From 4de20264fa8f0e60486f952667319a3903160af0 Mon Sep 17 00:00:00 2001 From: Synthasmagoria Date: Mon, 17 Aug 2026 14:37:33 +0200 Subject: [PATCH] Update on change --- animation.odin | 11 +++++++ program.odin | 83 ++++++++++++++++++++++++++++++++++---------------- 2 files changed, 68 insertions(+), 26 deletions(-) diff --git a/animation.odin b/animation.odin index f45a185..64128ee 100644 --- a/animation.odin +++ b/animation.odin @@ -1,6 +1,7 @@ package main import rl "libraries/raylib" +import "core:fmt" /* Maybe it is possible to have everything 3d be mathed the same way @@ -58,6 +59,16 @@ _animation_rectangle_update_last :: proc(animation: ^AnimationInterface, master_ br = (master_matrix * v3{**data.origin.br, 1.0}).xy, bl = (master_matrix * v3{**data.origin.bl, 1.0}).xy, } + fmt.println(data.last) + fmt.println(data.origin) +} + +_animation_rectangle_update :: proc(animation: ^AnimationInterface, current_matrix: mat3, progress: f32) { + +} + +_animation_rectangle_update_goto_next :: proc(animation: ^AnimationInterface, next_matrix: mat3) { + } animation_create_rectangle :: proc(rectangle: ^AnimationData_Rectangle) -> AnimationInterface { diff --git a/program.odin b/program.odin index cb047db..f254006 100644 --- a/program.odin +++ b/program.odin @@ -34,6 +34,7 @@ UiElementData_Slider :: struct { UiElementData_FloatInput :: struct { value: ^f32, value_string: cstring, + tag: bit_set[enum{UpdateMatrix}], } UiElementData_Dropdown :: struct { @@ -178,14 +179,15 @@ matrix_pool_max :: proc() -> int { return len(program.matrix_float_pool) / 9 } -matrix_pool_get_mat3 :: proc() -> []InputFloatField { +matrix_pool_get_mat3 :: proc() -> (value_strings: []InputFloatField, values: []f32) { assert(program.matrix_count + 1 < matrix_pool_max(), "Max matrix count exceeded") - value_strings := program.matrix_value_string_pool[program.matrix_count * 9 : program.matrix_count * 9 + 9] + value_strings = program.matrix_value_string_pool[program.matrix_count * 9 : program.matrix_count * 9 + 9] + values = program.matrix_float_pool[program.matrix_count * 9 : program.matrix_count * 9 + 9] for &str in value_strings { str[0] = '0' } program.matrix_count += 1 - return value_strings + return value_strings, values } program_show_dialog :: proc(program: ^Program, dialog_type: ProgramDialogType) { @@ -233,9 +235,12 @@ program_init :: proc(allocator := context.allocator) { program_get_master_matrix :: proc() -> mat3 { matrices := (cast([^]mat3)raw_data(program.matrix_float_pool))[:program.matrix_count] master_matrix := linalg.identity_matrix(mat3) + fmt.println("master matrix: ", master_matrix) #reverse for mat in matrices { + fmt.println("master matrix: ", master_matrix, mat) master_matrix *= mat } + fmt.println("master matrix: ", master_matrix) return master_matrix } @@ -269,10 +274,18 @@ program_update :: proc() { for hotkey, index in matrix_add_hotkeys { if rl.IsKeyPressed(hotkey) { switch index { - case .Identity: program_add_identity_matrix() - case .Translation: program_show_dialog(&program, .CreateTranslationMatrix) - case .Scale: program_show_dialog(&program, .CreateScaleMatrix) - case .Rotation: program_show_dialog(&program, .CreateRotationMatrix) + case .Identity: + program_add_identity_matrix() + program.ui_overlay_queue_focus_first = true + case .Translation: + program_show_dialog(&program, .CreateTranslationMatrix) + program.ui_overlay_queue_focus_first = true + case .Scale: + program_show_dialog(&program, .CreateScaleMatrix) + program.ui_overlay_queue_focus_first = true + case .Rotation: + program_show_dialog(&program, .CreateRotationMatrix) + program.ui_overlay_queue_focus_first = true } } } @@ -289,22 +302,11 @@ program_update :: proc() { case .CreateScaleMatrix: program_add_scalar_matrix(vals[0], vals[1], vals[2]) case .CreateRotationMatrix: program_add_rotation_matrix(vals[0]) } + program.animation.update_last(&program.animation, program_get_master_matrix()) program.state = .Normal } } - if program.ui_overlay_queue_focus_first { - program.ui_overlay_queue_focus_first = false - program.ui_overlay_element_focus = ui.focus_next_element({container_index = 0, element_index = 0}, ui_overlay_elements, UI_ALLOWED_FOCUS) - } - - switch program.animation_state { - case .Ready: - case .Playing: - case .Paused: - case .Finished: - } - grid := program.grid grid_inner_position := rect_get_tl(grid.inner_area) draw_grid(grid.area, {32.0, 32.0}, rl.GRAY) @@ -327,36 +329,62 @@ program_update :: proc() { program.font_style, ui_overlay_elements) } + + if program.ui_overlay_queue_focus_first { + program.ui_overlay_queue_focus_first = false + program.ui_overlay_element_focus = ui.focus_next_element({container_index = 0, element_index = 0}, ui_overlay_elements, UI_ALLOWED_FOCUS) + } } program_add_identity_matrix :: proc() { - value_strings := matrix_pool_get_mat3() + value_strings, values := matrix_pool_get_mat3() value_strings[0][0] = '1' + values[0] = 1.0 value_strings[4][0] = '1' + values[4] = 1.0 value_strings[8][0] = '1' + values[8] = 1.0 } program_add_translation_matrix :: proc(x, y, z: f32) { - value_strings := matrix_pool_get_mat3() + value_strings, values := matrix_pool_get_mat3() + value_strings[0][0] = '1' + values[0] = 1.0 + fmt.bprint(value_strings[2][:], x) + values[2] = x + fmt.bprint(value_strings[5][:], y) + value_strings[4][0] = '1' + + values[4] = 1.0 + values[5] = y + fmt.bprint(value_strings[8][:], z) + values[8] = z } program_add_scalar_matrix :: proc(x, y, z: f32) { - value_strings := matrix_pool_get_mat3() + value_strings, values := matrix_pool_get_mat3() fmt.bprint(value_strings[0][:], x) + values[0] = x fmt.bprint(value_strings[4][:], y) + values[4] = y fmt.bprint(value_strings[8][:], z) + values[8] = z } program_add_rotation_matrix :: proc(angle: f32) { - value_strings := matrix_pool_get_mat3() + value_strings, values := matrix_pool_get_mat3() rotmat := linalg.matrix2_rotate_f32(angle) fmt.bprint(value_strings[0][:], rotmat[0, 0]) + values[0] = rotmat[0, 0] fmt.bprint(value_strings[1][:], rotmat[0, 1]) + values[1] = rotmat[0, 1] fmt.bprint(value_strings[3][:], rotmat[1, 0]) + values[3] = rotmat[1, 0] fmt.bprint(value_strings[4][:], rotmat[1, 1]) + values[4] = rotmat[1, 1] } ui_labeled_input_float_element :: proc(label: cstring, margin: f32, value: ^f32, value_string: ^InputFloatField, allocator := context.temp_allocator) -> ^ui.Element { @@ -594,9 +622,8 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u case .ResetTransformation: // TODO (synthas): Reset to initial transformation values } - if data.type in UiButtonRecalculateFinishGroup { - // TODO (synthas): Recalculate finish + program.animation.update_last(&program.animation, program_get_master_matrix()) } } case .Slider: @@ -604,9 +631,13 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u rl.GuiSlider(area, element.label, "", data.value, data.min, data.max) case .InputFloat: data := cast(^UiElementData_FloatInput)element.data + value_previous := data.value^ if rl.GuiValueBoxFloat(area, element.label, data.value_string, data.value, focus_element_id == element.id) == 1 { focus_element_id = element.id } + if value_previous != data.value^ && .UpdateMatrix in data.tag { + program.animation.update_last(&program.animation, program_get_master_matrix()) + } case .Dropdown: assert(element.data != nil, "Element data cannot be nil when creating a dropdown") data := cast(^UiElementData_Dropdown)element.data @@ -665,7 +696,7 @@ ui_mat3 :: proc(mat: []f32, value_strings: []InputFloatField, dimensions: ui.Dim #unroll for j in 0..<3 { data := new(UiElementData_FloatInput, allocator) index := i * 3 + j - data^ = {value = &mat[index], value_string = cstring(&value_strings[index][0])} + data^ = {value = &mat[index], value_string = cstring(&value_strings[index][0]), tag = {.UpdateMatrix}} ui.element(.InputFloat, matrix_input_dimensions, matrix_input_config, data) ui.same_line() }