simplify
This commit is contained in:
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1c2a324f55
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4e920b5f0a
3 changed files with 119 additions and 156 deletions
194
animation.odin
194
animation.odin
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@ -1,141 +1,149 @@
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package main
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import rl "libraries/raylib"
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import "core:math/ease"
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import "core:math/linalg"
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import "core:slice"
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import "core:fmt"
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ANIMATION_COLOR_ORIGIN :: rl.RED
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ANIMATION_COLOR_END :: rl.BLUE
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RectangleCorners :: struct {tl, tr, br, bl: v2}
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rectangle_corners_from_rect :: proc "contextless" (rect: rect2) -> RectangleCorners {
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return {
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tl = {rect.x, rect.y},
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tr = {rect.x + rect.width, rect.y},
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bl = {rect.x + rect.width, rect.y + rect.height},
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br = {rect.x, rect.y + rect.height}
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}
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}
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rectangle_corners_transform_mat3 :: proc "contextless" (corners: RectangleCorners, transform: mat3) -> RectangleCorners {
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return {
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(v3{**corners.tl, 1.0} * transform).xy,
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(v3{**corners.tr, 1.0} * transform).xy,
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(v3{**corners.br, 1.0} * transform).xy,
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(v3{**corners.bl, 1.0} * transform).xy,
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}
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}
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rectangle_corners_transform_mat2 :: proc "contextless" (corners: RectangleCorners, transform: mat2) -> RectangleCorners {
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return {corners.tl * transform, corners.tr * transform, corners.br * transform, corners.bl * transform}
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}
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draw_animation_rectangle_corners :: proc(corners: RectangleCorners, color: rl.Color) {
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rect := rect_from_corners(corners.tl, corners.tr, corners.br, corners.bl)
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rl.DrawRectangleRec(rect, {**color.rgb, color.a << 1})
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rl.DrawRectangleLinesEx(rect, 2, color)
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}
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/*
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Maybe it is possible to have everything 3d be mathed the same way
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as in 2d. But I'm not sure if that's actually how it works.
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*/
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AnimationInterface :: struct {
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data: rawptr,
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reset: proc(animation: ^AnimationInterface),
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update_last: proc(animation: ^AnimationInterface, master_matrix: mat3),
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update: proc(animation: ^AnimationInterface, animation_progress: f32),
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next_matrix: proc(animation: ^AnimationInterface, next_matrix: mat3),
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draw_idle: proc(animation: AnimationInterface),
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draw_active: proc(animation: AnimationInterface),
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AnimationShape_Rectangle :: struct {
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origin: RectangleCorners,
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}
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animation_update_last :: proc(animation: ^AnimationInterface, master_matrix: mat3) {
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animation.update_last(animation, master_matrix)
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AnimationShapes :: struct {
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rectangle: AnimationShape_Rectangle,
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}
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animation_update :: proc(animation: ^AnimationInterface, animation_progress: f32) {
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animation.update(animation, animation_progress)
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Animation :: struct {
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matrices: []f32,
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matrix_index: int,
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matrix_count: int,
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matrix_type: AnimationMatrixType,
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shapes: AnimationShapes,
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ease: ease.Ease,
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state: AnimationState,
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type: AnimationType,
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}
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animation_next_matrix :: proc(animation: ^AnimationInterface, next_matrix: mat3) {
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animation.next_matrix(animation, next_matrix)
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AnimationMatrixType :: enum {
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Mat2,
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Mat3,
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Mat4,
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}
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animation_draw_idle :: proc(animation: AnimationInterface) {
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animation.draw_idle(animation)
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}
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animation_draw_active :: proc(animation: AnimationInterface) {
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animation.draw_active(animation)
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@private @rodata animation_matrix_type_size := [AnimationMatrixType]int {
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.Mat2 = size_of(mat2),
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.Mat3 = size_of(mat3),
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.Mat4 = size_of(mat4),
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}
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AnimationType :: enum {
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Rectangle,
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}
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RectangleCorners :: struct {
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tl, tr, br, bl: v2,
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AnimationState :: enum {
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Ready,
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Playing,
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Paused,
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Finished,
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}
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rectangle_corners_transform :: proc(m: mat3, corners: RectangleCorners) -> RectangleCorners {
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return {
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tl = (v3{**corners.tl, 1.0} * m).xy,
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tr = (v3{**corners.tr, 1.0} * m).xy,
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br = (v3{**corners.br, 1.0} * m).xy,
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bl = (v3{**corners.bl, 1.0} * m).xy,
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animation_init :: proc(animation: ^Animation, matrices: []f32) {
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animation^ = {
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ease = .Cubic_Out,
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type = .Rectangle,
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matrices = matrices,
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shapes = {
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rectangle = {
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origin = rectangle_corners_from_rect(rect2{-16, -16, 32, 32})
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}
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},
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}
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}
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AnimationData_Rectangle :: struct {
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origin, middle, previous, next, last: RectangleCorners,
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animation_play :: proc(animation: ^Animation) {
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}
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draw_transformation_rectangle :: proc(rectangle: RectangleCorners, color: rl.Color) {
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rect := rect_from_corners(rectangle.tl, rectangle.tr, rectangle.br, rectangle.bl)
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rl.DrawRectangleRec(rect, rl.Color{**color.rgb, color.a / 2})
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rl.DrawRectangleLinesEx(rect, 1.0, color)
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animation_reset :: proc(animation: ^Animation) {
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}
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draw_transformation_rectangle_with_handles :: proc(rectangle: RectangleCorners, color: rl.Color) {
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rect := rect_from_corners(rectangle.tl, rectangle.tr, rectangle.br, rectangle.bl)
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rl.DrawRectangleRec(rect, rl.Color{**color.rgb, color.a / 2})
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rl.DrawRectangleLinesEx(rect, 1.0, color)
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rl.DrawCircleV(rectangle.tl, 4.0, color)
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rl.DrawCircleV(rectangle.tr, 4.0, color)
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rl.DrawCircleV(rectangle.br, 4.0, color)
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rl.DrawCircleV(rectangle.bl, 4.0, color)
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animation_pause :: proc(animation: ^Animation) {
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}
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_animation_rectangle_draw_idle :: proc(animation: AnimationInterface) {
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data := cast(^AnimationData_Rectangle)animation.data
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draw_transformation_rectangle(data.last, TRANSFORMATION_RECTANGLE_COLOR_LAST)
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draw_transformation_rectangle_with_handles(data.origin, TRANSFORMATION_RECTANGLE_COLOR_ORIGIN)
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animation_update :: proc(animation: ^Animation, matrices: []mat3) {
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}
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_animation_rectangle_draw_active :: proc(animation: AnimationInterface) {
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data := cast(^AnimationData_Rectangle)animation.data
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draw_transformation_rectangle(data.last, TRANSFORMATION_RECTANGLE_COLOR_LAST)
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draw_transformation_rectangle(data.next, TRANSFORMATION_RECTANGLE_COLOR_NEXT)
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draw_transformation_rectangle(data.middle, TRANSFORMATION_RECTANGLE_COLOR_MIDDLE)
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draw_transformation_rectangle(data.origin, TRANSFORMATION_RECTANGLE_COLOR_ORIGIN)
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}
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animation_draw :: proc(animation: Animation) {
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switch animation.type {
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case .Rectangle:
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shape := animation.shapes.rectangle
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transformation := linalg.identity(mat3)
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previous, next := shape.origin, shape.origin
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color_origin := cast([4]f32)(ANIMATION_COLOR_ORIGIN)
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color_end := cast([4]f32)(ANIMATION_COLOR_END)
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draw_animation_rectangle_corners(next, ANIMATION_COLOR_ORIGIN)
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_animation_rectangle_reset :: proc(animation: ^AnimationInterface) {
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data := cast(^AnimationData_Rectangle)animation.data
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data.middle = data.origin
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data.next = data.origin
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data.previous = data.origin
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matrices := slice.reinterpret([]mat3, animation.matrices)
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for m, i in matrices {
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progress := f32(i + 1) / f32(len(animation.matrices))
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transformation *= m
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previous = next
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next := rectangle_corners_transform_mat3(previous, transformation)
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draw_animation_rectangle_corners(next, cast(rl.Color)linalg.lerp(color_origin, color_end, progress))
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}
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_animation_rectangle_next_matrix :: proc(animation: ^AnimationInterface, next_matrix: mat3) {
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data := cast(^AnimationData_Rectangle)animation.data
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data.previous = data.next
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data.middle = data.next
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data.next = rectangle_corners_transform(next_matrix, data.next)
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}
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_animation_rectangle_update_last :: proc(animation: ^AnimationInterface, master_matrix: mat3) {
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data := cast(^AnimationData_Rectangle)animation.data
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data.last = {
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tl = (master_matrix * v3{**data.origin.tl, 1.0}).xy,
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tr = (master_matrix * v3{**data.origin.tr, 1.0}).xy,
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br = (master_matrix * v3{**data.origin.br, 1.0}).xy,
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bl = (master_matrix * v3{**data.origin.bl, 1.0}).xy,
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}
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}
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_animation_rectangle_update :: proc(animation: ^AnimationInterface, animation_progress: f32) {
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data := cast(^AnimationData_Rectangle)animation.data
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data.middle = {
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tl = linalg.lerp(data.previous.tl, data.next.tl, animation_progress),
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tr = linalg.lerp(data.previous.tr, data.next.tr, animation_progress),
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br = linalg.lerp(data.previous.br, data.next.br, animation_progress),
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bl = linalg.lerp(data.previous.bl, data.next.bl, animation_progress),
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}
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animation_set_playback_speed :: proc(animation: ^Animation) {
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}
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animation_reset :: proc(animation: ^AnimationInterface) {
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animation.reset(animation)
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animation_set_type :: proc(animation: ^Animation, type: AnimationType) {
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animation.type = type
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}
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animation_create_rectangle :: proc(rectangle: ^AnimationData_Rectangle) -> AnimationInterface {
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return {
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data = rectangle,
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reset = _animation_rectangle_reset,
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update_last = _animation_rectangle_update_last,
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update = _animation_rectangle_update,
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next_matrix = _animation_rectangle_next_matrix,
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draw_idle = _animation_rectangle_draw_idle,
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draw_active = _animation_rectangle_draw_active,
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}
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animation_is_finished :: proc() -> bool {
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return false
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}
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79
program.odin
79
program.odin
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@ -197,25 +197,7 @@ Program :: struct {
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message_type: ProgramMessageType,
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dialog_type: ProgramDialogType,
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dialog_data: ProgramData_DialogState,
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animation_data: AnimationData,
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animation_state: AnimationState,
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animations: [AnimationType]AnimationInterface,
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animation: AnimationInterface,
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animation_matrix_index: int,
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animation_matrix_progress: f32,
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animation_speed: f32,
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animation_ease: ease.Ease,
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}
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AnimationData :: struct {
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rectangle: AnimationData_Rectangle,
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}
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AnimationState :: enum {
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Ready,
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Playing,
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Paused,
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Finished,
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animation: Animation,
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}
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float_slice_get_mat3 :: proc(floats: []f32, index: int) -> ^mat3 {
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@ -254,7 +236,7 @@ program_load_project :: proc(program: ^Program, path: string) -> ProjectReadErro
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for val, i in program.matrix_float_pool[:program.matrix_count * 9] {
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fmt.bprint(program.matrix_value_string_pool[i][:], val)
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}
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animation_update_last(&program.animation, program_get_master_matrix())
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animation_update(&program.animation, (cast([^]mat3)(raw_data(program.matrix_float_pool)))[:program.matrix_count])
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return nil
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}
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@ -286,16 +268,7 @@ program_init :: proc(allocator := context.allocator) {
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ui.init(&program.ui_overlay_context, 200, ui_measure_text, &program.font_style, allocator)
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program.ui_overlay_element_focus = ui.element_id_invalid()
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animation_rectangle := RectangleCorners {{320.0, 320.0}, {352.0, 320.0}, {352.0, 352.0}, {320.0, 352.0}}
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program.animation_data = {
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rectangle = {animation_rectangle,animation_rectangle,animation_rectangle,animation_rectangle,animation_rectangle},
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}
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program.animations = {
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.Rectangle = animation_create_rectangle(&program.animation_data.rectangle)
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}
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program.animation = program.animations[.Rectangle]
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program.animation_speed = 0.02
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program.animation_ease = .Quadratic_Out
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animation_init(&program.animation, program.matrix_float_pool)
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if err := program_load_project(&program, DEFAULT_PROJECT_LOAD_LOCATION); err != nil {
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fmt.println("ERROR:", err)
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@ -312,12 +285,11 @@ program_get_master_matrix :: proc() -> mat3 {
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}
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program_set_transformation_state :: proc(state: AnimationState) {
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if program.animation_state == state do return
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previous_state := program.animation_state
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program.animation_state = state
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switch program.animation_state {
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if program.animation.state == state do return
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previous_state := program.animation.state
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program.animation.state = state
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switch program.animation.state {
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case .Ready:
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program.animation_matrix_index = -1
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animation_reset(&program.animation)
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case .Playing:
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@ -404,7 +376,7 @@ program_update :: proc() {
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}
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case .LoadProject:
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}
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animation_update_last(&program.animation, program_get_master_matrix())
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animation_update(&program.animation, (cast([^]mat3)(raw_data(program.matrix_float_pool)))[:program.matrix_count])
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program.state = .Normal
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}
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}
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@ -414,27 +386,7 @@ program_update :: proc() {
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grid_text_clip := rect_from_area(v2{matrix_container_br.x, top_bar_container_br.y}, v2{WINDOW_WIDTH, WINDOW_HEIGHT})
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draw_grid(program.grid, rect_grow(grid_text_clip, -4.0), rect_grow(grid_text_clip, -32.0))
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if program.animation_state == .Playing {
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program.animation_matrix_progress += program.animation_speed * delta_time_fraction()
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if program.animation_matrix_progress >= 1.0 {
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if program.animation_matrix_index + 1 < program.matrix_count {
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program.animation_matrix_index += 1
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animation_next_matrix(&program.animation, float_slice_get_mat3(program.matrix_float_pool, program.animation_matrix_index)^)
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program.animation_matrix_progress = fract(program.animation_matrix_progress)
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} else {
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program.animation_matrix_progress = 1.0;
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program.animation_state = .Finished
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}
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}
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animation_update(&program.animation, ease.ease(program.animation_ease, program.animation_matrix_progress))
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}
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switch program.animation_state {
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case .Ready:
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animation_draw_idle(program.animation)
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case .Playing, .Paused, .Finished:
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animation_draw_active(program.animation)
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}
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animation_draw(program.animation)
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ui_element_focus := program.state == .Normal ? program.ui_element_focus : ui.element_id_invalid()
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program.ui_element_focus = program_render_ui_and_handle_focus(&program.ui_context, ui_element_focus, program.font_style, ui_elements)
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@ -576,7 +528,7 @@ program_build_workspace_ui :: proc(ctx: ^ui.Context) ->
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play_button_label: cstring
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button_data = new(UiElementData_Button, context.temp_allocator)
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switch program.animation_state {
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switch program.animation.state {
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case .Ready, .Finished:
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button_config.label = RAYGUI_ICON_PLAY
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button_data^ = {type = .StartTransformation}
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@ -723,14 +675,13 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u
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program.state = .Normal
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case .StartTransformation:
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if program.matrix_count > 0 {
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program.animation_state = .Playing
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program.animation.state = .Playing
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animation_reset(&program.animation)
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animation_next_matrix(&program.animation, (cast(^mat3)raw_data(program.matrix_float_pool))^)
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}
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case .PauseTransformation:
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program.animation_state = .Paused
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program.animation.state = .Paused
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case .ResumeTransformation:
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program.animation_state = .Playing
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program.animation.state = .Playing
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case .ResetTransformation:
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animation_reset(&program.animation)
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case .SaveProjectConfirm:
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@ -760,7 +711,7 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u
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matrix_move_to(program.matrix_float_pool, program.matrix_value_string_pool, data.target_matrix, data.target_matrix + 1)
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}
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if data.type in UiButtonRecalculateFinishGroup {
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animation_update_last(&program.animation, program_get_master_matrix())
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animation_update(&program.animation, (cast([^]mat3)(raw_data(program.matrix_float_pool)))[:program.matrix_count])
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}
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}
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case .Slider:
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@ -773,7 +724,7 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u
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focus_element_id = element.id
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}
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if value_previous != data.value^ && .UpdateMatrix in data.tag {
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animation_update_last(&program.animation, program_get_master_matrix())
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animation_update(&program.animation, (cast([^]mat3)(raw_data(program.matrix_float_pool)))[:program.matrix_count])
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}
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case .InputText:
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data := cast(^UiElementData_TextInput)element.data
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@ -76,6 +76,10 @@ fract :: proc(val: f32) -> f32 {
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return val - math.trunc(val)
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}
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color_to_fcolor :: proc(color: rl.Color) -> [4]f32 {
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return cast([4]f32)(color) / 255.0
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}
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/// ### TYPES ### ///
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v1 :: [1]f32
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v2 :: [2]f32
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