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:
Peter Slattery 2019-12-26 18:40:14 -08:00
parent 2c6adaeda2
commit 76d27e3b57
7 changed files with 185 additions and 101 deletions

View File

@ -5,7 +5,7 @@
// [] - will need a way to create an empty layer
// [] - get a list of all animation procs
#define ANIMATION_PROC(name) void name(app_state* State, r32 Time)
#define ANIMATION_PROC(name) void name(assembly* Assembly, r32 Time)
typedef ANIMATION_PROC(animation_proc);
struct animation_block
@ -46,6 +46,7 @@ u32 BlocksCount;
b32 TimelineShouldAdvance;
// :Temporary
r32 AnimationStart;
r32 AnimationEnd;
};

View File

@ -277,25 +277,20 @@ INITIALIZE_APPLICATION(InitializeApplication)
InitializeAnimationSystem(&State->AnimationSystem);
State->AnimationSystem.SecondsPerFrame = 1.f / 24.f;
animation_block BlockZero = {0};
BlockZero.StartTime = 0;
BlockZero.EndTime = 2;
BlockZero.Proc = TestPatternOne;
AddAnimationBlock(BlockZero, &State->AnimationSystem);
animation_block BlockOne = {0};
BlockOne.StartTime = 3;
BlockOne.EndTime = 5;
BlockOne.StartTime = 0;
BlockOne.EndTime = 8;
BlockOne.Proc = TestPatternTwo;
AddAnimationBlock(BlockOne, &State->AnimationSystem);
animation_block BlockTwo = {0};
BlockTwo.StartTime = 5;
BlockTwo.EndTime = 8;
BlockTwo.StartTime = 8;
BlockTwo.EndTime = 15;
BlockTwo.Proc = TestPatternThree;
AddAnimationBlock(BlockTwo, &State->AnimationSystem);
State->AnimationSystem.AnimationEnd = 10;
State->AnimationSystem.AnimationStart = 0;
State->AnimationSystem.AnimationEnd = 15;
} // End Animation Playground
@ -303,8 +298,6 @@ INITIALIZE_APPLICATION(InitializeApplication)
InitializePanelLayout(&State->PanelLayout);
panel* Panel = TakeNewPanel(&State->PanelLayout);
SetPanelDefinition(Panel, 0);
SplitPanelVertically(Panel, .5f, v2{0, 0}, v2{Context.WindowWidth, Context.WindowHeight}, &State->PanelLayout);
SetPanelDefinition(&Panel->Right->Panel, 1);
} // End Panels Playground
}
@ -369,6 +362,7 @@ CreateDMXBuffers(assembly Assembly, s32 BufferHeaderSize, memory_arena* Arena)
NewBuffer->Buffer.Base = PushArray(Arena, u8, BufferSize);
NewBuffer->Buffer.TotalSize = BufferSize;
NewBuffer->Buffer.HeaderSize = BufferHeaderSize;
NewBuffer->Next = 0;
// Append
if (!Result) {
@ -433,7 +427,12 @@ s32 CurrentFrame = (s32)(State->AnimationSystem.Time / State->AnimationSystem.Se
if (State->AnimationSystem.Time >= Block.StartTime
&& State->AnimationSystem.Time <= Block.EndTime)
{
Block.Proc(State, FrameTime - Block.StartTime);
for (s32 j = 0; j < State->ActiveAssemblyIndecies.Used; j++)
{
array_entry_handle* AssemblyHandle = GetElementAtIndex(j, State->ActiveAssemblyIndecies);
assembly* Assembly = GetElementWithHandle(*AssemblyHandle, State->AssemblyList);
Block.Proc(Assembly, FrameTime - Block.StartTime);
}
}
}
}
@ -441,11 +440,16 @@ s32 CurrentFrame = (s32)(State->AnimationSystem.Time / State->AnimationSystem.Se
s32 HeaderSize = State->NetworkProtocolHeaderSize;
dmx_buffer_list* DMXBuffers = 0;
if (State->ActiveAssemblyIndecies.Used > 1)
{
s32 f = 4;
}
for (s32 i = 0; i < State->ActiveAssemblyIndecies.Used; i++)
{
array_entry_handle AssemblyHandle = *GetElementAtIndex(i, State->ActiveAssemblyIndecies);
assembly Assembly = *GetElementWithHandle(AssemblyHandle, State->AssemblyList);
dmx_buffer_list* NewDMXBuffers = CreateDMXBuffers(Assembly, HeaderSize, &State->Transient);
array_entry_handle* AssemblyHandle = GetElementAtIndex(i, State->ActiveAssemblyIndecies);
assembly* Assembly = GetElementWithHandle(*AssemblyHandle, State->AssemblyList);
dmx_buffer_list* NewDMXBuffers = CreateDMXBuffers(*Assembly, HeaderSize, &State->Transient);
DMXBuffers = DMXBufferListAppend(DMXBuffers, NewDMXBuffers);
}
@ -566,9 +570,10 @@ PushRenderOrthographic(RenderBuffer, 0, 0, Context.WindowWidth, Context.WindowHe
{
DEBUG_TRACK_SCOPE(OverflowChecks);
AssertAllocationsNoOverflow(State->Permanent);
for (s32 i = 0; i < State->AssemblyList.Used; i++)
for (s32 i = 0; i < State->ActiveAssemblyIndecies.Used; i++)
{
assembly* Assembly = GetElementAtIndex(i, State->AssemblyList);
array_entry_handle* AssemblyHandle = GetElementAtIndex(i, State->ActiveAssemblyIndecies);
assembly* Assembly = GetElementWithHandle(*AssemblyHandle, State->AssemblyList);
AssertAllocationsNoOverflow(Assembly->Arena);
}
}

View File

@ -74,51 +74,85 @@ internal void OpenColorPicker(app_state* State, v4* Address);
// BEGIN TEMPORARY PATTERNS
internal void
TestPatternOne(app_state* State, r32 Time)
TestPatternOne(assembly* Assembly, r32 Time)
{
array_entry_handle TestAssemblyHandle = *GetElementAtIndex(0, State->ActiveAssemblyIndecies);
assembly TestAssembly = *GetElementWithHandle(TestAssemblyHandle, State->AssemblyList);
for (s32 Range = 0; Range < TestAssembly.LEDUniverseMapCount; Range++)
for (s32 Range = 0; Range < Assembly->LEDUniverseMapCount; Range++)
{
leds_in_universe_range LEDUniverseRange = TestAssembly.LEDUniverseMap[Range];
leds_in_universe_range LEDUniverseRange = Assembly->LEDUniverseMap[Range];
for (s32 LEDIdx = LEDUniverseRange.RangeStart;
LEDIdx < LEDUniverseRange.RangeOnePastLast;
LEDIdx++)
{
led LED = TestAssembly.LEDs[LEDIdx];
TestAssembly.Colors[LED.Index].R = 255;
TestAssembly.Colors[LED.Index].B = 255;
TestAssembly.Colors[LED.Index].G = 255;
led LED = Assembly->LEDs[LEDIdx];
Assembly->Colors[LED.Index].R = 255;
Assembly->Colors[LED.Index].B = 255;
Assembly->Colors[LED.Index].G = 255;
}
}
}
internal void
TestPatternTwo(app_state* State, r32 Time)
TestPatternTwo(assembly* Assembly, r32 Time)
{
if (Time > 2 * PI * 100) { Time = 0; }
r32 SinAdjusted = 0.5f + (GSSin(Time * 0.01f) * .5f);
u8 Brightness = (u8)(GSClamp01(SinAdjusted) * 255);
r32 PeriodicTime = (Time / PI) * 2;
array_entry_handle TestAssemblyHandle = *GetElementAtIndex(0, State->ActiveAssemblyIndecies);
assembly TestAssembly = *GetElementWithHandle(TestAssemblyHandle, State->AssemblyList);
for (s32 Range = 0; Range < TestAssembly.LEDUniverseMapCount; Range++)
r32 ZeroOneSin = (GSSin(PeriodicTime) * .5f) + .5f;
r32 ZeroOneCos = (GSCos(PeriodicTime) * .5f) + .5f;
pixel Color = { (u8)(ZeroOneSin * 255), 0, (u8)(ZeroOneCos * 255) };
v4 Center = v4{0, 0, 0, 1};
r32 ThetaZ = Time / 2;
v4 Normal = v4{GSCos(ThetaZ), 0, GSSin(ThetaZ), 0}; // NOTE(Peter): dont' need to normalize. Should always be 1
v4 Right = Cross(Normal, v4{0, 1, 0, 0});
v4 FrontCenter = Center + (Normal * 25);
v4 BackCenter = Center - (Normal * 25);
r32 OuterRadiusSquared = 1000000;
r32 InnerRadiusSquared = 0;
for (s32 Range = 0; Range < Assembly->LEDUniverseMapCount; Range++)
{
leds_in_universe_range LEDUniverseRange = TestAssembly.LEDUniverseMap[Range];
leds_in_universe_range LEDUniverseRange = Assembly->LEDUniverseMap[Range];
for (s32 LEDIdx = LEDUniverseRange.RangeStart;
LEDIdx < LEDUniverseRange.RangeOnePastLast;
LEDIdx++)
{
led LED = TestAssembly.LEDs[LEDIdx];
TestAssembly.Colors[LED.Index].R = Brightness;
TestAssembly.Colors[LED.Index].B = 0;
TestAssembly.Colors[LED.Index].G = Brightness;
led LED = Assembly->LEDs[LEDIdx];
v4 Position = LED.Position;
v4 ToFront = Position + FrontCenter;
v4 ToBack = Position + BackCenter;
r32 ToFrontDotNormal = Dot(ToFront, Normal);
r32 ToBackDotNormal = Dot(ToBack, Normal);
ToFrontDotNormal = GSClamp01(ToFrontDotNormal * 1000);
ToBackDotNormal = GSClamp01(ToBackDotNormal * 1000);
r32 SqDistToCenter = MagSqr(Position);
if (SqDistToCenter < OuterRadiusSquared && SqDistToCenter > InnerRadiusSquared)
{
if (XOR(ToFrontDotNormal > 0, ToBackDotNormal > 0))
{
Assembly->Colors[LED.Index] = Color;
}
else
{
Assembly->Colors[LED.Index] = {};
}
}
else
{
Assembly->Colors[LED.Index] = {};
}
}
}
}
internal void
TestPatternThree(app_state* State, r32 Time)
TestPatternThree(assembly* Assembly, r32 Time)
{
r32 GreenSize = 20.0f;
r32 BlueSize = 25.0f;
@ -128,16 +162,14 @@ r32 GreenSize = 20.0f;
r32 BluePosition = -BlueSize + (Time * 25);
r32 RedPosition = (100 + RedSize) + (Time * -35);
array_entry_handle TestAssemblyHandle = *GetElementAtIndex(0, State->ActiveAssemblyIndecies);
assembly TestAssembly = *GetElementWithHandle(TestAssemblyHandle, State->AssemblyList);
for (s32 Range = 0; Range < TestAssembly.LEDUniverseMapCount; Range++)
for (s32 Range = 0; Range < Assembly->LEDUniverseMapCount; Range++)
{
leds_in_universe_range LEDUniverseRange = TestAssembly.LEDUniverseMap[Range];
leds_in_universe_range LEDUniverseRange = Assembly->LEDUniverseMap[Range];
for (s32 LEDIdx = LEDUniverseRange.RangeStart;
LEDIdx < LEDUniverseRange.RangeOnePastLast;
LEDIdx++)
{
led LED = TestAssembly.LEDs[LEDIdx];
led LED = Assembly->LEDs[LEDIdx];
u8 Red = 0;
u8 Green = 0;
u8 Blue = 0;
@ -154,9 +186,9 @@ r32 GreenSize = 20.0f;
r32 RedBrightness = GSClamp(0.0f, RedSize - RedDistance, RedSize) / RedSize;
Red = (u8)(RedBrightness * 255);
TestAssembly.Colors[LED.Index].R = Red;
TestAssembly.Colors[LED.Index].B = Blue;
TestAssembly.Colors[LED.Index].G = Green;
Assembly->Colors[LED.Index].R = Red;
Assembly->Colors[LED.Index].B = Blue;
Assembly->Colors[LED.Index].G = Green;
}
}
}

View File

@ -10,7 +10,7 @@ GetAssemblyMemorySizeFromDefinition(assembly_definition Definition, string Name)
internal assembly
ConstructAssemblyFromDefinition (assembly_definition Definition,
string AssemblyName,
v3 RootPosition,
v4 RootPosition,
r32 Scale,
memory_arena Arena)
{
@ -43,8 +43,8 @@ ConstructAssemblyFromDefinition (assembly_definition Definition,
// now. The assert is to remind you to create more cases when necessary
Assert(StripDef.InterpolationType == StripInterpolate_Points);
v4 WS_StripStart = V4(StripDef.InterpolatePositionStart * Scale, 1);
v4 WS_StripEnd = V4(StripDef.InterpolatePositionEnd * Scale, 1);
v4 WS_StripStart = RootPosition + V4(StripDef.InterpolatePositionStart * Scale, 1);
v4 WS_StripEnd = RootPosition + V4(StripDef.InterpolatePositionEnd * Scale, 1);
s32 LEDsInStripCount = StripDef.LEDsPerStrip;
Assert(Assembly.LEDCount + LEDsInStripCount <= Definition.TotalLEDCount);
@ -63,6 +63,9 @@ ConstructAssemblyFromDefinition (assembly_definition Definition,
return Assembly;
}
static v4 TempAssemblyOffsets[] = { v4{0, 0, 0, 0}, v4{250, 0, 75, 0}, v4{-250, 0, 75, 0} };
s32 TempAssemblyOffsetsCount = 3;
internal void
LoadAssembly (app_state* State, context Context, char* Path)
{
@ -82,9 +85,10 @@ LoadAssembly (app_state* State, context Context, char* Path)
AssemblyArena.Alloc = (gs_memory_alloc*)Context.PlatformAlloc;
AssemblyArena.Realloc = (gs_memory_realloc*)Context.PlatformRealloc;
v4 Offset = TempAssemblyOffsets[State->ActiveAssemblyIndecies.Used % TempAssemblyOffsetsCount];
assembly NewAssembly = ConstructAssemblyFromDefinition(AssemblyDefinition,
FileName,
v3{0, 0, 0},
Offset,
Scale,
AssemblyArena);
array_entry_handle NewAssemblyHandle = PushElement(NewAssembly, &State->AssemblyList);

View File

@ -147,7 +147,6 @@ RemoveElementAtIndex (s32 Index, element_type##_array* Buffer) \
Entry->Free.Next = Buffer->FreeList.Next; \
Buffer->FreeList.Next = &Entry->Free; \
\
--Buffer->Used; \
} \
// END OF CRAZY MACRO
@ -184,8 +183,12 @@ GrowBuffer(element_type##_contiguous_array* Buffer) \
internal element_type* \
GetElementAtIndex (s32 Index, element_type##_contiguous_array Buffer) \
{ \
element_type* Entry = 0; \
if (Index <= Buffer.Used) \
{ \
bucket_index BucketIndex = GetBucketIndexForIndex(Index, Buffer.BucketSize); \
element_type* Entry = Buffer.Buckets[BucketIndex.Bucket] + BucketIndex.IndexInBucket; \
Entry = Buffer.Buckets[BucketIndex.Bucket] + BucketIndex.IndexInBucket; \
} \
return Entry; \
} \
\

View File

@ -17,6 +17,74 @@ PANEL_CLEANUP_PROC(AnimationTimeline_Cleanup)
}
internal r32
DrawFrameBar (animation_system* AnimationSystem, render_command_buffer* RenderBuffer, s32 StartFrame, s32 EndFrame, v2 PanelMin, v2 PanelMax, interface_config Interface, mouse_state Mouse)
{
MakeStringBuffer(TempString, 256);
s32 FrameCount = EndFrame - StartFrame;
r32 FrameBarHeight = 24;
v2 FrameBarMin = v2{PanelMin.x, PanelMax.y - FrameBarHeight};
v2 FrameBarMax = PanelMax;
PushRenderQuad2D(RenderBuffer, FrameBarMin, FrameBarMax, v4{.16f, .16f, .16f, 1.f});
// Mouse clicked inside frame nubmer bar -> change current frame on timeline
if (MouseButtonHeldDown(Mouse.LeftButtonState)
&& PointIsInRange(Mouse.DownPos, FrameBarMin, FrameBarMax))
{
r32 MouseX = Mouse.DownPos.x;
r32 StartFrameTime = (r32)StartFrame * AnimationSystem->SecondsPerFrame;
r32 EndFrameTime = (r32)EndFrame * AnimationSystem->SecondsPerFrame;
r32 MouseTime = GSRemap(MouseX, FrameBarMin.x, FrameBarMax.x, StartFrameTime, EndFrameTime);
AnimationSystem->Time = MouseTime;
}
// Frame Ticks
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, 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});
}
return FrameBarMin.y;
}
internal rect
DrawAnimationBlock (animation_block AnimationBlock, v4 BlockColor, r32 SecondsPerFrame, s32 FrameCount, s32 StartFrame, v2 TimelineMin, v2 TimelineMax, render_command_buffer* RenderBuffer)
{
rect BlockBounds = {};
r32 TimelineWidth = TimelineMax.x - TimelineMin.x;
s32 BlockStartFrame = AnimationBlock.StartTime / SecondsPerFrame;
r32 StartFramePercent = (r32)(BlockStartFrame - StartFrame) / (r32)FrameCount;
r32 StartPosition = TimelineWidth * StartFramePercent;
s32 BlockEndFrame = AnimationBlock.EndTime / SecondsPerFrame;
r32 EndFramePercent = (r32)(BlockEndFrame - StartFrame) / (r32)FrameCount;
r32 EndPosition = TimelineWidth * EndFramePercent;
BlockBounds.Min = TimelineMin + v2{StartPosition, 25};
BlockBounds.Max = TimelineMin + v2{EndPosition, 75};
PushRenderQuad2D(RenderBuffer, BlockBounds.Min, BlockBounds.Max, BlockColor);
PushRenderBoundingBox2D(RenderBuffer, BlockBounds.Min, BlockBounds.Max, 1, WhiteV4);
return BlockBounds;
}
internal animation_block_handle
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)
{
@ -27,44 +95,26 @@ s32 FrameCount = EndFrame - StartFrame;
r32 AnimationPanelHeight = PanelMax.y - PanelMin.y;
r32 AnimationPanelWidth = PanelMax.x - PanelMin.x;
PushRenderQuad2D(RenderBuffer, PanelMin, PanelMax, v4{.22f, .22f, .22f, 1.f});
// Frame Bar
r32 FrameBarHeight = 24;
v2 FrameBarMin = v2{PanelMin.x, PanelMax.y - FrameBarHeight};
v2 FrameBarMax = PanelMax;
PushRenderQuad2D(RenderBuffer, FrameBarMin, FrameBarMax, v4{.16f, .16f, .16f, 1.f});
// Mouse clicked inside frame nubmer bar -> change current frame on timeline
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);

View File

@ -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)