Easier interface use

This commit is contained in:
Synthasmagoria 2026-08-17 23:45:21 +02:00
commit 4261f07762
3 changed files with 73 additions and 29 deletions

View file

@ -9,6 +9,36 @@ import "core:fmt"
as in 2d. But I'm not sure if that's actually how it works. as in 2d. But I'm not sure if that's actually how it works.
*/ */
AnimationInterface :: struct {
data: rawptr,
reset: proc(animation: ^AnimationInterface),
update_last: proc(animation: ^AnimationInterface, master_matrix: mat3),
update: proc(animation: ^AnimationInterface, animation_progress: f32),
next_matrix: proc(animation: ^AnimationInterface, next_matrix: mat3),
draw_idle: proc(animation: AnimationInterface),
draw_active: proc(animation: AnimationInterface),
}
animation_update_last :: proc(animation: ^AnimationInterface, master_matrix: mat3) {
animation.update_last(animation, master_matrix)
}
animation_update :: proc(animation: ^AnimationInterface, animation_progress: f32) {
animation.update(animation, animation_progress)
}
animation_next_matrix :: proc(animation: ^AnimationInterface, next_matrix: mat3) {
animation.next_matrix(animation, next_matrix)
}
animation_draw_idle :: proc(animation: AnimationInterface) {
animation.draw_idle(animation)
}
animation_draw_active :: proc(animation: AnimationInterface) {
animation.draw_active(animation)
}
AnimationType :: enum { AnimationType :: enum {
Rectangle, Rectangle,
} }
@ -33,17 +63,23 @@ AnimationData_Rectangle :: struct {
draw_transformation_rectangle :: proc(rectangle: RectangleCorners, color: rl.Color) { draw_transformation_rectangle :: proc(rectangle: RectangleCorners, color: rl.Color) {
rect := rect_from_corners(rectangle.tl, rectangle.tr, rectangle.br, rectangle.bl) rect := rect_from_corners(rectangle.tl, rectangle.tr, rectangle.br, rectangle.bl)
rl.DrawRectangleRec(rect, rl.Color{**color.rgb, color.a / 2}) rl.DrawRectangleRec(rect, rl.Color{**color.rgb, color.a / 2})
points := []v2{rectangle.tl, rectangle.tr, rectangle.br, rectangle.bl} rl.DrawRectangleLinesEx(rect, 1.0, color)
for i := 0; i < len(points); i += 1 { }
rl.DrawLineV(points[i], points[(i + 1) % len(points)], color)
rl.DrawCircleV(points[i], 4.0, rl.RED) draw_transformation_rectangle_with_handles :: proc(rectangle: RectangleCorners, color: rl.Color) {
} rect := rect_from_corners(rectangle.tl, rectangle.tr, rectangle.br, rectangle.bl)
rl.DrawRectangleRec(rect, rl.Color{**color.rgb, color.a / 2})
rl.DrawRectangleLinesEx(rect, 1.0, color)
rl.DrawCircleV(rectangle.tl, 4.0, color)
rl.DrawCircleV(rectangle.tr, 4.0, color)
rl.DrawCircleV(rectangle.br, 4.0, color)
rl.DrawCircleV(rectangle.bl, 4.0, color)
} }
_animation_rectangle_draw_idle :: proc(animation: AnimationInterface) { _animation_rectangle_draw_idle :: proc(animation: AnimationInterface) {
data := cast(^AnimationData_Rectangle)animation.data data := cast(^AnimationData_Rectangle)animation.data
draw_transformation_rectangle(data.last, TRANSFORMATION_RECTANGLE_COLOR_LAST) draw_transformation_rectangle(data.last, TRANSFORMATION_RECTANGLE_COLOR_LAST)
draw_transformation_rectangle(data.origin, TRANSFORMATION_RECTANGLE_COLOR_ORIGIN) draw_transformation_rectangle_with_handles(data.origin, TRANSFORMATION_RECTANGLE_COLOR_ORIGIN)
} }
_animation_rectangle_draw_active :: proc(animation: AnimationInterface) { _animation_rectangle_draw_active :: proc(animation: AnimationInterface) {
@ -88,8 +124,8 @@ _animation_rectangle_update :: proc(animation: ^AnimationInterface, animation_pr
} }
} }
_animation_rectangle_update_goto_next :: proc(animation: ^AnimationInterface, next_matrix: mat3) { animation_reset :: proc(animation: ^AnimationInterface) {
animation.reset(animation)
} }
animation_create_rectangle :: proc(rectangle: ^AnimationData_Rectangle) -> AnimationInterface { animation_create_rectangle :: proc(rectangle: ^AnimationData_Rectangle) -> AnimationInterface {
@ -103,13 +139,3 @@ animation_create_rectangle :: proc(rectangle: ^AnimationData_Rectangle) -> Anima
draw_active = _animation_rectangle_draw_active, draw_active = _animation_rectangle_draw_active,
} }
} }
AnimationInterface :: struct {
data: rawptr,
reset: proc(animation: ^AnimationInterface),
update_last: proc(animation: ^AnimationInterface, master_matrix: mat3),
update: proc(animation: ^AnimationInterface, animation_progress: f32),
next_matrix: proc(animation: ^AnimationInterface, next_matrix: mat3),
draw_idle: proc(animation: AnimationInterface),
draw_active: proc(animation: AnimationInterface),
}

View file

@ -5,6 +5,7 @@ import ui "libraries/snths_ui"
import "core:fmt" import "core:fmt"
import "core:math/linalg" import "core:math/linalg"
import "core:math/ease" import "core:math/ease"
import "core:math"
RAYGUI_ICON_PLAY :: "#131#" RAYGUI_ICON_PLAY :: "#131#"
RAYGUI_ICON_PAUSE :: "#132#" RAYGUI_ICON_PAUSE :: "#132#"
@ -256,7 +257,7 @@ program_set_transformation_state :: proc(state: AnimationState) {
switch program.animation_state { switch program.animation_state {
case .Ready: case .Ready:
program.animation_matrix_index = -1 program.animation_matrix_index = -1
program.animation.reset(&program.animation) animation_reset(&program.animation)
case .Playing: case .Playing:
case .Paused: case .Paused:
@ -264,6 +265,10 @@ program_set_transformation_state :: proc(state: AnimationState) {
} }
} }
float_slice_get_mat3 :: proc(floats: []f32, index: int) -> ^mat3 {
return cast(^mat3)(&floats[index * 9])
}
program_update :: proc() { program_update :: proc() {
ui_elements, matrix_container := program_build_workspace_ui(&program.ui_context) ui_elements, matrix_container := program_build_workspace_ui(&program.ui_context)
ui_overlay_elements: []ui.Element ui_overlay_elements: []ui.Element
@ -305,7 +310,7 @@ program_update :: proc() {
case .CreateScaleMatrix: program_add_scalar_matrix(vals[0], vals[1], vals[2]) case .CreateScaleMatrix: program_add_scalar_matrix(vals[0], vals[1], vals[2])
case .CreateRotationMatrix: program_add_rotation_matrix(vals[0]) case .CreateRotationMatrix: program_add_rotation_matrix(vals[0])
} }
program.animation.update_last(&program.animation, program_get_master_matrix()) animation_update_last(&program.animation, program_get_master_matrix())
program.state = .Normal program.state = .Normal
} }
} }
@ -317,16 +322,23 @@ program_update :: proc() {
if program.animation_state == .Playing { if program.animation_state == .Playing {
program.animation_matrix_progress += program.animation_speed * delta_time_fraction() program.animation_matrix_progress += program.animation_speed * delta_time_fraction()
if program.animation_matrix_progress >= 1.0 { if program.animation_matrix_progress >= 1.0 {
if program.animation_matrix_index + 1 < program.matrix_count {
program.animation_matrix_index += 1
animation_next_matrix(&program.animation, float_slice_get_mat3(program.matrix_float_pool, program.animation_matrix_index)^)
program.animation_matrix_progress = fract(program.animation_matrix_progress)
} else {
program.animation_matrix_progress = 1.0; program.animation_matrix_progress = 1.0;
program.animation_state = .Finished
} }
program.animation.update(&program.animation, ease.ease(program.animation_ease, program.animation_matrix_progress)) }
animation_update(&program.animation, ease.ease(program.animation_ease, program.animation_matrix_progress))
} }
switch program.animation_state { switch program.animation_state {
case .Ready: case .Ready:
program.animation.draw_idle(program.animation) animation_draw_idle(program.animation)
case .Playing, .Paused, .Finished: case .Playing, .Paused, .Finished:
program.animation.draw_active(program.animation) animation_draw_active(program.animation)
} }
ui_element_focus := program.state == .Normal ? program.ui_element_focus : ui.element_id_invalid() ui_element_focus := program.state == .Normal ? program.ui_element_focus : ui.element_id_invalid()
@ -620,18 +632,18 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u
case .StartTransformation: case .StartTransformation:
if program.matrix_count > 0 { if program.matrix_count > 0 {
program.animation_state = .Playing program.animation_state = .Playing
program.animation.reset(&program.animation) animation_reset(&program.animation)
program.animation.next_matrix(&program.animation, (cast(^mat3)raw_data(program.matrix_float_pool))^) animation_next_matrix(&program.animation, (cast(^mat3)raw_data(program.matrix_float_pool))^)
} }
case .PauseTransformation: case .PauseTransformation:
program.animation_state = .Paused program.animation_state = .Paused
case .ResumeTransformation: case .ResumeTransformation:
program.animation_state = .Playing program.animation_state = .Playing
case .ResetTransformation: case .ResetTransformation:
program.animation.reset(&program.animation) animation_reset(&program.animation)
} }
if data.type in UiButtonRecalculateFinishGroup { if data.type in UiButtonRecalculateFinishGroup {
program.animation.update_last(&program.animation, program_get_master_matrix()) animation_update_last(&program.animation, program_get_master_matrix())
} }
} }
case .Slider: case .Slider:
@ -644,7 +656,7 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u
focus_element_id = element.id focus_element_id = element.id
} }
if value_previous != data.value^ && .UpdateMatrix in data.tag { if value_previous != data.value^ && .UpdateMatrix in data.tag {
program.animation.update_last(&program.animation, program_get_master_matrix()) animation_update_last(&program.animation, program_get_master_matrix())
} }
case .Dropdown: case .Dropdown:
assert(element.data != nil, "Element data cannot be nil when creating a dropdown") assert(element.data != nil, "Element data cannot be nil when creating a dropdown")

View file

@ -4,6 +4,7 @@ import rl "libraries/raylib"
import "base:intrinsics" import "base:intrinsics"
import "core:strings" import "core:strings"
import "core:fmt" import "core:fmt"
import "core:math"
import "core:math/linalg" import "core:math/linalg"
import "core:mem" import "core:mem"
@ -67,6 +68,11 @@ draw_text_aligned :: proc(text: cstring, position: v2, style: FontStyle, halign:
draw_text(text, position, style, color) draw_text(text, position, style, color)
} }
/// ### MATH ### ///
fract :: proc(val: f32) -> f32 {
return val - math.trunc(val)
}
/// ### TYPES ### /// /// ### TYPES ### ///
v1 :: [1]f32 v1 :: [1]f32
v2 :: [2]f32 v2 :: [2]f32