Implemented dragging animation clips

This commit is contained in:
Peter Slattery 2019-12-28 11:31:21 -08:00
parent d112b01e79
commit e21da76a2b
9 changed files with 187 additions and 96 deletions

View File

@ -1,5 +1,4 @@
// TODO
// [] - animation system start and end time
// [] - animation blending
// [] - delete a layer
// [] - will need a way to create an empty layer
@ -10,6 +9,7 @@ typedef ANIMATION_PROC(animation_proc);
struct animation_block
{
// TODO(Peter): Should we change this to frames??
r32 StartTime;
r32 EndTime;
animation_proc* Proc;
@ -20,7 +20,7 @@ struct animation_block
struct animation_block_handle
{
s32 Index;
// NOTE(Peter): Zero is invalid
// NOTE(Peter): Zero is invalid
u32 Generation;
};
@ -37,17 +37,17 @@ struct animation_system
{
animation_block_entry Blocks[ANIMATION_SYSTEM_BLOCKS_MAX];
free_list FreeList;
u32 BlocksCount;
u32 BlocksCount;
r32 Time;
s32 LastUpdatedFrame;
r32 SecondsPerFrame;
b32 TimelineShouldAdvance;
b32 TimelineShouldAdvance;
// :Temporary
// :Temporary
r32 AnimationStart;
r32 AnimationEnd;
r32 AnimationEnd;
};
internal b32
@ -80,10 +80,30 @@ AnimationBlockIsFree(animation_block_entry Entry)
return Result;
}
internal animation_block_entry*
GetEntryAtIndex(u32 Index, animation_system* System)
{
Assert(Index < System->BlocksCount);
animation_block_entry* Result = System->Blocks + Index;
return Result;
}
internal animation_block*
GetAnimationBlockWithHandle(animation_block_handle Handle, animation_system* System)
{
animation_block* Result = 0;
animation_block_entry* Entry = GetEntryAtIndex(Handle.Index, System);
if (Entry && Entry->Generation == Handle.Generation)
{
Result = &Entry->Block;
}
return Result;
}
internal animation_block_handle
AddAnimationBlock(animation_block Block, animation_system* System)
{
animation_block_handle Result = {0};
animation_block_handle Result = {0};
if (System->FreeList.Next != 0
&& System->FreeList.Next != &System->FreeList)
@ -94,21 +114,23 @@ animation_block_handle Result = {0};
}
else
{
Assert(System->BlocksCount < ANIMATION_SYSTEM_BLOCKS_MAX);
Assert(System->BlocksCount < ANIMATION_SYSTEM_BLOCKS_MAX);
Result.Index = System->BlocksCount++;
}
Result.Generation = ++System->Blocks[Result.Index].Generation;
animation_block_entry* Entry = GetEntryAtIndex(Result.Index, System);
Entry->Generation += 1;
Result.Generation = Entry->Generation;
System->Blocks[Result.Index].Block = Block;
System->Blocks[Result.Index].Free.Next = 0;
return Result;
return Result;
}
internal void
RemoveAnimationBlock(animation_block_handle Handle, animation_system* System)
{
animation_block_entry* Entry = System->Blocks + Handle.Index;
animation_block_entry* Entry = GetEntryAtIndex(Handle.Index, System);
// NOTE(Peter): I'm pretty sure this doesn't need to be an assert but at the moment, there
// is no reason why we shouldn't always be able to remove an entry when we request it.
@ -123,5 +145,3 @@ RemoveAnimationBlock(animation_block_handle Handle, animation_system* System)
Entry->Free.Next = System->FreeList.Next;
System->FreeList.Next = &Entry->Free;
}

View File

@ -70,13 +70,15 @@ RenderPanel(panel* Panel, v2 PanelMin, v2 PanelMax, v2 WindowMin, v2 WindowMax,
v2 FooterMin = PanelMin;
v2 FooterMax = v2{PanelMax.x, PanelMin.y + 25};
v2 PanelViewMin = v2{PanelMin.x, FooterMax.y};
v2 PanelViewMax = PanelMax;
rect PanelBounds = rect{
v2{PanelMin.x, FooterMax.y},
PanelMax,
};
panel_definition Definition = GlobalPanelDefs[Panel->PanelDefinitionIndex];
Definition.Render(*Panel, PanelMin, PanelMax, RenderBuffer, State, Context, Mouse);
Definition.Render(*Panel, PanelBounds, RenderBuffer, State, Context, Mouse);
PushRenderOrthographic(RenderBuffer, WindowMin.x, WindowMin.y, WindowMax.x, WindowMax.y);
DrawPanelFooter(Panel, RenderBuffer, FooterMin, FooterMax, State->Interface, Mouse);

View File

@ -206,7 +206,7 @@ typedef PANEL_INIT_PROC(panel_init_proc);
#define PANEL_CLEANUP_PROC(name) void name(panel* Panel)
typedef PANEL_CLEANUP_PROC(panel_cleanup_proc);
#define PANEL_RENDER_PROC(name) void name(panel Panel, v2 PanelMin, v2 PanelMax, render_command_buffer* RenderBuffer, app_state* State, context Context, mouse_state Mouse)
#define PANEL_RENDER_PROC(name) void name(panel Panel, rect PanelBounds, render_command_buffer* RenderBuffer, app_state* State, context Context, mouse_state Mouse)
typedef PANEL_RENDER_PROC(panel_render_proc);
#include "panels/foldhaus_panel_sculpture_view.h"

View File

@ -117,8 +117,7 @@ input_command UniverseViewCommands [] = {
FOLDHAUS_INPUT_COMMAND_PROC(OpenUniverseView)
{
operation_mode* UniverseViewMode = ActivateOperationModeWithCommands(&State->Modes, UniverseViewCommands);
UniverseViewMode->Render = RenderUniverseView;
operation_mode* UniverseViewMode = ActivateOperationModeWithCommands(&State->Modes, UniverseViewCommands, RenderUniverseView);
// State Setup
universe_view_operation_state* OpState = CreateOperationState(UniverseViewMode,

View File

@ -1,5 +1,7 @@
typedef struct operation_mode operation_mode;
#define OPERATION_STATE_DEF(name) struct name
#define OPERATION_RENDER_PROC(name) void name(app_state* State, render_command_buffer* RenderBuffer, operation_mode Operation, mouse_state Mouse)
typedef OPERATION_RENDER_PROC(operation_render_proc);
@ -23,8 +25,10 @@ struct operation_mode_system
};
internal operation_mode*
ActivateOperationMode (operation_mode_system* System)
ActivateOperationMode (operation_mode_system* System, operation_render_proc* RenderProc)
{
operation_mode* Result = 0;
Assert(System->ActiveModesCount < OPERATION_MODES_MAX);
s32 ModeIndex = System->ActiveModesCount++;
@ -33,16 +37,18 @@ ActivateOperationMode (operation_mode_system* System)
operation_mode NewMode = {};
System->ActiveModes[ModeIndex] = NewMode;
return &System->ActiveModes[ModeIndex];
Result = &System->ActiveModes[ModeIndex];
Result->Render = RenderProc;
return Result;
}
#define ActivateOperationModeWithCommands(sys, cmds) \
ActivateOperationModeWithCommands_(sys, cmds, (s32)(sizeof(cmds) / sizeof(cmds[0])));
#define ActivateOperationModeWithCommands(sys, cmds, render) \
ActivateOperationModeWithCommands_(sys, cmds, (s32)(sizeof(cmds) / sizeof(cmds[0])), render);
internal operation_mode*
ActivateOperationModeWithCommands_(operation_mode_system* System, input_command* Commands, s32 CommandsCount)
ActivateOperationModeWithCommands_(operation_mode_system* System, input_command* Commands, s32 CommandsCount, operation_render_proc* RenderProc)
{
operation_mode* NewMode = ActivateOperationMode(System);
operation_mode* NewMode = ActivateOperationMode(System, RenderProc);
InitializeInputCommandRegistry(&NewMode->Commands, CommandsCount, &System->Arena);
for (s32 i = 0; i < CommandsCount; i++)

View File

@ -7,6 +7,23 @@
// [] - displaying multiple layers
// [] -
inline r32
GetTimeFromPointInAnimationPanel(v2 Point, rect PanelBounds, s32 StartFrame, s32 EndFrame, r32 SecondsPerFrame)
{
r32 StartFrameTime = (r32)StartFrame * SecondsPerFrame;
r32 EndFrameTime = (r32)EndFrame * SecondsPerFrame;
r32 TimeAtPoint = GSRemap(Point.x, PanelBounds.Min.x, PanelBounds.Max.x, StartFrameTime, EndFrameTime);
return TimeAtPoint;
}
inline s32
GetFrameFromPointInAnimationPanel (v2 Point, rect PanelBounds, s32 StartFrame, s32 EndFrame, r32 SecondsPerFrame)
{
r32 TimeAtPoint = GetTimeFromPointInAnimationPanel(Point, PanelBounds, StartFrame, EndFrame, SecondsPerFrame);
s32 FrameAtPoint = (s32)(TimeAtPoint * SecondsPerFrame);
return FrameAtPoint;
}
internal void
DeleteAnimationBlock(animation_block_handle AnimationBlockHandle, app_state* State)
{
@ -20,13 +37,6 @@ SelectAnimationBlock(animation_block_handle BlockHandle, app_state* State)
State->SelectedAnimationBlockHandle = BlockHandle;
}
internal void
SelectAndBeginDragAnimationBlock(animation_block_handle BlockHandle, app_state* State)
{
SelectAnimationBlock(BlockHandle, State);
// TODO(Peter): Begin Dragging Mode
}
internal void
DeselectCurrentAnimationBlock(app_state* State)
{
@ -41,6 +51,63 @@ FOLDHAUS_INPUT_COMMAND_PROC(DeleteAnimationBlockCommand)
}
}
//
// Drag Animation Clip
//
OPERATION_STATE_DEF(drag_animation_clip_state)
{
r32 AnimationPanel_StartFrame;
r32 AnimationPanel_EndFrame;
r32 SelectedClip_InitialStartTime;
r32 SelectedClip_InitialEndTime;
};
OPERATION_RENDER_PROC(UpdateDragAnimationClip)
{
drag_animation_clip_state* OpState = (drag_animation_clip_state*)Operation.OpStateMemory;
panel_and_bounds AnimationPanel = GetPanelContainingPoint(Mouse.DownPos, &State->PanelLayout, State->WindowBounds);
Assert(AnimationPanel.Panel);
r32 TimeAtMouseDownX = GetTimeFromPointInAnimationPanel(Mouse.DownPos, AnimationPanel.Bounds, OpState->AnimationPanel_StartFrame, OpState->AnimationPanel_EndFrame, State->AnimationSystem.SecondsPerFrame);
r32 TimeAtMouseX = GetTimeFromPointInAnimationPanel(Mouse.Pos, AnimationPanel.Bounds, OpState->AnimationPanel_StartFrame, OpState->AnimationPanel_EndFrame, State->AnimationSystem.SecondsPerFrame);
r32 TimeOffset = TimeAtMouseX - TimeAtMouseDownX;
animation_block* AnimationBlock = GetAnimationBlockWithHandle(State->SelectedAnimationBlockHandle, &State->AnimationSystem);
AnimationBlock->StartTime = OpState->SelectedClip_InitialStartTime + TimeOffset;
AnimationBlock->EndTime = OpState->SelectedClip_InitialEndTime + TimeOffset;
}
FOLDHAUS_INPUT_COMMAND_PROC(EndDragAnimationClip)
{
DeactivateCurrentOperationMode(&State->Modes);
}
input_command DragAnimationClipCommands [] = {
{ KeyCode_MouseLeftButton, KeyCode_Invalid, Command_Ended, EndDragAnimationClip },
};
internal void
SelectAndBeginDragAnimationBlock(animation_block_handle BlockHandle, s32 PanelStartFrame, s32 PanelEndFrame, app_state* State)
{
SelectAnimationBlock(BlockHandle, State);
operation_mode* DragAnimationClipMode = ActivateOperationModeWithCommands(&State->Modes, DragAnimationClipCommands, UpdateDragAnimationClip);
drag_animation_clip_state* OpState = CreateOperationState(DragAnimationClipMode,
&State->Modes,
drag_animation_clip_state);
OpState->AnimationPanel_StartFrame = PanelStartFrame;
OpState->AnimationPanel_EndFrame = PanelEndFrame ;
animation_block* SelectedBlock = GetAnimationBlockWithHandle(BlockHandle, &State->AnimationSystem);
OpState->SelectedClip_InitialStartTime = SelectedBlock->StartTime;
OpState->SelectedClip_InitialEndTime = SelectedBlock->EndTime;
}
// -------------------
FOLDHAUS_INPUT_COMMAND_PROC(AddAnimationBlockCommand)
{
panel_and_bounds ActivePanel = GetPanelContainingPoint(Mouse.Pos, &State->PanelLayout, State->WindowBounds);
@ -74,15 +141,15 @@ 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)
DrawFrameBar (animation_system* AnimationSystem, render_command_buffer* RenderBuffer, s32 StartFrame, s32 EndFrame, rect PanelBounds, 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;
v2 FrameBarMin = v2{PanelBounds.Min.x, PanelBounds.Max.y - FrameBarHeight};
v2 FrameBarMax = PanelBounds.Max;
PushRenderQuad2D(RenderBuffer, FrameBarMin, FrameBarMax, v4{.16f, .16f, .16f, 1.f});
@ -90,11 +157,8 @@ DrawFrameBar (animation_system* AnimationSystem, render_command_buffer* RenderBu
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;
r32 TimeAtMouseX = GetTimeFromPointInAnimationPanel(Mouse.DownPos, PanelBounds, StartFrame, EndFrame, AnimationSystem->SecondsPerFrame);
AnimationSystem->Time = TimeAtMouseX;
}
// Frame Ticks
@ -104,13 +168,13 @@ DrawFrameBar (animation_system* AnimationSystem, render_command_buffer* RenderBu
PrintF(&TempString, "%d", Frame);
r32 FramePercent = (r32)f / (r32)FrameCount;
r32 FrameX = GSLerp(PanelMin.x, PanelMax.x, FramePercent);
r32 FrameX = GSLerp(PanelBounds.Min.x, PanelBounds.Max.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};
v2 LineBottom = v2{FrameX + 1, PanelBounds.Min.y};
PushRenderQuad2D(RenderBuffer, LineTop, LineBottom, v4{.16f, .16f, .16f, 1.f});
}
@ -142,15 +206,15 @@ DrawAnimationBlock (animation_block AnimationBlock, v4 BlockColor, r32 SecondsPe
}
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)
DrawAnimationTimeline (animation_system* AnimationSystem, s32 StartFrame, s32 EndFrame, rect PanelBounds, animation_block_handle SelectedBlockHandle, render_command_buffer* RenderBuffer, app_state* State, mouse_state Mouse)
{
string TempString = MakeString(PushArray(&State->Transient, char, 256), 256);
s32 FrameCount = EndFrame - StartFrame;
animation_block_handle Result = SelectedBlockHandle;
r32 AnimationPanelHeight = PanelMax.y - PanelMin.y;
r32 AnimationPanelWidth = PanelMax.x - PanelMin.x;
r32 AnimationPanelHeight = PanelBounds.Max.y - PanelBounds.Min.y;
r32 AnimationPanelWidth = PanelBounds.Max.x - PanelBounds.Min.x;
{
s32 FirstPlayableFrame = (AnimationSystem->AnimationStart / AnimationSystem->SecondsPerFrame);
@ -159,29 +223,29 @@ DrawAnimationTimeline (animation_system* AnimationSystem, s32 StartFrame, s32 En
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 };
v2 PlayableMin = v2{(FirstPlayablePercentX * AnimationPanelWidth) + PanelBounds.Min.x, PanelBounds.Min.y };
v2 PlayableMax = v2{(LastPlayablePercentX * AnimationPanelWidth) + PanelBounds.Min.x, PanelBounds.Max.y };
PushRenderQuad2D(RenderBuffer, PanelMin, PanelMax, v4{.16f, .16f, .16f, 1.f});
PushRenderQuad2D(RenderBuffer, PanelBounds.Min, PanelBounds.Max, v4{.16f, .16f, .16f, 1.f});
PushRenderQuad2D(RenderBuffer, PlayableMin, PlayableMax, v4{.22f, .22f, .22f, 1.f});
}
r32 FrameBarBottom = DrawFrameBar(AnimationSystem, RenderBuffer, StartFrame, EndFrame, PanelMin, PanelMax, State->Interface, Mouse);
r32 FrameBarBottom = DrawFrameBar(AnimationSystem, RenderBuffer, StartFrame, EndFrame, PanelBounds, State->Interface, Mouse);
// Animation Blocks
v2 TimelineMin = PanelMin;
v2 TimelineMax = v2{PanelMax.x, FrameBarBottom};
v2 TimelineMin = PanelBounds.Min;
v2 TimelineMax = v2{PanelBounds.Max.x, FrameBarBottom};
b32 MouseDownAndNotHandled = MouseButtonTransitionedDown(Mouse.LeftButtonState);
for (u32 i = 0; i < AnimationSystem->BlocksCount; i++)
{
animation_block_entry AnimationBlockEntry = AnimationSystem->Blocks[i];
if (AnimationBlockIsFree(AnimationBlockEntry)) { continue; }
animation_block_entry* AnimationBlockEntry = GetEntryAtIndex(i, AnimationSystem);
if (AnimationBlockIsFree(*AnimationBlockEntry)) { continue; }
animation_block_handle CurrentBlockHandle = {};
CurrentBlockHandle.Index = i;
CurrentBlockHandle.Generation = AnimationBlockEntry.Generation;
CurrentBlockHandle.Generation = AnimationBlockEntry->Generation;
animation_block AnimationBlockAt = AnimationBlockEntry.Block;
animation_block AnimationBlockAt = AnimationBlockEntry->Block;
v4 BlockColor = BlackV4;
if (AnimationBlockHandlesAreEqual(SelectedBlockHandle, CurrentBlockHandle))
@ -195,23 +259,23 @@ DrawAnimationTimeline (animation_system* AnimationSystem, s32 StartFrame, s32 En
&& MouseButtonTransitionedDown(Mouse.LeftButtonState))
{
MouseDownAndNotHandled = false;
SelectAndBeginDragAnimationBlock(CurrentBlockHandle, State);
SelectAndBeginDragAnimationBlock(CurrentBlockHandle, StartFrame, EndFrame, State);
}
}
// Time Slider
s32 SliderFrame = AnimationSystem->Time / AnimationSystem->SecondsPerFrame;
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};
r32 SliderX = PanelBounds.Min.x + (AnimationPanelWidth * TimePercent);
v2 SliderMin = v2{SliderX, PanelBounds.Min.y};
v2 SliderMax = v2{SliderX + 1, PanelBounds.Max.y - 25};
v4 TimeSliderColor = v4{.36f, .52f, .78f, 1.f};
PushRenderQuad2D(RenderBuffer, SliderMin, SliderMax, TimeSliderColor);
r32 SliderHalfWidth = 10;
v2 HeadMin = v2{SliderX - SliderHalfWidth, SliderMax.y};
v2 HeadMax = v2{SliderX + SliderHalfWidth, PanelMax.y};
v2 HeadMax = v2{SliderX + SliderHalfWidth, PanelBounds.Max.y};
PushRenderQuad2D(RenderBuffer, HeadMin, HeadMax, TimeSliderColor);
PrintF(&TempString, "%d", SliderFrame);
@ -229,21 +293,23 @@ PANEL_RENDER_PROC(AnimationTimeline_Render)
animation_block_handle SelectedBlockHandle = State->SelectedAnimationBlockHandle;
r32 OptionsRowHeight = 25;
v2 TimelineMin = PanelMin;
v2 TimelineMax = v2{PanelMax.x, PanelMax.y - OptionsRowHeight};
if (TimelineMax.y - TimelineMin.y > 0)
rect TimelineBounds = rect{
PanelBounds.Min,
v2{PanelBounds.Max.x, PanelBounds.Max.y - OptionsRowHeight}
};
if (Height(TimelineBounds) > 0)
{
s32 FrameStart = (s32)(State->AnimationSystem.AnimationStart / State->AnimationSystem.SecondsPerFrame);
s32 FrameEnd = (s32)(State->AnimationSystem.AnimationEnd / State->AnimationSystem.SecondsPerFrame);
SelectedBlockHandle = DrawAnimationTimeline(&State->AnimationSystem,
FrameStart - 20, FrameEnd + 20,
TimelineMin, TimelineMax,
TimelineBounds,
SelectedBlockHandle,
RenderBuffer, State, Mouse);
}
v2 OptionsRowMin = v2{ PanelMin.x, TimelineMax.y };
v2 OptionsRowMax = PanelMax;
v2 OptionsRowMin = v2{ PanelBounds.Min.x, TimelineBounds.Max.y };
v2 OptionsRowMax = PanelBounds.Max;
panel_result AnimationPanel = EvaluatePanel(RenderBuffer, OptionsRowMin, OptionsRowMax,
0, State->Interface);

View File

@ -10,18 +10,18 @@ PANEL_CLEANUP_PROC(HierarchyView_Cleanup)
PANEL_RENDER_PROC(HierarchyView_Render)
{
r32 PanelWidth = PanelMax.x - PanelMin.x;
r32 PanelHeight = PanelMax.y - PanelMin.y;
r32 PanelWidth = PanelBounds.Max.x - PanelBounds.Min.x;
r32 PanelHeight = PanelBounds.Max.y - PanelBounds.Min.y;
s32 LineBGColorsCount = 2;
v4 LineBGColors[] = {
v4 LineBGColors[] = {
{ .16f, .16f, .16f, 1.f },
{ .18f, .18f, .18f, 1.f },
};
v4 LineBGHoverColor = { .22f, .22f, .22f, 1.f };
r32 LineHeight = State->Interface.Font->PixelHeight + 8;
v2 LineMin = v2{PanelMin.x, PanelMax.y - LineHeight};
v2 LineMin = v2{PanelBounds.Min.x, PanelBounds.Max.y - LineHeight};
v2 LineMax = LineMin + v2{PanelWidth, LineHeight};
v2 TextOffset = v2{10, 4};
string TempString = MakeString(PushArray(&State->Transient, char, 256), 256);
@ -34,10 +34,10 @@ v4 LineBGColors[] = {
{
Color = LineBGHoverColor;
}
PushRenderQuad2D(RenderBuffer, LineMin, LineMax, Color);
PushRenderQuad2D(RenderBuffer, LineMin, LineMax, Color);
if (i < State->ActiveAssemblyIndecies.Used)
{
array_entry_handle AssemblyHandle = *GetElementAtIndex(i, State->ActiveAssemblyIndecies);
array_entry_handle AssemblyHandle = *GetElementAtIndex(i, State->ActiveAssemblyIndecies);
assembly Assembly = *GetElementWithHandle(AssemblyHandle, State->AssemblyList);
PrintF(&TempString, "%S", Assembly.Name);
@ -72,7 +72,7 @@ array_entry_handle AssemblyHandle = *GetElementAtIndex(i, State->ActiveAssemblyI
}
}
LineMin.y = GSMax(PanelMin.y, LineMin.y - LineHeight);
LineMax.y = GSMax(PanelMin.y, LineMax.y - LineHeight);
LineMin.y = GSMax(PanelBounds.Min.y, LineMin.y - LineHeight);
LineMax.y = GSMax(PanelBounds.Min.y, LineMax.y - LineHeight);
}
}

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@ -110,13 +110,13 @@ RenderProfiler_ListVisualization(render_command_buffer* RenderBuffer,
PANEL_RENDER_PROC(ProfilerView_Render)
{
memory_arena* Memory = &State->Transient;
string String = InitializeEmptyString(PushArray(Memory, char, 256), 256);
string String = InitializeEmptyString(PushArray(Memory, char, 256), 256);
v4 FrameColors[] = { GreenV4, YellowV4, RedV4, WhiteV4 };
r32 FrameListHeight = 64;
v2 FrameListMin = v2{PanelMin.x + 16, PanelMax.y - (16 + FrameListHeight)};
v2 FrameListMax = v2{PanelMax.x - 16, PanelMax.y - 16};
v2 FrameListMin = v2{PanelBounds.Min.x + 16, PanelBounds.Max.y - (16 + FrameListHeight)};
v2 FrameListMax = v2{PanelBounds.Max.x - 16, PanelBounds.Max.y - 16};
r32 FrameListPadding = 4;
r32 FrameListInnerWidth = (FrameListMax.x - FrameListMin.x) - (FrameListPadding * 2);
@ -181,7 +181,7 @@ string String = InitializeEmptyString(PushArray(Memory, char, 256), 256);
if (ActivateScopeView.Pressed) { GlobalDebugServices->Interface.FrameView = FRAME_VIEW_PROFILER; }
if (ActivateListView.Pressed) { GlobalDebugServices->Interface.FrameView = FRAME_VIEW_SCOPE_LIST; }
v2 ViewModeMin = v2{FrameListMin.x, PanelMin.y};
v2 ViewModeMin = v2{FrameListMin.x, PanelBounds.Min.y};
v2 ViewModeMax = v2{FrameListMax.x, FrameListMin.y - 96};
if (GlobalDebugServices->Interface.FrameView == FRAME_VIEW_PROFILER)

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@ -1,7 +1,7 @@
// 3D Mouse View
struct mouse_rotate_view_operation_state
OPERATION_STATE_DEF(mouse_rotate_view_operation_state)
{
v4 CameraStartPos;
};
@ -30,9 +30,7 @@ input_command MouseRotateViewCommands [] = {
FOLDHAUS_INPUT_COMMAND_PROC(Begin3DViewMouseRotate)
{
operation_mode* RotateViewMode = ActivateOperationModeWithCommands(&State->Modes, MouseRotateViewCommands);
RotateViewMode->Render = Update3DViewMouseRotate;
operation_mode* RotateViewMode = ActivateOperationModeWithCommands(&State->Modes, MouseRotateViewCommands, Update3DViewMouseRotate);
mouse_rotate_view_operation_state* OpState = CreateOperationState(RotateViewMode,
&State->Modes,
mouse_rotate_view_operation_state);
@ -122,8 +120,8 @@ PANEL_RENDER_PROC(SculptureView_Render)
{
DEBUG_TRACK_SCOPE(RenderSculpture);
r32 PanelWidth = PanelMax.x - PanelMin.x;
r32 PanelHeight = PanelMax.y - PanelMin.y;
r32 PanelWidth = PanelBounds.Max.x - PanelBounds.Min.x;
r32 PanelHeight = PanelBounds.Max.y - PanelBounds.Min.y;
State->Camera.AspectRatio = PanelWidth / PanelHeight;
m44 ModelViewMatrix = GetCameraModelViewMatrix(State->Camera);
@ -131,7 +129,7 @@ PANEL_RENDER_PROC(SculptureView_Render)
r32 LEDHalfWidth = .5f;
PushRenderPerspective(RenderBuffer, PanelMin.x, PanelMin.y, PanelWidth, PanelHeight, State->Camera);
PushRenderPerspective(RenderBuffer, PanelBounds.Min.x, PanelBounds.Min.y, PanelWidth, PanelHeight, State->Camera);
// TODO(Peter): Pretty sure this isn't working right now
m44 FaceCameraMatrix = GetLookAtMatrix(v4{0, 0, 0, 1}, V4(State->Camera.Position, 1));