The
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4 changed files with 73 additions and 61 deletions
49
program.odin
49
program.odin
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@ -5,8 +5,6 @@ import ui "libraries/snths_ui"
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import "core:mem"
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import "core:fmt"
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import "core:math/linalg"
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import "core:math/ease"
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import "core:math"
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import "core:strings"
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import "core:os"
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@ -176,6 +174,12 @@ ProgramData_DialogState :: struct {
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input_text_buffers: [DIALOG_STATE_TEXT_INPUT_FIELD_SIZE][DIALOG_STATE_TEXT_INPUT_FIELD_COUNT]byte,
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}
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ProgramAnimationState :: enum {
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Ready,
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Playing,
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Paused,
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}
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Program :: struct {
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ui_context: ui.Context,
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ui_element_focus: ui.ElementId,
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@ -198,6 +202,8 @@ Program :: struct {
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dialog_type: ProgramDialogType,
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dialog_data: ProgramData_DialogState,
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animation: Animation,
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animation_state: ProgramAnimationState,
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animation_speed: f32,
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}
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float_slice_get_mat3 :: proc(floats: []f32, index: int) -> ^mat3 {
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@ -236,7 +242,7 @@ 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(&program.animation, (cast([^]mat3)(raw_data(program.matrix_float_pool)))[:program.matrix_count])
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program.animation.matrix_count = program.matrix_count
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return nil
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}
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@ -284,17 +290,16 @@ program_get_master_matrix :: proc() -> mat3 {
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return master_matrix
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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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program_set_animation_state :: proc(state: ProgramAnimationState) {
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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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animation_reset(&program.animation)
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case .Playing:
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case .Paused:
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case .Finished:
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}
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}
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@ -376,7 +381,7 @@ program_update :: proc() {
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}
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case .LoadProject:
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}
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animation_update(&program.animation, (cast([^]mat3)(raw_data(program.matrix_float_pool)))[:program.matrix_count])
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program.animation.matrix_count = program.matrix_count
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program.state = .Normal
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}
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}
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@ -386,7 +391,8 @@ 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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animation_draw(program.animation)
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animation_update(&program.animation, 0.01)
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animation_draw(program.animation, linalg.inverse(grid_world_to_grid_matrix(program.grid.zoom, program.grid.offset)))
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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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@ -528,8 +534,8 @@ 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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case .Ready, .Finished:
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switch program.animation_state {
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case .Ready:
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button_config.label = RAYGUI_ICON_PLAY
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button_data^ = {type = .StartTransformation}
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case .Paused:
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@ -566,10 +572,6 @@ program_build_workspace_ui :: proc(ctx: ^ui.Context) ->
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return
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}
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grid_get_zoom_amount :: proc(zoom: v2) -> v2 {
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return linalg.pow(v2{2.0, 2.0}, zoom) - 1.0
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}
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program_handle_mouse_workspace :: proc(mouse_state: MouseState, top_bar_container, matrix_container: ^ui.Element) -> MouseState {
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mouse := rl.GetMousePosition()
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mouse_wheel := rl.GetMouseWheelMoveV()
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@ -675,13 +677,16 @@ 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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}
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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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if animation_is_finished(program.animation) {
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animation_reset(&program.animation)
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}
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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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@ -711,7 +716,7 @@ 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(&program.animation, (cast([^]mat3)(raw_data(program.matrix_float_pool)))[:program.matrix_count])
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program.animation.matrix_count = program.matrix_count
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}
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}
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case .Slider:
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@ -724,7 +729,7 @@ 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(&program.animation, (cast([^]mat3)(raw_data(program.matrix_float_pool)))[:program.matrix_count])
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program.animation.matrix_count = 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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