merge
This commit is contained in:
commit
c921e37df3
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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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@ -90,10 +90,11 @@ INITIALIZE_APPLICATION(InitializeApplication)
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LoadAssembly(&State->Assemblies, &State->LedSystem, State->Transient, Context, SculpturePath, State->GlobalLog);
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LoadAssembly(&State->Assemblies, &State->LedSystem, State->Transient, Context, SculpturePath, State->GlobalLog);
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#endif
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#endif
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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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State->AnimationSystem.SecondsPerFrame = 1.f / 24.f;
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AnimSysDesc.SecondsPerFrame = 1.0f / 24.0f;
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State->AnimationSystem = AnimationSystem_Init(AnimSysDesc);
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State->UserData = BlumenLumen_CustomInit(State, Context);
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State->UserData = BlumenLumen_CustomInit(State, Context);
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}
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}
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