Added rudimentary layers to the animation system.
This commit is contained in:
parent
3a20883a49
commit
de1a9474f0
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@ -298,7 +298,7 @@ int main(int ArgCount, char* Args[])
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string_builder PanelCodeGen = {0};
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GeneratePanelMetaInfo(Meta, &PanelCodeGen);
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string TypeInfoHFilePath = AllocAndConcatStrings(GeneratedFilesDirectory, MakeStringLiteral("gs_meta_genreated_typeinfo.h"));
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string TypeInfoHFilePath = AllocAndConcatStrings(GeneratedFilesDirectory, MakeStringLiteral("gs_meta_generated_typeinfo.h"));
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FILE* TypeInfoH = fopen(TypeInfoHFilePath.Memory, "w");
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if (TypeInfoH)
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{
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@ -315,7 +315,7 @@ int main(int ArgCount, char* Args[])
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}
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string NodeInfoHFilePath = AllocAndConcatStrings(GeneratedFilesDirectory, MakeStringLiteral("foldhaus_nodes_generated.h"));
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FILE* NodeInfoH = fopen(TypeInfoHFilePath.Memory, "w");
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FILE* NodeInfoH = fopen(NodeInfoHFilePath.Memory, "w");
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if (NodeInfoH)
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{
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WriteStringBuilderToFile(*NodeTypeGen.Builder, NodeInfoH);
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@ -10,8 +10,8 @@ typedef ANIMATION_PROC(animation_proc);
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struct frame_range
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{
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u32 Min;
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u32 Max;
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s32 Min;
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s32 Max;
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};
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struct animation_block
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@ -21,19 +21,28 @@ struct animation_block
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u32 Layer;
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};
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struct anim_layer
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{
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string Name;
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};
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#define ANIMATION_SYSTEM_LAYERS_MAX 128
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#define ANIMATION_SYSTEM_BLOCKS_MAX 128
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struct animation_system
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{
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memory_arena Storage;
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gs_list<animation_block> Blocks;
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anim_layer* Layers;
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u32 LayersCount;
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u32 LayersMax;
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// NOTE(Peter): The frame currently being displayed/processed. you
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// can see which frame you're on by looking at the time slider on the timeline
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// panel
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u32 CurrentFrame;
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u32 LastUpdatedFrame;
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s32 CurrentFrame;
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s32 LastUpdatedFrame;
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r32 SecondsPerFrame;
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b32 TimelineShouldAdvance;
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// Timeline
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@ -48,7 +57,7 @@ SecondsToFrames(r32 Seconds, animation_system System)
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}
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inline b32
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FrameIsInRange(u32 Frame, frame_range Range)
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FrameIsInRange(s32 Frame, frame_range Range)
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{
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b32 Result = (Frame >= Range.Min) && (Frame <= Range.Max);
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return Result;
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@ -57,7 +66,7 @@ FrameIsInRange(u32 Frame, frame_range Range)
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internal u32
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GetFrameCount(frame_range Range)
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{
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u32 Result = Range.Max - Range.Min;
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u32 Result = (u32)GSMax(0, Range.Max - Range.Min);
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return Result;
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}
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@ -69,17 +78,17 @@ FrameToPercentRange(s32 Frame, frame_range Range)
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return Result;
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}
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internal u32
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internal s32
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PercentToFrameInRange(r32 Percent, frame_range Range)
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{
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u32 Result = Range.Min + (u32)(Percent * GetFrameCount(Range));
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s32 Result = Range.Min + (s32)(Percent * GetFrameCount(Range));
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return Result;
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}
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internal u32
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ClampFrameToRange(u32 Frame, frame_range Range)
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internal s32
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ClampFrameToRange(s32 Frame, frame_range Range)
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{
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u32 Result = Frame;
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s32 Result = Frame;
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if (Result < Range.Min)
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{
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Result = Range.Min;
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@ -91,5 +100,69 @@ ClampFrameToRange(u32 Frame, frame_range Range)
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return Result;
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}
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// Blocks
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internal gs_list_handle
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AddAnimationBlock(u32 StartFrame, s32 EndFrame, u32 AnimationProcHandle, u32 Layer, animation_system* AnimationSystem)
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{
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gs_list_handle Result = {0};
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animation_block NewBlock = {0};
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NewBlock.Range.Min = StartFrame;
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NewBlock.Range.Max = EndFrame;
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NewBlock.AnimationProcHandle = AnimationProcHandle;
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NewBlock.Layer = Layer;
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Result = AnimationSystem->Blocks.PushElementOnList(NewBlock);
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return Result;
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}
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internal void
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RemoveAnimationBlock(gs_list_handle AnimationBlockHandle, animation_system* AnimationSystem)
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{
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Assert(ListHandleIsValid(AnimationBlockHandle));
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AnimationSystem->Blocks.FreeElementWithHandle(AnimationBlockHandle);
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}
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// Layers
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internal u32
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AddLayer (string Name, animation_system* AnimationSystem)
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{
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// TODO(Peter): If this assert fires its time to make the layer buffer system
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// resizable.
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Assert(AnimationSystem->LayersCount < AnimationSystem->LayersMax);
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u32 Result = 0;
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Result = AnimationSystem->LayersCount++;
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anim_layer* NewLayer = AnimationSystem->Layers + Result;
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*NewLayer = {0};
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NewLayer->Name = MakeString(PushArray(&AnimationSystem->Storage, char, Name.Length), Name.Length);
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CopyStringTo(Name, &NewLayer->Name);
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return Result;
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}
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internal void
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RemoveLayer (u32 LayerIndex, animation_system* AnimationSystem)
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{
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Assert(LayerIndex < AnimationSystem->LayersMax);
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Assert(LayerIndex < AnimationSystem->LayersCount);
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for (u32 i = LayerIndex; i < AnimationSystem->LayersCount - 1; i++)
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{
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AnimationSystem->Layers[i] = AnimationSystem->Layers[i + 1];
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}
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for (u32 i = AnimationSystem->Blocks.Used -= 1; i >= 0; i--)
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{
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gs_list_entry<animation_block>* Entry = AnimationSystem->Blocks.GetEntryAtIndex(i);
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if (EntryIsFree(Entry)) { continue; }
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animation_block* Block = &Entry->Value;
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if (Block->Layer > LayerIndex)
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{
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Block->Layer -= 1;
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}
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else if (Block->Layer == LayerIndex)
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{
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AnimationSystem->Blocks.FreeElementAtIndex(i);
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}
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}
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AnimationSystem->LayersCount -= 1;
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}
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#define FOLDHAUS_ANIMATION
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#endif // FOLDHAUS_ANIMATION
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@ -190,6 +190,11 @@ INITIALIZE_APPLICATION(InitializeApplication)
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State->AnimationSystem.SecondsPerFrame = 1.f / 24.f;
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State->AnimationSystem.PlayableRange.Min = 0;
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State->AnimationSystem.PlayableRange.Max = SecondsToFrames(15, State->AnimationSystem);
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State->AnimationSystem.LayersMax = 32;
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State->AnimationSystem.Layers = PushArray(&State->Permanent, anim_layer, State->AnimationSystem.LayersMax);
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AddLayer(MakeStringLiteral("Base Layer"), &State->AnimationSystem);
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AddLayer(MakeStringLiteral("Color Layer"), &State->AnimationSystem);
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AddLayer(MakeStringLiteral("Sparkles"), &State->AnimationSystem);
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} // End Animation Playground
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@ -330,7 +335,7 @@ UPDATE_AND_RENDER(UpdateAndRender)
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}
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}
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u32 CurrentFrame = State->AnimationSystem.CurrentFrame;
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s32 CurrentFrame = State->AnimationSystem.CurrentFrame;
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if (CurrentFrame != State->AnimationSystem.LastUpdatedFrame)
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{
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State->AnimationSystem.LastUpdatedFrame = CurrentFrame;
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@ -339,11 +344,10 @@ UPDATE_AND_RENDER(UpdateAndRender)
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for (u32 i = 0; i < State->AnimationSystem.Blocks.Used; i++)
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{
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gs_list_entry<animation_block>* BlockEntry = State->AnimationSystem.Blocks.GetEntryAtIndex(i);
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if (!EntryIsFree(BlockEntry))
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{
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if (EntryIsFree(BlockEntry)) { continue; }
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animation_block Block = BlockEntry->Value;
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if (CurrentFrame >= Block.Range.Min && CurrentFrame <= Block.Range.Max)
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{
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if (CurrentFrame < Block.Range.Min || CurrentFrame > Block.Range.Max) { continue; }
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for (u32 j = 0; j < State->ActiveAssemblyIndecies.Used; j++)
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{
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gs_list_handle AssemblyHandle = *State->ActiveAssemblyIndecies.GetElementAtIndex(j);
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@ -375,8 +379,6 @@ UPDATE_AND_RENDER(UpdateAndRender)
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}
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}
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}
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}
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}
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s32 HeaderSize = State->NetworkProtocolHeaderSize;
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dmx_buffer_list* DMXBuffers = 0;
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@ -82,6 +82,7 @@ struct app_state
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animation_system AnimationSystem;
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gs_list_handle SelectedAnimationBlockHandle;
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u32 SelectedAnimationLayer;
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panel_system PanelSystem;
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panel* HotPanel;
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@ -1,16 +0,0 @@
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enum node_type
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{
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NodeType_Count,
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};
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node_specification NodeSpecifications[] = {
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};
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s32 NodeSpecificationsCount = 0;
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internal void CallNodeProc(u32 SpecificationIndex, u8* Data, led* LEDs, s32 LEDsCount, r32 DeltaTime)
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{
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node_specification Spec = NodeSpecifications[SpecificationIndex];
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switch (Spec.Type)
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{
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}
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}
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@ -1,32 +0,0 @@
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enum node_type
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{
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NodeType_RevolvingDiscs,
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NodeType_SolidColorProc,
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NodeType_VerticalColorFadeProc,
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NodeType_Count,
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};
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static node_specification_ NodeSpecifications[] = {
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{ NodeType_RevolvingDiscs, {"RevolvingDiscs", 14}, gsm_StructType_revolving_discs_data },
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{ NodeType_SolidColorProc, {"SolidColorProc", 14}, gsm_StructType_solid_color_data },
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{ NodeType_VerticalColorFadeProc, {"VerticalColorFadeProc", 21}, gsm_StructType_vertical_color_fade_data },
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};
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void CallNodeProc(node_type Type, u8* NodeData)
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{
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switch(Type) {
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case NodeType_RevolvingDiscs:
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{
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RevolvingDiscs((revolving_discs_data*)NodeData);
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} break;
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case NodeType_SolidColorProc:
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{
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SolidColorProc((solid_color_data*)NodeData);
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} break;
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case NodeType_VerticalColorFadeProc:
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{
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VerticalColorFadeProc((vertical_color_fade_data*)NodeData);
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} break;
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}
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}
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@ -32,33 +32,14 @@ GetXPositionFromFrameInAnimationPanel (u32 Frame, rect PanelBounds, frame_range
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}
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internal gs_list_handle
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AddAnimationBlock(u32 StartFrame, u32 EndFrame, u32 AnimationProcHandle, animation_system* AnimationSystem)
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{
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gs_list_handle Result = {0};
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animation_block NewBlock = {0};
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NewBlock.Range.Min = StartFrame;
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NewBlock.Range.Max = EndFrame;
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NewBlock.AnimationProcHandle = AnimationProcHandle;
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Result = AnimationSystem->Blocks.PushElementOnList(NewBlock);
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return Result;
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}
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internal gs_list_handle
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AddAnimationBlockAtCurrentTime (u32 AnimationProcHandle, animation_system* System)
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AddAnimationBlockAtCurrentTime (u32 AnimationProcHandle, u32 Layer, animation_system* System)
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{
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u32 NewBlockStart = System->CurrentFrame;
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u32 NewBlockEnd = NewBlockStart + SecondsToFrames(3, *System);
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gs_list_handle Result = AddAnimationBlock(NewBlockStart, NewBlockEnd, AnimationProcHandle, System);
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gs_list_handle Result = AddAnimationBlock(NewBlockStart, NewBlockEnd, AnimationProcHandle, Layer, System);
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return Result;
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}
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internal void
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DeleteAnimationBlock(gs_list_handle AnimationBlockHandle, app_state* State)
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{
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State->AnimationSystem.Blocks.FreeElementWithHandle(AnimationBlockHandle);
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State->SelectedAnimationBlockHandle = {0};
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}
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internal void
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SelectAnimationBlock(gs_list_handle BlockHandle, app_state* State)
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{
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{
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if(ListHandleIsValid(State->SelectedAnimationBlockHandle))
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{
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DeleteAnimationBlock(State->SelectedAnimationBlockHandle, State);
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RemoveAnimationBlock(State->SelectedAnimationBlockHandle, &State->AnimationSystem);
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State->SelectedAnimationBlockHandle = {0};
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}
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}
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@ -93,7 +75,7 @@ OPERATION_STATE_DEF(drag_time_marker_operation_state)
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OPERATION_RENDER_PROC(UpdateDragTimeMarker)
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{
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drag_time_marker_operation_state* OpState = (drag_time_marker_operation_state*)Operation.OpStateMemory;
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frame_range Range = { (u32)OpState->StartFrame, (u32)OpState->EndFrame };
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frame_range Range = { OpState->StartFrame, OpState->EndFrame };
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u32 FrameAtMouseX = GetFrameFromPointInAnimationPanel(Mouse.Pos, OpState->TimelineBounds, Range);
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State->AnimationSystem.CurrentFrame = FrameAtMouseX;
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}
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@ -174,13 +156,13 @@ OPERATION_RENDER_PROC(UpdateDragAnimationClip)
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if (GSAbs(Mouse.DownPos.x - ClipInitialStartFrameXPosition) < CLICK_ANIMATION_BLOCK_EDGE_MAX_SCREEN_DISTANCE)
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{
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u32 NewStartFrame = OpState->ClipRange.Min + FrameOffset;
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s32 NewStartFrame = OpState->ClipRange.Min + FrameOffset;
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if (FrameOffset < 0)
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{
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for (u32 i = 0; i < State->AnimationSystem.Blocks.Used; i++)
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{
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gs_list_entry<animation_block>* OtherBlockEntry = State->AnimationSystem.Blocks.GetEntryAtIndex(i);
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if (OtherBlockEntry->Free.NextFreeEntry != 0) { continue; }
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if (EntryIsFree(OtherBlockEntry)) { continue; }
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animation_block OtherBlock = OtherBlockEntry->Value;
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NewStartFrame = AttemptToSnapPosition(NewStartFrame, OtherBlock.Range.Max);
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}
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@ -202,7 +184,7 @@ OPERATION_RENDER_PROC(UpdateDragAnimationClip)
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for (u32 i = 0; i < State->AnimationSystem.Blocks.Used; i++)
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{
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gs_list_entry<animation_block>* OtherBlockEntry = State->AnimationSystem.Blocks.GetEntryAtIndex(i);
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if (OtherBlockEntry->Free.NextFreeEntry != 0) { continue; }
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if (EntryIsFree(OtherBlockEntry)) { continue; }
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animation_block OtherBlock = OtherBlockEntry->Value;
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NewEndFrame = AttemptToSnapPosition(NewEndFrame, OtherBlock.Range.Min);
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}
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@ -223,7 +205,7 @@ OPERATION_RENDER_PROC(UpdateDragAnimationClip)
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for (u32 i = 0; i < State->AnimationSystem.Blocks.Used; i++)
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{
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gs_list_entry<animation_block>* OtherBlockEntry = State->AnimationSystem.Blocks.GetEntryAtIndex(i);
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if (OtherBlockEntry->Free.NextFreeEntry != 0) { continue; }
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if (EntryIsFree(OtherBlockEntry)) { continue; }
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animation_block OtherBlock = OtherBlockEntry->Value;
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u32 SnapFramesAmount = 0;
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@ -277,7 +259,7 @@ FOLDHAUS_INPUT_COMMAND_PROC(AddAnimationBlockCommand)
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panel_and_bounds ActivePanel = GetPanelContainingPoint(Mouse.Pos, &State->PanelSystem, State->WindowBounds);
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frame_range Range = State->AnimationSystem.PlayableRange;
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u32 MouseDownFrame = GetFrameFromPointInAnimationPanel(Mouse.Pos, ActivePanel.Bounds, Range);
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gs_list_handle NewBlockHandle = AddAnimationBlock(MouseDownFrame, MouseDownFrame + SecondsToFrames(3, State->AnimationSystem), 4, &State->AnimationSystem);
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gs_list_handle NewBlockHandle = AddAnimationBlock(MouseDownFrame, MouseDownFrame + SecondsToFrames(3, State->AnimationSystem), 4, State->SelectedAnimationLayer, &State->AnimationSystem);
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SelectAnimationBlock(NewBlockHandle, State);
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}
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@ -370,12 +352,10 @@ DrawTimelineRangeBar (animation_system* AnimationSystem, animation_timeline_stat
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v2 SliderBarDim = v2{25, BarHeight};
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// Convert Frames To Pixels
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// TODO(Peter): When the animation system is storing a frame range rather than individual values
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// come back and use the utility functions here
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r32 RangeMinPercentPlayable = FrameToPercentRange(AnimationSystem->PlayableRange.Min, TimelineState->VisibleRange);
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r32 RangeMaxPercentPlayable = FrameToPercentRange(AnimationSystem->PlayableRange.Max, TimelineState->VisibleRange);
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v2 RangeMinSliderMin = v2{BarBounds.Min.x + (RangeMinPercentPlayable * Width(BarBounds)), BarBounds.Min.y};
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v2 RangeMaxSliderMin = v2{BarBounds.Min.x + (RangeMaxPercentPlayable * Width(BarBounds)) - 25, BarBounds.Min.y};
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r32 VisibleMinPercentPlayable = FrameToPercentRange(TimelineState->VisibleRange.Min, AnimationSystem->PlayableRange);
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r32 VisibleMaxPercentPlayable = FrameToPercentRange(TimelineState->VisibleRange.Max, AnimationSystem->PlayableRange);
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v2 RangeMinSliderMin = v2{BarBounds.Min.x + (VisibleMinPercentPlayable * Width(BarBounds)), BarBounds.Min.y};
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v2 RangeMaxSliderMin = v2{BarBounds.Min.x + (VisibleMaxPercentPlayable * Width(BarBounds)) - 25, BarBounds.Min.y};
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if (MouseButtonHeldDown(Mouse.LeftButtonState) ||
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MouseButtonTransitionedUp(Mouse.LeftButtonState))
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@ -399,11 +379,11 @@ DrawTimelineRangeBar (animation_system* AnimationSystem, animation_timeline_stat
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PushRenderQuad2D(RenderBuffer, RangeMaxSliderMin, RangeMaxSliderMax, v4{.8f, .8f, .8f, 1.f});
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// Convert Pixels Back To Frames and store
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RangeMinPercentPlayable = (RangeMinSliderMin.x - BarBounds.Min.x) / BarWidth;
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RangeMaxPercentPlayable = (RangeMaxSliderMax.x - BarBounds.Min.x) / BarWidth;
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VisibleMinPercentPlayable = (RangeMinSliderMin.x - BarBounds.Min.x) / BarWidth;
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VisibleMaxPercentPlayable = (RangeMaxSliderMax.x - BarBounds.Min.x) / BarWidth;
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u32 VisibleFrameCount = GetFrameCount(AnimationSystem->PlayableRange);
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Result.Min = RangeMinPercentPlayable * VisibleFrameCount;
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Result.Max = RangeMaxPercentPlayable * VisibleFrameCount;
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Result.Min = VisibleMinPercentPlayable * VisibleFrameCount;
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Result.Max = VisibleMaxPercentPlayable * VisibleFrameCount;
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if (MouseButtonTransitionedUp(Mouse.LeftButtonState))
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{
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@ -413,6 +393,35 @@ DrawTimelineRangeBar (animation_system* AnimationSystem, animation_timeline_stat
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return Result;
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}
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#define LAYER_HEIGHT 52
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internal void
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DrawLayerMenu(animation_system* AnimationSystem, rect PanelDim, render_command_buffer* RenderBuffer, app_state* State, mouse_state Mouse)
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{
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v2 LayerDim = { Width(PanelDim), LAYER_HEIGHT };
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v2 LayerListMin = PanelDim.Min + v2{0, 24};
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for (u32 LayerIndex = 0; LayerIndex < AnimationSystem->LayersCount; LayerIndex++)
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{
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anim_layer* Layer = AnimationSystem->Layers + LayerIndex;
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rect LayerBounds = {0};
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LayerBounds.Min = { LayerListMin.x, LayerListMin.y + (LayerDim.y * LayerIndex) };
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LayerBounds.Max = LayerBounds.Min + LayerDim;
|
||||
|
||||
if (MouseButtonTransitionedDown(Mouse.LeftButtonState) &&
|
||||
PointIsInRect(Mouse.Pos, LayerBounds))
|
||||
{
|
||||
State->SelectedAnimationLayer = LayerIndex;
|
||||
}
|
||||
|
||||
v2 LayerTextPos = { LayerBounds.Min.x + 6, LayerBounds.Max.y - 16};
|
||||
if (State->SelectedAnimationLayer == LayerIndex)
|
||||
{
|
||||
PushRenderBoundingBox2D(RenderBuffer, RectExpand(LayerBounds), 1, WhiteV4);
|
||||
}
|
||||
DrawString(RenderBuffer, Layer->Name, State->Interface.Font, LayerTextPos, WhiteV4);
|
||||
}
|
||||
}
|
||||
|
||||
internal rect
|
||||
DrawAnimationBlock (animation_block AnimationBlock, v4 BlockColor, frame_range VisibleFrames, rect TimelineBounds, render_command_buffer* RenderBuffer)
|
||||
{
|
||||
|
@ -428,8 +437,9 @@ DrawAnimationBlock (animation_block AnimationBlock, v4 BlockColor, frame_range V
|
|||
r32 EndFramePercent = FrameToPercentRange(ClampedBlockEndFrame, VisibleFrames);
|
||||
r32 EndPosition = TimelineWidth * EndFramePercent;
|
||||
|
||||
BlockBounds.Min = TimelineBounds.Min + v2{StartPosition, 25};
|
||||
BlockBounds.Max = TimelineBounds.Min + v2{EndPosition, 75};
|
||||
r32 LayerYOffset = LAYER_HEIGHT * AnimationBlock.Layer;
|
||||
BlockBounds.Min = TimelineBounds.Min + v2{StartPosition, LayerYOffset};
|
||||
BlockBounds.Max = TimelineBounds.Min + v2{EndPosition, LayerYOffset + LAYER_HEIGHT};
|
||||
|
||||
PushRenderQuad2D(RenderBuffer, BlockBounds.Min, BlockBounds.Max, BlockColor);
|
||||
PushRenderBoundingBox2D(RenderBuffer, BlockBounds.Min, BlockBounds.Max, 1, WhiteV4);
|
||||
|
@ -437,27 +447,6 @@ DrawAnimationBlock (animation_block AnimationBlock, v4 BlockColor, frame_range V
|
|||
return BlockBounds;
|
||||
}
|
||||
|
||||
internal void
|
||||
DrawLayerMenu(animation_system* AnimationSystem, rect PanelDim, render_command_buffer* RenderBuffer, app_state* State, mouse_state Mouse)
|
||||
{
|
||||
string TempString = MakeString(PushArray(&State->Transient, char, 256), 256);
|
||||
v2 LayerDim = { Width(PanelDim), 32 };
|
||||
|
||||
v2 LayerListMin = PanelDim.Min + v2{0, 32};
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
PrintF(&TempString, "Layer %d", i);
|
||||
|
||||
rect LayerBounds = {0};
|
||||
LayerBounds.Min = { LayerListMin.x, LayerListMin.y + (LayerDim.y * i) };
|
||||
LayerBounds.Max = LayerBounds.Min + LayerDim;
|
||||
|
||||
v2 LayerTextPos = LayerBounds.Min + v2{6, 4};
|
||||
PushRenderBoundingBox2D(RenderBuffer, RectExpand(LayerBounds), 1, WhiteV4);
|
||||
DrawString(RenderBuffer, TempString, State->Interface.Font, LayerTextPos, WhiteV4);
|
||||
}
|
||||
}
|
||||
|
||||
internal gs_list_handle
|
||||
DrawAnimationTimeline (animation_system* AnimationSystem, animation_timeline_state* TimelineState, rect PanelBounds, gs_list_handle SelectedBlockHandle, render_command_buffer* RenderBuffer, app_state* State, mouse_state Mouse)
|
||||
{
|
||||
|
@ -499,7 +488,7 @@ DrawAnimationTimeline (animation_system* AnimationSystem, animation_timeline_sta
|
|||
for (u32 i = 0; i < AnimationSystem->Blocks.Used; i++)
|
||||
{
|
||||
gs_list_entry<animation_block>* AnimationBlockEntry = AnimationSystem->Blocks.GetEntryAtIndex(i);
|
||||
if (AnimationBlockEntry->Free.NextFreeEntry != 0) { continue; }
|
||||
if (EntryIsFree(AnimationBlockEntry)) { continue; }
|
||||
|
||||
gs_list_handle CurrentBlockHandle = AnimationBlockEntry->Handle;
|
||||
animation_block AnimationBlockAt = AnimationBlockEntry->Value;
|
||||
|
@ -542,25 +531,11 @@ DrawAnimationTimeline (animation_system* AnimationSystem, animation_timeline_sta
|
|||
PushRenderBoundingBox2D(RenderBuffer, RectExpand(FrameBarBounds), 1.f, TealV4);
|
||||
PushRenderBoundingBox2D(RenderBuffer, RectExpand(TimelineBounds), 1.f, PinkV4);
|
||||
|
||||
return Result;
|
||||
|
||||
|
||||
|
||||
{
|
||||
r32 FirstPlayablePercentX = FrameToPercentRange(AnimationSystem->PlayableRange.Min, AdjustedViewRange);
|
||||
r32 LastPlayablePercentX = FrameToPercentRange(AnimationSystem->PlayableRange.Max, AdjustedViewRange);
|
||||
|
||||
v2 PlayableMin = v2{(FirstPlayablePercentX * AnimationPanelWidth) + PanelBounds.Min.x, PanelBounds.Min.y };
|
||||
v2 PlayableMax = v2{(LastPlayablePercentX * AnimationPanelWidth) + PanelBounds.Min.x, PanelBounds.Max.y };
|
||||
|
||||
|
||||
PushRenderQuad2D(RenderBuffer, PlayableMin, PlayableMax, v4{.22f, .22f, .22f, 1.f});
|
||||
}
|
||||
|
||||
if (MouseDownAndNotHandled && PointIsInRect(Mouse.Pos, TimelineBounds))
|
||||
{
|
||||
DeselectCurrentAnimationBlock(State);
|
||||
}
|
||||
|
||||
return Result;
|
||||
}
|
||||
|
||||
|
@ -611,7 +586,7 @@ DrawAnimationClipsList(rect PanelBounds, mouse_state Mouse, render_command_buffe
|
|||
if (MouseButtonTransitionedDown(Mouse.LeftButtonState)
|
||||
&& PointIsInRect(Mouse.DownPos, ElementBounds))
|
||||
{
|
||||
AddAnimationBlockAtCurrentTime(i + 1, &State->AnimationSystem);
|
||||
AddAnimationBlockAtCurrentTime(i + 1, State->SelectedAnimationLayer, &State->AnimationSystem);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue