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->ActiveModes[ModeIndex] = {}; System->ModeMemorySnapshots[ModeIndex] = TakeSnapshotOfArena(System->Arena); return &System->ActiveModes[ModeIndex]; } 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)) internal u8* CreateOperationState_ (operation_mode* Mode, operation_mode_system* System, s32 StateSize) { Mode->OpStateMemory = PushSize(&System->Arena, StateSize); return Mode->OpStateMemory; }