This commit is contained in:
Synthasmagoria 2026-08-24 23:07:33 +02:00
commit 4e920b5f0a
3 changed files with 119 additions and 156 deletions

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@ -1,141 +1,149 @@
package main package main
import rl "libraries/raylib" import rl "libraries/raylib"
import "core:math/ease"
import "core:math/linalg" import "core:math/linalg"
import "core:slice"
import "core:fmt" import "core:fmt"
ANIMATION_COLOR_ORIGIN :: rl.RED
ANIMATION_COLOR_END :: rl.BLUE
RectangleCorners :: struct {tl, tr, br, bl: v2}
rectangle_corners_from_rect :: proc "contextless" (rect: rect2) -> RectangleCorners {
return {
tl = {rect.x, rect.y},
tr = {rect.x + rect.width, rect.y},
bl = {rect.x + rect.width, rect.y + rect.height},
br = {rect.x, rect.y + rect.height}
}
}
rectangle_corners_transform_mat3 :: proc "contextless" (corners: RectangleCorners, transform: mat3) -> RectangleCorners {
return {
(v3{**corners.tl, 1.0} * transform).xy,
(v3{**corners.tr, 1.0} * transform).xy,
(v3{**corners.br, 1.0} * transform).xy,
(v3{**corners.bl, 1.0} * transform).xy,
}
}
rectangle_corners_transform_mat2 :: proc "contextless" (corners: RectangleCorners, transform: mat2) -> RectangleCorners {
return {corners.tl * transform, corners.tr * transform, corners.br * transform, corners.bl * transform}
}
draw_animation_rectangle_corners :: proc(corners: RectangleCorners, color: rl.Color) {
rect := rect_from_corners(corners.tl, corners.tr, corners.br, corners.bl)
rl.DrawRectangleRec(rect, {**color.rgb, color.a << 1})
rl.DrawRectangleLinesEx(rect, 2, color)
}
/* /*
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
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 { AnimationShape_Rectangle :: struct {
data: rawptr, origin: RectangleCorners,
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) { AnimationShapes :: struct {
animation.update_last(animation, master_matrix) rectangle: AnimationShape_Rectangle,
} }
animation_update :: proc(animation: ^AnimationInterface, animation_progress: f32) { Animation :: struct {
animation.update(animation, animation_progress) matrices: []f32,
matrix_index: int,
matrix_count: int,
matrix_type: AnimationMatrixType,
shapes: AnimationShapes,
ease: ease.Ease,
state: AnimationState,
type: AnimationType,
} }
animation_next_matrix :: proc(animation: ^AnimationInterface, next_matrix: mat3) { AnimationMatrixType :: enum {
animation.next_matrix(animation, next_matrix) Mat2,
Mat3,
Mat4,
} }
animation_draw_idle :: proc(animation: AnimationInterface) { @private @rodata animation_matrix_type_size := [AnimationMatrixType]int {
animation.draw_idle(animation) .Mat2 = size_of(mat2),
} .Mat3 = size_of(mat3),
.Mat4 = size_of(mat4),
animation_draw_active :: proc(animation: AnimationInterface) {
animation.draw_active(animation)
} }
AnimationType :: enum { AnimationType :: enum {
Rectangle, Rectangle,
} }
RectangleCorners :: struct { AnimationState :: enum {
tl, tr, br, bl: v2, Ready,
Playing,
Paused,
Finished,
} }
rectangle_corners_transform :: proc(m: mat3, corners: RectangleCorners) -> RectangleCorners { animation_init :: proc(animation: ^Animation, matrices: []f32) {
return { animation^ = {
tl = (v3{**corners.tl, 1.0} * m).xy, ease = .Cubic_Out,
tr = (v3{**corners.tr, 1.0} * m).xy, type = .Rectangle,
br = (v3{**corners.br, 1.0} * m).xy, matrices = matrices,
bl = (v3{**corners.bl, 1.0} * m).xy, shapes = {
rectangle = {
origin = rectangle_corners_from_rect(rect2{-16, -16, 32, 32})
}
},
} }
} }
AnimationData_Rectangle :: struct { animation_play :: proc(animation: ^Animation) {
origin, middle, previous, next, last: RectangleCorners,
} }
draw_transformation_rectangle :: proc(rectangle: RectangleCorners, color: rl.Color) { animation_reset :: proc(animation: ^Animation) {
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)
} }
draw_transformation_rectangle_with_handles :: proc(rectangle: RectangleCorners, color: rl.Color) { animation_pause :: proc(animation: ^Animation) {
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_update :: proc(animation: ^Animation, matrices: []mat3) {
data := cast(^AnimationData_Rectangle)animation.data
draw_transformation_rectangle(data.last, TRANSFORMATION_RECTANGLE_COLOR_LAST)
draw_transformation_rectangle_with_handles(data.origin, TRANSFORMATION_RECTANGLE_COLOR_ORIGIN)
} }
_animation_rectangle_draw_active :: proc(animation: AnimationInterface) { animation_draw :: proc(animation: Animation) {
data := cast(^AnimationData_Rectangle)animation.data switch animation.type {
draw_transformation_rectangle(data.last, TRANSFORMATION_RECTANGLE_COLOR_LAST) case .Rectangle:
draw_transformation_rectangle(data.next, TRANSFORMATION_RECTANGLE_COLOR_NEXT) shape := animation.shapes.rectangle
draw_transformation_rectangle(data.middle, TRANSFORMATION_RECTANGLE_COLOR_MIDDLE) transformation := linalg.identity(mat3)
draw_transformation_rectangle(data.origin, TRANSFORMATION_RECTANGLE_COLOR_ORIGIN) previous, next := shape.origin, shape.origin
} color_origin := cast([4]f32)(ANIMATION_COLOR_ORIGIN)
color_end := cast([4]f32)(ANIMATION_COLOR_END)
draw_animation_rectangle_corners(next, ANIMATION_COLOR_ORIGIN)
_animation_rectangle_reset :: proc(animation: ^AnimationInterface) { matrices := slice.reinterpret([]mat3, animation.matrices)
data := cast(^AnimationData_Rectangle)animation.data for m, i in matrices {
data.middle = data.origin progress := f32(i + 1) / f32(len(animation.matrices))
data.next = data.origin transformation *= m
data.previous = data.origin previous = next
} next := rectangle_corners_transform_mat3(previous, transformation)
draw_animation_rectangle_corners(next, cast(rl.Color)linalg.lerp(color_origin, color_end, progress))
_animation_rectangle_next_matrix :: proc(animation: ^AnimationInterface, next_matrix: mat3) { }
data := cast(^AnimationData_Rectangle)animation.data
data.previous = data.next
data.middle = data.next
data.next = rectangle_corners_transform(next_matrix, data.next)
}
_animation_rectangle_update_last :: proc(animation: ^AnimationInterface, master_matrix: mat3) {
data := cast(^AnimationData_Rectangle)animation.data
data.last = {
tl = (master_matrix * v3{**data.origin.tl, 1.0}).xy,
tr = (master_matrix * v3{**data.origin.tr, 1.0}).xy,
br = (master_matrix * v3{**data.origin.br, 1.0}).xy,
bl = (master_matrix * v3{**data.origin.bl, 1.0}).xy,
} }
} }
_animation_rectangle_update :: proc(animation: ^AnimationInterface, animation_progress: f32) { animation_set_playback_speed :: proc(animation: ^Animation) {
data := cast(^AnimationData_Rectangle)animation.data
data.middle = {
tl = linalg.lerp(data.previous.tl, data.next.tl, animation_progress),
tr = linalg.lerp(data.previous.tr, data.next.tr, animation_progress),
br = linalg.lerp(data.previous.br, data.next.br, animation_progress),
bl = linalg.lerp(data.previous.bl, data.next.bl, animation_progress),
}
} }
animation_reset :: proc(animation: ^AnimationInterface) { animation_set_type :: proc(animation: ^Animation, type: AnimationType) {
animation.reset(animation) animation.type = type
} }
animation_create_rectangle :: proc(rectangle: ^AnimationData_Rectangle) -> AnimationInterface { animation_is_finished :: proc() -> bool {
return { return false
data = rectangle,
reset = _animation_rectangle_reset,
update_last = _animation_rectangle_update_last,
update = _animation_rectangle_update,
next_matrix = _animation_rectangle_next_matrix,
draw_idle = _animation_rectangle_draw_idle,
draw_active = _animation_rectangle_draw_active,
}
} }

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@ -197,25 +197,7 @@ Program :: struct {
message_type: ProgramMessageType, message_type: ProgramMessageType,
dialog_type: ProgramDialogType, dialog_type: ProgramDialogType,
dialog_data: ProgramData_DialogState, dialog_data: ProgramData_DialogState,
animation_data: AnimationData, animation: Animation,
animation_state: AnimationState,
animations: [AnimationType]AnimationInterface,
animation: AnimationInterface,
animation_matrix_index: int,
animation_matrix_progress: f32,
animation_speed: f32,
animation_ease: ease.Ease,
}
AnimationData :: struct {
rectangle: AnimationData_Rectangle,
}
AnimationState :: enum {
Ready,
Playing,
Paused,
Finished,
} }
float_slice_get_mat3 :: proc(floats: []f32, index: int) -> ^mat3 { float_slice_get_mat3 :: proc(floats: []f32, index: int) -> ^mat3 {
@ -254,7 +236,7 @@ program_load_project :: proc(program: ^Program, path: string) -> ProjectReadErro
for val, i in program.matrix_float_pool[:program.matrix_count * 9] { for val, i in program.matrix_float_pool[:program.matrix_count * 9] {
fmt.bprint(program.matrix_value_string_pool[i][:], val) fmt.bprint(program.matrix_value_string_pool[i][:], val)
} }
animation_update_last(&program.animation, program_get_master_matrix()) animation_update(&program.animation, (cast([^]mat3)(raw_data(program.matrix_float_pool)))[:program.matrix_count])
return nil return nil
} }
@ -286,16 +268,7 @@ program_init :: proc(allocator := context.allocator) {
ui.init(&program.ui_overlay_context, 200, ui_measure_text, &program.font_style, allocator) ui.init(&program.ui_overlay_context, 200, ui_measure_text, &program.font_style, allocator)
program.ui_overlay_element_focus = ui.element_id_invalid() program.ui_overlay_element_focus = ui.element_id_invalid()
animation_rectangle := RectangleCorners {{320.0, 320.0}, {352.0, 320.0}, {352.0, 352.0}, {320.0, 352.0}} animation_init(&program.animation, program.matrix_float_pool)
program.animation_data = {
rectangle = {animation_rectangle,animation_rectangle,animation_rectangle,animation_rectangle,animation_rectangle},
}
program.animations = {
.Rectangle = animation_create_rectangle(&program.animation_data.rectangle)
}
program.animation = program.animations[.Rectangle]
program.animation_speed = 0.02
program.animation_ease = .Quadratic_Out
if err := program_load_project(&program, DEFAULT_PROJECT_LOAD_LOCATION); err != nil { if err := program_load_project(&program, DEFAULT_PROJECT_LOAD_LOCATION); err != nil {
fmt.println("ERROR:", err) fmt.println("ERROR:", err)
@ -312,12 +285,11 @@ program_get_master_matrix :: proc() -> mat3 {
} }
program_set_transformation_state :: proc(state: AnimationState) { program_set_transformation_state :: proc(state: AnimationState) {
if program.animation_state == state do return if program.animation.state == state do return
previous_state := program.animation_state previous_state := program.animation.state
program.animation_state = state program.animation.state = state
switch program.animation_state { switch program.animation.state {
case .Ready: case .Ready:
program.animation_matrix_index = -1
animation_reset(&program.animation) animation_reset(&program.animation)
case .Playing: case .Playing:
@ -404,7 +376,7 @@ program_update :: proc() {
} }
case .LoadProject: case .LoadProject:
} }
animation_update_last(&program.animation, program_get_master_matrix()) animation_update(&program.animation, (cast([^]mat3)(raw_data(program.matrix_float_pool)))[:program.matrix_count])
program.state = .Normal program.state = .Normal
} }
} }
@ -414,27 +386,7 @@ program_update :: proc() {
grid_text_clip := rect_from_area(v2{matrix_container_br.x, top_bar_container_br.y}, v2{WINDOW_WIDTH, WINDOW_HEIGHT}) grid_text_clip := rect_from_area(v2{matrix_container_br.x, top_bar_container_br.y}, v2{WINDOW_WIDTH, WINDOW_HEIGHT})
draw_grid(program.grid, rect_grow(grid_text_clip, -4.0), rect_grow(grid_text_clip, -32.0)) draw_grid(program.grid, rect_grow(grid_text_clip, -4.0), rect_grow(grid_text_clip, -32.0))
if program.animation_state == .Playing { animation_draw(program.animation)
program.animation_matrix_progress += program.animation_speed * delta_time_fraction()
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_state = .Finished
}
}
animation_update(&program.animation, ease.ease(program.animation_ease, program.animation_matrix_progress))
}
switch program.animation_state {
case .Ready:
animation_draw_idle(program.animation)
case .Playing, .Paused, .Finished:
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()
program.ui_element_focus = program_render_ui_and_handle_focus(&program.ui_context, ui_element_focus, program.font_style, ui_elements) program.ui_element_focus = program_render_ui_and_handle_focus(&program.ui_context, ui_element_focus, program.font_style, ui_elements)
@ -576,7 +528,7 @@ program_build_workspace_ui :: proc(ctx: ^ui.Context) ->
play_button_label: cstring play_button_label: cstring
button_data = new(UiElementData_Button, context.temp_allocator) button_data = new(UiElementData_Button, context.temp_allocator)
switch program.animation_state { switch program.animation.state {
case .Ready, .Finished: case .Ready, .Finished:
button_config.label = RAYGUI_ICON_PLAY button_config.label = RAYGUI_ICON_PLAY
button_data^ = {type = .StartTransformation} button_data^ = {type = .StartTransformation}
@ -723,14 +675,13 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u
program.state = .Normal program.state = .Normal
case .StartTransformation: case .StartTransformation:
if program.matrix_count > 0 { if program.matrix_count > 0 {
program.animation_state = .Playing program.animation.state = .Playing
animation_reset(&program.animation) animation_reset(&program.animation)
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:
animation_reset(&program.animation) animation_reset(&program.animation)
case .SaveProjectConfirm: case .SaveProjectConfirm:
@ -760,7 +711,7 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u
matrix_move_to(program.matrix_float_pool, program.matrix_value_string_pool, data.target_matrix, data.target_matrix + 1) matrix_move_to(program.matrix_float_pool, program.matrix_value_string_pool, data.target_matrix, data.target_matrix + 1)
} }
if data.type in UiButtonRecalculateFinishGroup { if data.type in UiButtonRecalculateFinishGroup {
animation_update_last(&program.animation, program_get_master_matrix()) animation_update(&program.animation, (cast([^]mat3)(raw_data(program.matrix_float_pool)))[:program.matrix_count])
} }
} }
case .Slider: case .Slider:
@ -773,7 +724,7 @@ 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 {
animation_update_last(&program.animation, program_get_master_matrix()) animation_update(&program.animation, (cast([^]mat3)(raw_data(program.matrix_float_pool)))[:program.matrix_count])
} }
case .InputText: case .InputText:
data := cast(^UiElementData_TextInput)element.data data := cast(^UiElementData_TextInput)element.data

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@ -76,6 +76,10 @@ fract :: proc(val: f32) -> f32 {
return val - math.trunc(val) return val - math.trunc(val)
} }
color_to_fcolor :: proc(color: rl.Color) -> [4]f32 {
return cast([4]f32)(color) / 255.0
}
/// ### TYPES ### /// /// ### TYPES ### ///
v1 :: [1]f32 v1 :: [1]f32
v2 :: [2]f32 v2 :: [2]f32