AnimationInterface

This commit is contained in:
Synthasmagoria 2026-08-17 13:53:39 +02:00
commit 7022e4e5ca
2 changed files with 142 additions and 76 deletions

79
animation.odin Normal file
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@ -0,0 +1,79 @@
package main
import rl "libraries/raylib"
/*
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.
*/
AnimationType :: enum {
Rectangle,
}
RectangleCorners :: struct {
tl, tr, br, bl: v2,
}
AnimationData_Rectangle :: struct {
origin, middle, previous, next, last: RectangleCorners
}
draw_transformation_rectangle :: 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})
points := []v2{rectangle.tl, rectangle.tr, rectangle.br, rectangle.bl}
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)
}
}
_animation_rectangle_draw_idle :: proc(animation: AnimationInterface) {
data := cast(^AnimationData_Rectangle)animation.data
draw_transformation_rectangle(data.last, TRANSFORMATION_RECTANGLE_COLOR_LAST)
draw_transformation_rectangle(data.origin, TRANSFORMATION_RECTANGLE_COLOR_ORIGIN)
}
_animation_rectangle_draw_active :: proc(animation: AnimationInterface) {
data := cast(^AnimationData_Rectangle)animation.data
draw_transformation_rectangle(data.last, TRANSFORMATION_RECTANGLE_COLOR_LAST)
draw_transformation_rectangle(data.next, TRANSFORMATION_RECTANGLE_COLOR_NEXT)
draw_transformation_rectangle(data.middle, TRANSFORMATION_RECTANGLE_COLOR_MIDDLE)
draw_transformation_rectangle(data.origin, TRANSFORMATION_RECTANGLE_COLOR_ORIGIN)
}
_animation_rectangle_reset :: proc(animation: ^AnimationInterface) {
data := cast(^AnimationData_Rectangle)animation.data
data.middle = data.origin
data.next = data.origin
data.previous = data.origin
}
_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_create_rectangle :: proc(rectangle: ^AnimationData_Rectangle) -> AnimationInterface {
return {
data = rectangle,
reset = _animation_rectangle_reset,
update_last = _animation_rectangle_update_last,
draw_idle = _animation_rectangle_draw_idle,
draw_active = _animation_rectangle_draw_active,
}
}
AnimationInterface :: struct {
data: rawptr,
reset: proc(animation: ^AnimationInterface),
update_last: proc(animation: ^AnimationInterface, master_matrix: mat3),
draw_idle: proc(animation: AnimationInterface),
draw_active: proc(animation: AnimationInterface),
}

View file

@ -55,6 +55,13 @@ UiButtonType :: enum {
ResetTransformation, ResetTransformation,
} }
UiButtonRecalculateFinishGroup :: bit_set[UiButtonType]{
.AddIdentity,
.AddTranslationMatrixConfirm,
.AddScaleMatrixConfirm,
.AddRotationMatrixConfirm,
}
UiElementData_Button :: struct { UiElementData_Button :: struct {
type: UiButtonType, type: UiButtonType,
options: cstring, options: cstring,
@ -143,49 +150,24 @@ Program :: struct {
message_type: ProgramMessageType, message_type: ProgramMessageType,
dialog_type: ProgramDialogType, dialog_type: ProgramDialogType,
dialog_data: ProgramData_DialogState, dialog_data: ProgramData_DialogState,
transformation_target: TransformationTargetData,
transformation_state: TransformationState,
animation_data: AnimationData, animation_data: AnimationData,
animation_state: AnimationState,
animations: [AnimationType]AnimationInterface,
animation: AnimationInterface,
animation_matrix_index: int,
} }
TransformationState :: enum { AnimationData :: struct {
rectangle: AnimationData_Rectangle,
}
AnimationState :: enum {
Ready, Ready,
Playing, Playing,
Paused, Paused,
Finished, Finished,
} }
TransformationTargetType :: enum {
Rectangle
}
TransformationTarget_Rectangle :: struct {
tl, tr, br, bl: v2,
}
draw_transformation_rectangle :: proc(rectangle: TransformationTarget_Rectangle, 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})
points := []v2{rectangle.tl, rectangle.tr, rectangle.br, rectangle.bl}
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)
}
}
TransformationTargetData :: struct {
type: TransformationTargetType,
rectangle: TransformationTarget_Rectangle
}
AnimationData_Rectangle :: struct {
origin, middle, next, last: TransformationTarget_Rectangle
}
AnimationData :: union {
AnimationData_Rectangle,
}
Grid :: struct { Grid :: struct {
area: rect2, area: rect2,
inner_area: rect2, inner_area: rect2,
@ -196,14 +178,7 @@ matrix_pool_max :: proc() -> int {
return len(program.matrix_float_pool) / 9 return len(program.matrix_float_pool) / 9
} }
matrix_pool_get_mat3 :: proc() -> ^mat3 { matrix_pool_get_mat3 :: proc() -> []InputFloatField {
assert(program.matrix_count + 1 < matrix_pool_max(), "Max matrix count exceeded")
mat := cast(^mat3)&program.matrix_float_pool[program.matrix_count * 9]
program.matrix_count += 1
return mat
}
matrix_pool_get_mat3_2 :: proc() -> []InputFloatField {
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]
for &str in value_strings { for &str in value_strings {
@ -245,25 +220,37 @@ 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 := TransformationTarget_Rectangle {{320.0, 320.0}, {352.0, 320.0}, {352.0, 352.0}, {320.0, 352.0}} animation_rectangle := RectangleCorners {{320.0, 320.0}, {352.0, 320.0}, {352.0, 352.0}, {320.0, 352.0}}
program.transformation_target.rectangle = animation_rectangle program.animation_data = {
program.transformation_state = .Ready rectangle = {animation_rectangle,animation_rectangle,animation_rectangle,animation_rectangle,animation_rectangle},
program.animation_data = AnimationData_Rectangle {
origin = animation_rectangle,
middle = animation_rectangle,
next = animation_rectangle,
last = animation_rectangle,
} }
program.animations = {
.Rectangle = animation_create_rectangle(&program.animation_data.rectangle)
}
program.animation = program.animations[.Rectangle]
} }
program_set_transformation_state :: proc(state: TransformationState) { program_get_master_matrix :: proc() -> mat3 {
if program.transformation_state == state { matrices := (cast([^]mat3)raw_data(program.matrix_float_pool))[:program.matrix_count]
master_matrix := linalg.identity_matrix(mat3)
#reverse for mat in matrices {
master_matrix *= mat
}
return master_matrix
}
program_set_transformation_state :: proc(state: AnimationState) {
if program.animation_state == state {
return return
} }
program.transformation_state = state previous_state := program.animation_state
switch program.transformation_state { program.animation_state = state
switch program.animation_state {
case .Ready: case .Ready:
program.animation_matrix_index = -1
program.animation.reset(&program.animation)
case .Playing: case .Playing:
case .Paused: case .Paused:
case .Finished: case .Finished:
} }
@ -290,7 +277,6 @@ program_update :: proc() {
} }
} }
case .Message: case .Message:
case .Dialog: case .Dialog:
ui_overlay_elements = program_build_dialog_ui(&program.ui_overlay_context, program.dialog_type) ui_overlay_elements = program_build_dialog_ui(&program.ui_overlay_context, program.dialog_type)
if rl.IsKeyPressed(.TAB) { if rl.IsKeyPressed(.TAB) {
@ -312,25 +298,22 @@ program_update :: proc() {
program.ui_overlay_element_focus = ui.focus_next_element({container_index = 0, element_index = 0}, ui_overlay_elements, UI_ALLOWED_FOCUS) 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)
switch program.transformation_state { switch program.animation_state {
case .Ready: case .Ready:
switch v in program.animation_data { program.animation.draw_idle(program.animation)
case AnimationData_Rectangle:
draw_transformation_rectangle(v.last, TRANSFORMATION_RECTANGLE_COLOR_LAST)
draw_transformation_rectangle(v.origin, TRANSFORMATION_RECTANGLE_COLOR_ORIGIN)
}
case .Playing, .Paused, .Finished: case .Playing, .Paused, .Finished:
switch v in program.animation_data { program.animation.draw_active(program.animation)
case AnimationData_Rectangle:
draw_transformation_rectangle(v.last, TRANSFORMATION_RECTANGLE_COLOR_LAST)
draw_transformation_rectangle(v.next, TRANSFORMATION_RECTANGLE_COLOR_NEXT)
draw_transformation_rectangle(v.middle, TRANSFORMATION_RECTANGLE_COLOR_MIDDLE)
draw_transformation_rectangle(v.origin, TRANSFORMATION_RECTANGLE_COLOR_ORIGIN)
}
} }
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()
@ -347,28 +330,28 @@ program_update :: proc() {
} }
program_add_identity_matrix :: proc() { program_add_identity_matrix :: proc() {
value_strings := matrix_pool_get_mat3_2() value_strings := matrix_pool_get_mat3()
value_strings[0][0] = '1' value_strings[0][0] = '1'
value_strings[4][0] = '1' value_strings[4][0] = '1'
value_strings[8][0] = '1' value_strings[8][0] = '1'
} }
program_add_translation_matrix :: proc(x, y, z: f32) { program_add_translation_matrix :: proc(x, y, z: f32) {
value_strings := matrix_pool_get_mat3_2() value_strings := matrix_pool_get_mat3()
fmt.bprint(value_strings[2][:], x) fmt.bprint(value_strings[2][:], x)
fmt.bprint(value_strings[5][:], y) fmt.bprint(value_strings[5][:], y)
fmt.bprint(value_strings[8][:], z) fmt.bprint(value_strings[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_2() value_strings := matrix_pool_get_mat3()
fmt.bprint(value_strings[0][:], x) fmt.bprint(value_strings[0][:], x)
fmt.bprint(value_strings[4][:], y) fmt.bprint(value_strings[4][:], y)
fmt.bprint(value_strings[8][:], z) fmt.bprint(value_strings[8][:], z)
} }
program_add_rotation_matrix :: proc(angle: f32) { program_add_rotation_matrix :: proc(angle: f32) {
value_strings := matrix_pool_get_mat3_2() value_strings := 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])
fmt.bprint(value_strings[1][:], rotmat[0, 1]) fmt.bprint(value_strings[1][:], rotmat[0, 1])
@ -465,7 +448,7 @@ program_build_workspace_ui :: proc(ctx: ^ui.Context) -> (elements: []ui.Element,
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.transformation_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}
@ -601,16 +584,20 @@ 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.transformation_state = .Playing program.animation_state = .Playing
// TOOD (synthas): Reset to initial transformation values // TOOD (synthas): Reset to initial transformation values
} }
case .PauseTransformation: case .PauseTransformation:
program.transformation_state = .Paused program.animation_state = .Paused
case .ResumeTransformation: case .ResumeTransformation:
program.transformation_state = .Playing program.animation_state = .Playing
case .ResetTransformation: case .ResetTransformation:
// TODO (synthas): Reset to initial transformation values // TODO (synthas): Reset to initial transformation values
} }
if data.type in UiButtonRecalculateFinishGroup {
// TODO (synthas): Recalculate finish
}
} }
case .Slider: case .Slider:
data := cast(^UiElementData_Slider)element.data data := cast(^UiElementData_Slider)element.data