matrix move

This commit is contained in:
Synthasmagoria 2026-08-22 22:46:38 +02:00
commit 8e9b468509

View file

@ -311,9 +311,7 @@ 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 { if program.animation_state == state do return
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 {
@ -671,9 +669,7 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u
} }
case .Button: case .Button:
if (rl.GuiButton(area, element.label)) { if (rl.GuiButton(area, element.label)) {
if element.data == nil { if element.data == nil do break
break
}
data := cast(^UiElementData_Button)element.data data := cast(^UiElementData_Button)element.data
switch data.type { switch data.type {
case .Nothing: case .Nothing:
@ -726,45 +722,11 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u
} }
program.matrix_count = max(program.matrix_count - 1, 0) program.matrix_count = max(program.matrix_count - 1, 0)
case .MatrixMoveUp: case .MatrixMoveUp:
if data.target_matrix <= 0 { if data.target_matrix <= 0 do break;
break; matrix_move_to(program.matrix_float_pool, program.matrix_value_string_pool, data.target_matrix, data.target_matrix - 1)
}
floats := program.matrix_float_pool
inputs := program.matrix_value_string_pool
floats_values_size := size_of(f32) * 9
inputs_buffer_size := size_of(InputFloatField) * 9
floats_moving_matrix := &floats[data.target_matrix * 9]
inputs_moving_matrix := &inputs[data.target_matrix * 9][0]
floats_moved_to_matrix := &floats[data.target_matrix * 9 - 9]
inputs_moved_to_matrix := &inputs[data.target_matrix * 9 - 9][0]
floats_temp := [9]f32{}
inputs_temp := [9]InputFloatField{}
mem.copy(&floats_temp[0], floats_moving_matrix, floats_values_size)
mem.copy(&inputs_temp[0][0], inputs_moving_matrix, inputs_buffer_size)
mem.copy(floats_moving_matrix, floats_moved_to_matrix, floats_values_size)
mem.copy(inputs_moving_matrix, inputs_moved_to_matrix, inputs_buffer_size)
mem.copy(floats_moved_to_matrix, &floats_temp[0], floats_values_size)
mem.copy(inputs_moved_to_matrix, &inputs_temp[0][0], inputs_buffer_size)
case .MatrixMoveDown: case .MatrixMoveDown:
if data.target_matrix + 1 >= program.matrix_count { if data.target_matrix + 1 >= program.matrix_count do break;
break; matrix_move_to(program.matrix_float_pool, program.matrix_value_string_pool, data.target_matrix, data.target_matrix + 1)
}
floats := program.matrix_float_pool
inputs := program.matrix_value_string_pool
floats_values_size := size_of(f32) * 9
inputs_buffer_size := size_of(InputFloatField) * 9
floats_moving_matrix := &floats[data.target_matrix * 9]
inputs_moving_matrix := &inputs[data.target_matrix * 9][0]
floats_moved_to_matrix := &floats[data.target_matrix * 9 + 9]
inputs_moved_to_matrix := &inputs[data.target_matrix * 9 + 9][0]
floats_temp := [9]f32{}
inputs_temp := [9]InputFloatField{}
mem.copy(&floats_temp[0], floats_moving_matrix, floats_values_size)
mem.copy(&inputs_temp[0][0], inputs_moving_matrix, inputs_buffer_size)
mem.copy(floats_moving_matrix, floats_moved_to_matrix, floats_values_size)
mem.copy(inputs_moving_matrix, inputs_moved_to_matrix, inputs_buffer_size)
mem.copy(floats_moved_to_matrix, &floats_temp[0], floats_values_size)
mem.copy(inputs_moved_to_matrix, &inputs_temp[0][0], inputs_buffer_size)
} }
if data.type in UiButtonRecalculateFinishGroup { if data.type in UiButtonRecalculateFinishGroup {
animation_update_last(&program.animation, program_get_master_matrix()) animation_update_last(&program.animation, program_get_master_matrix())
@ -830,6 +792,26 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u
return focus_element_id return focus_element_id
} }
matrix_move_to :: proc(floats: []f32, inputs: []InputFloatField, from, to: int) {
if from == to do return
floats := program.matrix_float_pool
inputs := program.matrix_value_string_pool
floats_values_size := size_of(f32) * 9
inputs_buffer_size := size_of(InputFloatField) * 9
floats_moving_matrix := &floats[from * 9]
inputs_moving_matrix := &inputs[from * 9][0]
floats_moved_to_matrix := &floats[to * 9]
inputs_moved_to_matrix := &inputs[to * 9][0]
floats_temp := [9]f32{}
inputs_temp := [9]InputFloatField{}
mem.copy(&floats_temp[0], floats_moving_matrix, floats_values_size)
mem.copy(&inputs_temp[0][0], inputs_moving_matrix, inputs_buffer_size)
mem.copy(floats_moving_matrix, floats_moved_to_matrix, floats_values_size)
mem.copy(inputs_moving_matrix, inputs_moved_to_matrix, inputs_buffer_size)
mem.copy(floats_moved_to_matrix, &floats_temp[0], floats_values_size)
mem.copy(inputs_moved_to_matrix, &inputs_temp[0][0], inputs_buffer_size)
}
ui_add_matrix_footer_buttons :: proc(button_type_add: UiButtonType, margin: f32) { ui_add_matrix_footer_buttons :: proc(button_type_add: UiButtonType, margin: f32) {
button_data: ^UiElementData_Button button_data: ^UiElementData_Button
button_data = new(UiElementData_Button, context.temp_allocator) button_data = new(UiElementData_Button, context.temp_allocator)