typedef struct operation_mode operation_mode; #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); struct operation_mode { input_command_registry Commands; operation_render_proc* Render; u8* OpStateMemory; }; #define OPERATION_MODES_MAX 32 struct operation_mode_system { s32 ActiveModesCount; operation_mode ActiveModes[OPERATION_MODES_MAX]; arena_snapshot ModeMemorySnapshots[OPERATION_MODES_MAX]; // NOTE(Peter): This acts as mode scoped memory. When a mode gets activated, it can allocate // temporary memory which then gets freed when the mode is deactivated memory_arena Arena; }; internal operation_mode* ActivateOperationMode (operation_mode_system* System) { Assert(System->ActiveModesCount < OPERATION_MODES_MAX); s32 ModeIndex = System->ActiveModesCount++; System->ModeMemorySnapshots[ModeIndex] = TakeSnapshotOfArena(System->Arena); operation_mode NewMode = {}; System->ActiveModes[ModeIndex] = NewMode; return &System->ActiveModes[ModeIndex]; } #define ActivateOperationModeWithCommands(sys, cmds) \ ActivateOperationModeWithCommands_(sys, cmds, (s32)(sizeof(cmds) / sizeof(cmds[0]))); internal operation_mode* ActivateOperationModeWithCommands_(operation_mode_system* System, input_command* Commands, s32 CommandsCount) { operation_mode* NewMode = ActivateOperationMode(System); InitializeInputCommandRegistry(&NewMode->Commands, CommandsCount, &System->Arena); for (s32 i = 0; i < CommandsCount; i++) { input_command Command = Commands[i]; RegisterKeyPressCommand(&NewMode->Commands, Command.Key, Command.Flags, Command.Mdfr, Command.Proc); } return NewMode; } internal void DeactivateCurrentOperationMode (operation_mode_system* System) { Assert(System->ActiveModesCount > 0); s32 ModeIndex = --System->ActiveModesCount; ClearArenaToSnapshot(&System->Arena, System->ModeMemorySnapshots[ModeIndex]); } #define CreateOperationState(mode, modeSystem, stateType) \ (stateType*)CreateOperationState_(mode, modeSystem, sizeof(stateType)) #define GetCurrentOperationState(modeSystem, stateType) \ (stateType*)State->Modes.ActiveModes[State->Modes.ActiveModesCount - 1].OpStateMemory; internal u8* CreateOperationState_ (operation_mode* Mode, operation_mode_system* System, s32 StateSize) { Mode->OpStateMemory = PushSize(&System->Arena, StateSize); return Mode->OpStateMemory; }