Update on change

This commit is contained in:
Synthasmagoria 2026-08-17 14:37:33 +02:00
commit 4de20264fa
2 changed files with 68 additions and 26 deletions

View file

@ -1,6 +1,7 @@
package main package main
import rl "libraries/raylib" import rl "libraries/raylib"
import "core:fmt"
/* /*
Maybe it is possible to have everything 3d be mathed the same way 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, br = (master_matrix * v3{**data.origin.br, 1.0}).xy,
bl = (master_matrix * v3{**data.origin.bl, 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 { animation_create_rectangle :: proc(rectangle: ^AnimationData_Rectangle) -> AnimationInterface {

View file

@ -34,6 +34,7 @@ UiElementData_Slider :: struct {
UiElementData_FloatInput :: struct { UiElementData_FloatInput :: struct {
value: ^f32, value: ^f32,
value_string: cstring, value_string: cstring,
tag: bit_set[enum{UpdateMatrix}],
} }
UiElementData_Dropdown :: struct { UiElementData_Dropdown :: struct {
@ -178,14 +179,15 @@ matrix_pool_max :: proc() -> int {
return len(program.matrix_float_pool) / 9 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") 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 { for &str in value_strings {
str[0] = '0' str[0] = '0'
} }
program.matrix_count += 1 program.matrix_count += 1
return value_strings return value_strings, values
} }
program_show_dialog :: proc(program: ^Program, dialog_type: ProgramDialogType) { 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 { program_get_master_matrix :: proc() -> mat3 {
matrices := (cast([^]mat3)raw_data(program.matrix_float_pool))[:program.matrix_count] matrices := (cast([^]mat3)raw_data(program.matrix_float_pool))[:program.matrix_count]
master_matrix := linalg.identity_matrix(mat3) master_matrix := linalg.identity_matrix(mat3)
fmt.println("master matrix: ", master_matrix)
#reverse for mat in matrices { #reverse for mat in matrices {
fmt.println("master matrix: ", master_matrix, mat)
master_matrix *= mat master_matrix *= mat
} }
fmt.println("master matrix: ", master_matrix)
return master_matrix return master_matrix
} }
@ -269,10 +274,18 @@ program_update :: proc() {
for hotkey, index in matrix_add_hotkeys { for hotkey, index in matrix_add_hotkeys {
if rl.IsKeyPressed(hotkey) { if rl.IsKeyPressed(hotkey) {
switch index { switch index {
case .Identity: program_add_identity_matrix() case .Identity:
case .Translation: program_show_dialog(&program, .CreateTranslationMatrix) program_add_identity_matrix()
case .Scale: program_show_dialog(&program, .CreateScaleMatrix) program.ui_overlay_queue_focus_first = true
case .Rotation: program_show_dialog(&program, .CreateRotationMatrix) 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 .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())
program.state = .Normal 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 := program.grid
grid_inner_position := rect_get_tl(grid.inner_area) grid_inner_position := rect_get_tl(grid.inner_area)
draw_grid(grid.area, {32.0, 32.0}, rl.GRAY) draw_grid(grid.area, {32.0, 32.0}, rl.GRAY)
@ -327,36 +329,62 @@ program_update :: proc() {
program.font_style, program.font_style,
ui_overlay_elements) 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() { program_add_identity_matrix :: proc() {
value_strings := matrix_pool_get_mat3() value_strings, values := matrix_pool_get_mat3()
value_strings[0][0] = '1' value_strings[0][0] = '1'
values[0] = 1.0
value_strings[4][0] = '1' value_strings[4][0] = '1'
values[4] = 1.0
value_strings[8][0] = '1' value_strings[8][0] = '1'
values[8] = 1.0
} }
program_add_translation_matrix :: proc(x, y, z: f32) { 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) fmt.bprint(value_strings[2][:], x)
values[2] = x
fmt.bprint(value_strings[5][:], y) fmt.bprint(value_strings[5][:], y)
value_strings[4][0] = '1'
values[4] = 1.0
values[5] = y
fmt.bprint(value_strings[8][:], z) fmt.bprint(value_strings[8][:], z)
values[8] = z
} }
program_add_scalar_matrix :: proc(x, y, z: f32) { 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) fmt.bprint(value_strings[0][:], x)
values[0] = x
fmt.bprint(value_strings[4][:], y) fmt.bprint(value_strings[4][:], y)
values[4] = y
fmt.bprint(value_strings[8][:], z) fmt.bprint(value_strings[8][:], z)
values[8] = z
} }
program_add_rotation_matrix :: proc(angle: f32) { 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) rotmat := linalg.matrix2_rotate_f32(angle)
fmt.bprint(value_strings[0][:], rotmat[0, 0]) fmt.bprint(value_strings[0][:], rotmat[0, 0])
values[0] = rotmat[0, 0]
fmt.bprint(value_strings[1][:], rotmat[0, 1]) fmt.bprint(value_strings[1][:], rotmat[0, 1])
values[1] = rotmat[0, 1]
fmt.bprint(value_strings[3][:], rotmat[1, 0]) fmt.bprint(value_strings[3][:], rotmat[1, 0])
values[3] = rotmat[1, 0]
fmt.bprint(value_strings[4][:], rotmat[1, 1]) 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 { 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: case .ResetTransformation:
// TODO (synthas): Reset to initial transformation values // TODO (synthas): Reset to initial transformation values
} }
if data.type in UiButtonRecalculateFinishGroup { if data.type in UiButtonRecalculateFinishGroup {
// TODO (synthas): Recalculate finish program.animation.update_last(&program.animation, program_get_master_matrix())
} }
} }
case .Slider: 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) rl.GuiSlider(area, element.label, "", data.value, data.min, data.max)
case .InputFloat: case .InputFloat:
data := cast(^UiElementData_FloatInput)element.data 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 { if rl.GuiValueBoxFloat(area, element.label, data.value_string, data.value, focus_element_id == element.id) == 1 {
focus_element_id = element.id 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: 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")
data := cast(^UiElementData_Dropdown)element.data 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 { #unroll for j in 0..<3 {
data := new(UiElementData_FloatInput, allocator) data := new(UiElementData_FloatInput, allocator)
index := i * 3 + j 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.element(.InputFloat, matrix_input_dimensions, matrix_input_config, data)
ui.same_line() ui.same_line()
} }