Quickly got the search lister to use the correct index when filtering the list.
This commit is contained in:
parent
21d6c1740e
commit
e00e90f2fd
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@ -21,6 +21,6 @@ del *.pdb > NUL 2> NUL
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REM cl %CommonCompilerFlags% ..\meta\main_meta.cpp /link %CommonLinkerFlags% user32.lib winmm.lib gdi32.lib -incremental:no
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cl %CommonCompilerFlags% ..\meta\foldhaus_meta.cpp /link %CommonLinkerFlags%
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C:\programs\ctime\ctime.exe -end C:\projects\foldhaus\build\win32_gs_meta_build_time.ctm %LastError%
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C:\programs\ctime\ctime.exe -end C:\projects\foldhaus_meta\build\win32_gs_meta_build_time.ctm %LastError%
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C:\programs\ctime\ctime.exe -stats C:\projects\foldhaus\build\win32_gs_meta_build_time.ctm
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popd
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@ -25,7 +25,7 @@ load_paths = {
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command_list = {
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{ .name = "build_application",
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.out = "*app compilation*", .footer_panel = false, .save_dirty_files = true,
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.cmd = { { "src\\build.bat" , .os = "win" },
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.cmd = { { "build.bat" , .os = "win" },
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{ "./build.sh", .os = "linux" },
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{ "./build.sh", .os = "mac" }, }, },
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{ .name = "build_meta",
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@ -405,7 +405,7 @@ INITIALIZE_APPLICATION(InitializeApplication)
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Font->BitmapStride = Font->BitmapWidth * Font->BitmapBytesPerPixel;
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GSMemSet(Font->BitmapMemory, 0, Font->BitmapStride * Font->BitmapHeight);
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platform_font_info FontInfo = Context.PlatformGetFontInfo("Anonymous Pro", FontSize);
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platform_font_info FontInfo = Context.PlatformGetFontInfo("Anonymous Pro", FontSize, FontWeight_Normal, false, false, false);
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Font->PixelHeight = FontInfo.PixelHeight;
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Font->Ascent = FontInfo.Ascent;
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Font->Descent = FontInfo.Descent;
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@ -524,6 +524,7 @@ UPDATE_AND_RENDER(UpdateAndRender)
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for (s32 EventIdx = 0; EventIdx < InputQueue.QueueUsed; EventIdx++)
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{
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input_entry Event = InputQueue.Entries[EventIdx];
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input_command* Command = FindExistingCommand(State->ActiveCommands, Event.Key, (key_code)0);
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if (Command)
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{
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@ -857,12 +858,12 @@ UPDATE_AND_RENDER(UpdateAndRender)
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{
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RenderNodeList(State->NodeList, State->NodeRenderSettings, RenderBuffer);
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if (State->InterfaceShowNodeList)
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if (State->InterfaceShowNodeLister)
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{
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v2 TopLeft = State->NodeListMenuPosition;
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v2 Dimension = v2{300, 30};
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search_lister_result NodeListResult = EvaluateSearchLister (RenderBuffer, TopLeft, Dimension,
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search_lister_result NodeListerResult = EvaluateSearchLister (RenderBuffer, TopLeft, Dimension,
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MakeStringLiteral("Nodes List"),
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NodeSpecificationsCount, (u8*)NodeSpecifications,
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State->GeneralPurposeSearchHotItem,
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@ -870,7 +871,7 @@ UPDATE_AND_RENDER(UpdateAndRender)
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&State->ActiveTextEntry.Buffer,
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State->ActiveTextEntry.CursorPosition,
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State->Font, State->Interface, GuiMouse);
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State->GeneralPurposeSearchHotItem = NodeListResult.HotItem;
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State->GeneralPurposeSearchHotItem = NodeListerResult.HotItem;
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}
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}
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@ -98,7 +98,7 @@ struct app_state
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v2 UniverseOutputDisplayOffset;
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r32 UniverseOutputDisplayZoom;
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b32 InterfaceShowNodeList;
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b32 InterfaceShowNodeLister;
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v2 NodeListMenuPosition;
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node_list* NodeList;
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@ -41,7 +41,7 @@ FOLDHAUS_INPUT_COMMAND_PROC(ToggleUniverseDebugView)
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FOLDHAUS_INPUT_COMMAND_PROC(OpenNodeLister)
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{
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State->InterfaceShowNodeList = true;
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State->InterfaceShowNodeLister = true;
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State->NodeListMenuPosition = Mouse.Pos;
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SetTextInputDestinationToString(&State->ActiveTextEntry, &State->GeneralPurposeSearchString);
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State->ActiveCommands = &State->NodeListerCommandRegistry;
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@ -1124,11 +1124,60 @@ ResetNodesUpdateState (node_list* NodeList)
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}
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}
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internal char*
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NodeListerGetNodeName (u8* NodeSpecificationsList, s32 NodeSpecificationsListCount, s32 Offset)
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internal b32
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SpecificationPassesFilter(string SpecificationName, string SearchString)
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{
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node_specification* Specifications = (node_specification*)NodeSpecificationsList + Offset;
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char* Result = Specifications->Name;
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return (SearchString.Length == 0 || StringContainsStringCaseInsensitive(SpecificationName, SearchString));
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}
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internal s32
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NodeListerConvertHotItemToListIndex (s32 HotItem, u8* NodeSpecificationsList, s32 NodeSpecificationsListCount,
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string SearchString)
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{
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s32 ListIndex = 0;
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s32 FilteredItemsCount = 0;
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for (s32 i = 0; i < NodeSpecificationsListCount; i++)
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{
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node_specification* Specification = (node_specification*)NodeSpecificationsList + i;
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string ItemName = MakeString(Specification->Name);
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b32 PassesFilter = SpecificationPassesFilter(ItemName, SearchString);
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if (PassesFilter)
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{
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if (FilteredItemsCount == HotItem)
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{
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break;
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}
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FilteredItemsCount++;
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}
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ListIndex++;
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}
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return ListIndex;
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}
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internal string
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NodeListerGetNodeName (u8* NodeSpecificationsList, s32 NodeSpecificationsListCount, string SearchString, s32 Offset)
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{
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s32 FilteredItemsCount = 0;
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node_specification* Specification = (node_specification*)NodeSpecificationsList;
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string Result = {};
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for (s32 i = 0; i < NodeSpecificationsListCount; i++)
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{
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string ItemName = MakeString(Specification->Name);
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b32 PassesFilter = SpecificationPassesFilter(ItemName, SearchString);
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if (PassesFilter)
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{
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if (FilteredItemsCount == Offset)
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{
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Result = ItemName;
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break;
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}
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FilteredItemsCount++;
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}
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Specification++;
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}
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return Result;
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}
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@ -35,7 +35,21 @@ typedef CLEANUP_APPLICATION(cleanup_application);
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typedef struct platform_font_info platform_font_info;
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#define GET_FONT_INFO(name) platform_font_info name(char* FontName, s32 PixelHeight)
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enum font_weight
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{
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FontWeight_Invalid = 0,
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FontWeight_Thin = 100,
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FontWeight_ExtraLight = 200,
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FontWeight_Light = 300,
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FontWeight_Normal = 400,
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FontWeight_Medium = 500,
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FontWeight_SemiBold = 600,
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FontWeight_Bold = 700,
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FontWeight_ExtraBold = 800,
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FontWeight_Heavy = 900,
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};
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#define GET_FONT_INFO(name) platform_font_info name(char* FontName, s32 PixelHeight, font_weight FontWeight, b32 Italic, b32 Underline, b32 Strikeout)
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typedef GET_FONT_INFO(platform_get_font_info);
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#define DRAW_FONT_CODEPOINT(name) void name(u8* DestBuffer, s32 DestBufferWidth, s32 DestBufferHeight, u32 XOffset, u32 YOffset, char Codepoint, platform_font_info FontInfo, u32* OutWidth, u32* OutHeight)
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@ -57,7 +57,7 @@ FOLDHAUS_INPUT_COMMAND_PROC(SearchListerPrevItem)
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FOLDHAUS_INPUT_COMMAND_PROC(CloseSearchLister)
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{
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// TODO(Peter): This is to show the node list. Generalize to just a lister
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State->InterfaceShowNodeList = false;
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State->InterfaceShowNodeLister = false;
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// TODO(Peter): This also assumes we know where we came from. Probably need to implement
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// push/pop functionality for the activecommands.
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QueueNextFrameCommandRegistry(&State->InputCommandRegistry, State);
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@ -67,7 +67,11 @@ FOLDHAUS_INPUT_COMMAND_PROC(CloseSearchLister)
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FOLDHAUS_INPUT_COMMAND_PROC(SelectAndCloseSearchLister)
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{
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s32 HotItem = State->GeneralPurposeSearchHotItem;
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PushNodeOnListFromSpecification(State->NodeList, NodeSpecifications[HotItem],
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s32 ListIndexFromHotItem = NodeListerConvertHotItemToListIndex(HotItem,
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(u8*)NodeSpecifications,
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NodeSpecificationsCount,
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State->ActiveTextEntry.Buffer);
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PushNodeOnListFromSpecification(State->NodeList, NodeSpecifications[ListIndexFromHotItem],
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Mouse.Pos, State->NodeRenderSettings, State->Permanent);
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CloseSearchLister(State, Event, Mouse);
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}
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@ -575,7 +575,7 @@ struct search_lister_result
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b32 ShouldRemainOpen;
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};
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typedef char* search_lister_get_list_item_at_offset(u8* ListMemory, s32 ListLength, s32 Offset);
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typedef string search_lister_get_list_item_at_offset(u8* ListMemory, s32 ListLength, string SearchString, s32 Offset);
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internal search_lister_result
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EvaluateSearchLister (render_command_buffer* RenderBuffer, v2 TopLeft, v2 Dimension, string Title,
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@ -600,14 +600,9 @@ EvaluateSearchLister (render_command_buffer* RenderBuffer, v2 TopLeft, v2 Dimens
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TopLeft.y -= 30;
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s32 VisibleItemIndex = 0;
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for (s32 i = 0; i < ListLength; i++)
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{
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char* ListItemText = GetListItem(ListMemory, ListLength, i);
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Assert(ListItemText);
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string ListItemString = MakeStringLiteral(ListItemText);
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if (SearchString->Length == 0 ||
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StringContainsStringCaseInsensitive(ListItemString, *SearchString))
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string ListItemText = GetListItem(ListMemory, ListLength, *SearchString, VisibleItemIndex);
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while(ListItemText.Length > 0)
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{
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v2 Min = v2{TopLeft.x, TopLeft.y - 30};
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v2 Max = Min + Dimension - v2{0, Config.Margin.y};
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@ -618,17 +613,16 @@ EvaluateSearchLister (render_command_buffer* RenderBuffer, v2 TopLeft, v2 Dimens
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ButtonColor = Config.ButtonColor_Active;
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}
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button_result Button = EvaluateButton(RenderBuffer, Min, Max, Config.Margin, ListItemString,
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button_result Button = EvaluateButton(RenderBuffer, Min, Max, Config.Margin, ListItemText,
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ButtonColor, ButtonColor, Config.TextColor, Config.TextColor,
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Config.Font, Mouse);
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if (Button.Pressed)
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{
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Result.SelectedItem = i;
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Result.SelectedItem = VisibleItemIndex;
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}
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TopLeft.y -= 30;
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VisibleItemIndex++;
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}
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ListItemText = GetListItem(ListMemory, ListLength, *SearchString, ++VisibleItemIndex);
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}
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return Result;
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78
src/todo.txt
78
src/todo.txt
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@ -1,78 +0,0 @@
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TODO FOLDHAUS
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Hardening
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- memory visualization
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- separate rendering thread
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- cache led positions. Only update if they are moving
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- input context changes
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- - shift drag to 10x drag speed
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- select nodes -> delete nodes
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- remove node connections
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Name
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- Splash screen (like blender) (thisll be fun)
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- - Image importer (stb image? or find a png > bmp converter for the image you have)
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- - Display on startup
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/Debug
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x Make debug scope tracking thread safe - was throwing an error in stringsequal but that stopped.
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x Keep an eye out.
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Application
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- More efficient HSV <-> RGB
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- Save and load a session
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- - Serialize Nodes
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- Don't render if the window isn't visible
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Development
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- Fix your scope time tracker to account for threads.
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- Nest scope times so you can see totals/dig in
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- Log memory allocations
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Interface
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- fullscreen
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- In world interface elements
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- - Handles for Patterns
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- - UI Popups
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- - Value modifiers
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- Scroll view
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- Update the text system - use system fonts
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Switch To Nodes
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x basic node elements
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- - evaluation step (one node at a time)
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- - selector node (has a list of connections that it can switch between)
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- serialize
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- delete nodes
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Structure
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- motion
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Renderer
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- Mouse Picking - point at a led and see info about it
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- Camera: pan
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- Camera: zoom
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- Camera: leds always face camera
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Resource Management
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- TODO: Need to figure out which textures are currently in graphics memory and which need to be resubmitted
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- Icons
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Animation
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- timeline
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- create clips that play
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- clips can have parameters that drive them?
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- clips should have prerequesites
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- - channels active
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- - patterns active in the channel
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- - when a clip is playing, it should just take over the whole structure
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Command Line
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- select a channel/pattern
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Optimization
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- patterns are asking to be multithreaded
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- probably want to convert as much color functions to use u32 Packed Colors
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- - Probably want to think about this more. What about supporting different color depths
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- for different output devices?
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@ -249,11 +249,10 @@ GET_FONT_INFO(Win32GetFontInfo)
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HGDIOBJ SelectObjectResult = SelectObject(FontDrawingDC, FontBitmap);
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CurrentFont = CreateFont(PixelHeight, 0, 0, 0,
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// TODO(Peter): Font weight, need a platform way to request others
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FW_NORMAL,
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FALSE, // Italic
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FALSE, // Underling
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FALSE, // Strikeout,
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FontWeight,
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Italic,
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Underline,
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Strikeout,
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ANSI_CHARSET,
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OUT_OUTLINE_PRECIS,
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CLIP_DEFAULT_PRECIS,
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@ -297,8 +296,7 @@ DRAW_FONT_CODEPOINT(Win32DrawFontCodepoint)
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COLORREF PixelColor;
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for (u32 Y = 0; Y < *OutHeight; Y++)
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{
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// TODO(Peter): * 4 b/c its 4 bytes per pixel. Switch to our bitmap_texture struct for clarity
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// and fewer fields to this function
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// NOTE(Peter): XOffset * 4 b/c its 4 bytes per pixel.
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u8* Channel = (u8*)Row + (XOffset * 4);
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for (u32 X = 0; X < *OutWidth; X++)
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{
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@ -375,39 +373,63 @@ HandleWindowMessage (MSG Message, window* Window, input_queue* InputQueue, mouse
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case WM_LBUTTONDOWN:
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{
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b32 ShiftDown = GetKeyState(VK_SHIFT) & 0x8000;
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b32 AltDown = GetKeyState(VK_MENU) & 0x8000;
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b32 CtrlDown = GetKeyState(VK_CONTROL) & 0x8000;
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AddInputEventEntry(InputQueue, KeyCode_MouseLeftButton, false, true,
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false, false, false, false);
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ShiftDown, AltDown, CtrlDown, false);
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Mouse->DownPos = Mouse->Pos;
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}break;
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case WM_MBUTTONDOWN:
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{
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b32 ShiftDown = GetKeyState(VK_SHIFT) & 0x8000;
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b32 AltDown = GetKeyState(VK_MENU) & 0x8000;
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b32 CtrlDown = GetKeyState(VK_CONTROL) & 0x8000;
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AddInputEventEntry(InputQueue, KeyCode_MouseMiddleButton, false, true,
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false, false, false, false);
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ShiftDown, AltDown, CtrlDown, false);
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}break;
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case WM_RBUTTONDOWN:
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{
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b32 ShiftDown = GetKeyState(VK_SHIFT) & 0x8000;
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b32 AltDown = GetKeyState(VK_MENU) & 0x8000;
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b32 CtrlDown = GetKeyState(VK_CONTROL) & 0x8000;
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AddInputEventEntry(InputQueue, KeyCode_MouseRightButton, false, true,
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false, false, false, false);
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ShiftDown, AltDown, CtrlDown, false);
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}break;
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case WM_LBUTTONUP:
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{
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b32 ShiftDown = GetKeyState(VK_SHIFT) & 0x8000;
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b32 AltDown = GetKeyState(VK_MENU) & 0x8000;
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b32 CtrlDown = GetKeyState(VK_CONTROL) & 0x8000;
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AddInputEventEntry(InputQueue, KeyCode_MouseLeftButton, true, false,
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false, false, false, false);
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ShiftDown, AltDown, CtrlDown, false);
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}break;
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case WM_MBUTTONUP:
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{
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b32 ShiftDown = GetKeyState(VK_SHIFT) & 0x8000;
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b32 AltDown = GetKeyState(VK_MENU) & 0x8000;
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b32 CtrlDown = GetKeyState(VK_CONTROL) & 0x8000;
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AddInputEventEntry(InputQueue, KeyCode_MouseMiddleButton, true, false,
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false, false, false, false);
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ShiftDown, AltDown, CtrlDown, false);
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}break;
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case WM_RBUTTONUP:
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{
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b32 ShiftDown = GetKeyState(VK_SHIFT) & 0x8000;
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b32 AltDown = GetKeyState(VK_MENU) & 0x8000;
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b32 CtrlDown = GetKeyState(VK_CONTROL) & 0x8000;
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AddInputEventEntry(InputQueue, KeyCode_MouseRightButton, true, false,
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false, false, false, false);
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ShiftDown, AltDown, CtrlDown, false);
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}break;
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case WM_SYSKEYDOWN:
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@ -422,9 +444,13 @@ HandleWindowMessage (MSG Message, window* Window, input_queue* InputQueue, mouse
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b32 KeyWasDown = (Message.lParam & (1 << 30)) != 0;
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b32 KeyIsDown = (Message.lParam & (1 << 31)) == 0;
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b32 ShiftDown = GetKeyState(VK_SHIFT) & 0x8000;
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b32 AltDown = GetKeyState(VK_MENU) & 0x8000;
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b32 CtrlDown = GetKeyState(VK_CONTROL) & 0x8000;
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// New Input Queue
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// TODO(Peter): Come back and add state tracking for the modifier keys
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AddInputEventEntry(InputQueue, Key, KeyWasDown, KeyIsDown, false, false, false, false);
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AddInputEventEntry(InputQueue, Key, KeyWasDown, KeyIsDown,
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ShiftDown, AltDown, CtrlDown, false);
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}break;
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default:
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78
todo.txt
78
todo.txt
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@ -0,0 +1,78 @@
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TODO FOLDHAUS
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Hardening
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- memory visualization
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- separate rendering thread
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- cache led positions. Only update if they are moving
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x input context changes
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- - shift drag to 10x drag speed
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- select nodes -> delete nodes
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- remove node connections
|
||||
|
||||
Name
|
||||
- Splash screen (like blender) (thisll be fun)
|
||||
- - Image importer (stb image? or find a png > bmp converter for the image you have)
|
||||
- - Display on startup
|
||||
|
||||
/Debug
|
||||
x Make debug scope tracking thread safe - was throwing an error in stringsequal but that stopped.
|
||||
x Keep an eye out.
|
||||
|
||||
Application
|
||||
- More efficient HSV <-> RGB
|
||||
|
||||
- Save and load a session
|
||||
- - Serialize Nodes
|
||||
- Don't render if the window isn't visible
|
||||
|
||||
Development
|
||||
- Fix your scope time tracker to account for threads.
|
||||
- Nest scope times so you can see totals/dig in
|
||||
- Log memory allocations
|
||||
|
||||
Interface
|
||||
- fullscreen
|
||||
- In world interface elements
|
||||
- - Handles for Patterns
|
||||
- - UI Popups
|
||||
- - Value modifiers
|
||||
- Scroll view
|
||||
- Update the text system - use system fonts
|
||||
|
||||
Switch To Nodes
|
||||
x basic node elements
|
||||
- - evaluation step (one node at a time)
|
||||
- - selector node (has a list of connections that it can switch between)
|
||||
- serialize
|
||||
- delete nodes
|
||||
|
||||
Structure
|
||||
- motion
|
||||
|
||||
Renderer
|
||||
- Mouse Picking - point at a led and see info about it
|
||||
- Camera: pan
|
||||
- Camera: zoom
|
||||
- Camera: leds always face camera
|
||||
|
||||
Resource Management
|
||||
- TODO: Need to figure out which textures are currently in graphics memory and which need to be resubmitted
|
||||
- Icons
|
||||
|
||||
Animation
|
||||
- timeline
|
||||
- create clips that play
|
||||
- clips can have parameters that drive them?
|
||||
- clips should have prerequesites
|
||||
- - channels active
|
||||
- - patterns active in the channel
|
||||
- - when a clip is playing, it should just take over the whole structure
|
||||
|
||||
Command Line
|
||||
- select a channel/pattern
|
||||
|
||||
Optimization
|
||||
- patterns are asking to be multithreaded
|
||||
- probably want to convert as much color functions to use u32 Packed Colors
|
||||
- - Probably want to think about this more. What about supporting different color depths
|
||||
- for different output devices?
|
Loading…
Reference in New Issue