AnimationBlockAt.StartTime / AnimationSystem->SecondsPerFrame;
|
||||
r32 StartFramePercent = (r32)(BlockStartFrame - StartFrame) / (r32)FrameCount;
|
||||
r32 StartPosition = AnimationPanelWidth * StartFramePercent;
|
||||
|
||||
s32 BlockEndFrame = AnimationBlockAt.EndTime / AnimationSystem->SecondsPerFrame;
|
||||
r32 EndFramePercent = (r32)(BlockEndFrame - StartFrame) / (r32)FrameCount;
|
||||
r32 EndPosition = AnimationPanelWidth * EndFramePercent;
|
||||
|
||||
v2 Min = TimelineMin + v2{StartPosition, 25};
|
||||
v2 Max = TimelineMin + v2{EndPosition, 75};
|
||||
|
||||
v4 BlockColor = BlackV4;
|
||||
if (AnimationBlockHandlesAreEqual(SelectedBlockHandle, CurrentBlockHandle))
|
||||
{
|
||||
BlockColor = PinkV4;
|
||||
}
|
||||
|
||||
PushRenderQuad2D(RenderBuffer, Min, Max, BlockColor);
|
||||
PushRenderBoundingBox2D(RenderBuffer, Min, Max, 1, WhiteV4);
|
||||
rect BlockBounds = DrawAnimationBlock(AnimationBlockAt, BlockColor, AnimationSystem->SecondsPerFrame, FrameCount, StartFrame, TimelineMin, TimelineMax, RenderBuffer);
|
||||
|
||||
if (PointIsInRange(Mouse.Pos, Min, Max)
|
||||
if (PointIsInRange(Mouse.Pos, BlockBounds.Min, BlockBounds.Max)
|
||||
&& MouseButtonTransitionedDown(Mouse.LeftButtonState))
|
||||
{
|
||||
MouseDownAndNotHandled = false;
|
||||
|
@ -115,7 +153,7 @@ for (u32 i = 0; i < AnimationSystem->BlocksCount; i++)
|
|||
|
||||
// Time Slider
|
||||
s32 SliderFrame = AnimationSystem->Time / AnimationSystem->SecondsPerFrame;
|
||||
r32 TimePercent = (r32)SliderFrame / (r32)EndFrame;
|
||||
r32 TimePercent = (r32)(SliderFrame - StartFrame) / (r32)FrameCount;
|
||||
r32 SliderX = PanelMin.x + (AnimationPanelWidth * TimePercent);
|
||||
v2 SliderMin = v2{SliderX, PanelMin.y};
|
||||
v2 SliderMax = v2{SliderX + 1, PanelMax.y - 25};
|
||||
|
@ -125,7 +163,7 @@ s32 SliderFrame = AnimationSystem->Time / AnimationSystem->SecondsPerFrame;
|
|||
|
||||
r32 SliderHalfWidth = 10;
|
||||
v2 HeadMin = v2{SliderX - SliderHalfWidth, SliderMax.y};
|
||||
v2 HeadMax = v2{SliderX + SliderHalfWidth, SliderMax.y + FrameBarHeight};
|
||||
v2 HeadMax = v2{SliderX + SliderHalfWidth, PanelMax.y};
|
||||
PushRenderQuad2D(RenderBuffer, HeadMin, HeadMax, TimeSliderColor);
|
||||
|
||||
PrintF(&TempString, "%d", SliderFrame);
|
||||
|
@ -158,9 +196,10 @@ PANEL_RENDER_PROC(AnimationTimeline_Render)
|
|||
v2 TimelineMax = v2{PanelMax.x, PanelMax.y - OptionsRowHeight};
|
||||
if (TimelineMax.y - TimelineMin.y > 0)
|
||||
{
|
||||
s32 FrameStart = (s32)(State->AnimationSystem.AnimationStart / State->AnimationSystem.SecondsPerFrame);
|
||||
s32 FrameEnd = (s32)(State->AnimationSystem.AnimationEnd / State->AnimationSystem.SecondsPerFrame);
|
||||
SelectedBlockHandle = DrawAnimationTimeline(&State->AnimationSystem,
|
||||
0, FrameEnd,
|
||||
FrameStart - 20, FrameEnd + 20,
|
||||
TimelineMin, TimelineMax,
|
||||
SelectedBlockHandle,
|
||||
RenderBuffer, State, Mouse);
|
||||
|
|
|
@ -51,7 +51,7 @@ array_entry_handle AssemblyHandle = *GetElementAtIndex(i, State->ActiveAssemblyI
|
|||
if (MouseButtonTransitionedUp(Mouse.LeftButtonState)
|
||||
&& PointIsInRange(Mouse.Pos, XLowerLeft, LineMax))
|
||||
{
|
||||
UnloadAssembly(i, State, Context);
|
||||
UnloadAssembly(AssemblyHandle.Index, State, Context);
|
||||
}
|
||||
}
|
||||
else if (i == State->ActiveAssemblyIndecies.Used)
|
||||
|
|
Loading…
Reference in New Issue