This commit is contained in:
Synthasmagoria 2026-08-25 09:34:26 +02:00
commit d5793c836f
4 changed files with 73 additions and 61 deletions

View file

@ -1,6 +1,7 @@
package main
import rl "libraries/raylib"
import "core:math"
import "core:math/ease"
import "core:math/linalg"
import "core:slice"
@ -13,10 +14,10 @@ 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}
{rect.x, rect.y},
{rect.x + rect.width, rect.y},
{rect.x + rect.width, rect.y + rect.height},
{rect.x, rect.y + rect.height}
}
}
@ -29,13 +30,22 @@ rectangle_corners_transform_mat3 :: proc "contextless" (corners: RectangleCorner
}
}
rectangle_corners_lerp :: proc "contextless" (a, b: RectangleCorners, t: f32) -> RectangleCorners {
return {
linalg.lerp(a.tl, b.tl, t),
linalg.lerp(a.tr, b.tr, t),
linalg.lerp(a.bl, b.bl, t),
linalg.lerp(a.br, b.br, t),
}
}
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.DrawRectangleRec(rect, {**color.rgb, color.a >> 1})
rl.DrawRectangleLinesEx(rect, 2, color)
}
@ -54,12 +64,11 @@ AnimationShapes :: struct {
Animation :: struct {
matrices: []f32,
matrix_index: int,
matrix_index: f32,
matrix_count: int,
matrix_type: AnimationMatrixType,
shapes: AnimationShapes,
ease: ease.Ease,
state: AnimationState,
type: AnimationType,
}
@ -79,13 +88,6 @@ AnimationType :: enum {
Rectangle,
}
AnimationState :: enum {
Ready,
Playing,
Paused,
Finished,
}
animation_init :: proc(animation: ^Animation, matrices: []f32) {
animation^ = {
ease = .Cubic_Out,
@ -99,39 +101,44 @@ animation_init :: proc(animation: ^Animation, matrices: []f32) {
}
}
animation_play :: proc(animation: ^Animation) {
}
animation_reset :: proc(animation: ^Animation) {
animation.matrix_index = 0.0
}
animation_pause :: proc(animation: ^Animation) {
animation_update :: proc(animation: ^Animation, speed: f32) {
animation.matrix_index = min(animation.matrix_index + speed, f32(animation.matrix_count))
}
animation_update :: proc(animation: ^Animation, matrices: []mat3) {
animation_is_finished :: proc(animation: Animation) -> bool {
return animation.matrix_index == f32(animation.matrix_count)
}
animation_draw :: proc(animation: Animation) {
animation_draw :: proc(animation: Animation, global_transform: mat3) {
switch animation.type {
case .Rectangle:
shape := animation.shapes.rectangle
transformation := linalg.identity(mat3)
transform := linalg.identity(mat3)
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)
draw_animation_rectangle_corners(rectangle_corners_transform_mat3(next, global_transform), ANIMATION_COLOR_ORIGIN)
matrices := slice.reinterpret([]mat3, animation.matrices)
for m, i in matrices {
progress := f32(i + 1) / f32(len(animation.matrices))
transformation *= m
for i in 0..<animation.matrix_count {
animation_progress := f32(i + 1) / f32(animation.matrix_count)
transform *= matrices[i]
previous = next
next := rectangle_corners_transform_mat3(previous, transformation)
draw_animation_rectangle_corners(next, cast(rl.Color)linalg.lerp(color_origin, color_end, progress))
next := rectangle_corners_transform_mat3(previous, transform)
color_next := linalg.lerp(color_origin, color_end, animation_progress)
draw_animation_rectangle_corners(rectangle_corners_transform_mat3(next, global_transform), cast(rl.Color)color_next)
if f32(i) == math.floor(animation.matrix_index) {
color_previous := linalg.lerp(color_origin, color_end, animation_progress)
progress := ease.ease(animation.ease, fract(animation.matrix_index))
color := linalg.lerp(color_previous, color_next, progress)
corners := rectangle_corners_lerp(previous, next, progress)
draw_animation_rectangle_corners(corners, cast(rl.Color)color)
}
}
}
}
@ -143,7 +150,3 @@ animation_set_playback_speed :: proc(animation: ^Animation) {
animation_set_type :: proc(animation: ^Animation, type: AnimationType) {
animation.type = type
}
animation_is_finished :: proc() -> bool {
return false
}

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@ -9,15 +9,19 @@ Grid :: struct {
world_position, world_size, offset: v2,
}
draw_grid :: proc(grid: Grid, text_draw, text_clip: rect2) {
zoom_amount := grid_get_zoom_amount(grid.zoom)
world_to_grid_matrix := (
grid_world_to_grid_matrix :: proc(zoom, offset: v2) -> mat3 {
zoom_amount := linalg.pow(v2{2.0, 2.0}, zoom) - 1.0
return (
mat3 {
1, 0, 0,
0, 1, 0,
grid.offset.x, grid.offset.y, 1,
offset.x, offset.y, 1,
} *
linalg.matrix3_scale(v3{**zoom_amount, 1.0}))
}
draw_grid :: proc(grid: Grid, text_draw, text_clip: rect2) {
world_to_grid_matrix := grid_world_to_grid_matrix(grid.zoom, grid.offset)
grid_to_world_matrix := linalg.inverse(world_to_grid_matrix)
grid_world_br := grid.world_position + grid.world_size
grid_color := rl.Color{64, 64, 64, 255}

View file

@ -5,8 +5,6 @@ import ui "libraries/snths_ui"
import "core:mem"
import "core:fmt"
import "core:math/linalg"
import "core:math/ease"
import "core:math"
import "core:strings"
import "core:os"
@ -176,6 +174,12 @@ ProgramData_DialogState :: struct {
input_text_buffers: [DIALOG_STATE_TEXT_INPUT_FIELD_SIZE][DIALOG_STATE_TEXT_INPUT_FIELD_COUNT]byte,
}
ProgramAnimationState :: enum {
Ready,
Playing,
Paused,
}
Program :: struct {
ui_context: ui.Context,
ui_element_focus: ui.ElementId,
@ -198,6 +202,8 @@ Program :: struct {
dialog_type: ProgramDialogType,
dialog_data: ProgramData_DialogState,
animation: Animation,
animation_state: ProgramAnimationState,
animation_speed: f32,
}
float_slice_get_mat3 :: proc(floats: []f32, index: int) -> ^mat3 {
@ -236,7 +242,7 @@ program_load_project :: proc(program: ^Program, path: string) -> ProjectReadErro
for val, i in program.matrix_float_pool[:program.matrix_count * 9] {
fmt.bprint(program.matrix_value_string_pool[i][:], val)
}
animation_update(&program.animation, (cast([^]mat3)(raw_data(program.matrix_float_pool)))[:program.matrix_count])
program.animation.matrix_count = program.matrix_count
return nil
}
@ -284,17 +290,16 @@ program_get_master_matrix :: proc() -> mat3 {
return master_matrix
}
program_set_transformation_state :: proc(state: AnimationState) {
if program.animation.state == state do return
previous_state := program.animation.state
program.animation.state = state
switch program.animation.state {
program_set_animation_state :: proc(state: ProgramAnimationState) {
if program.animation_state == state do return
previous_state := program.animation_state
program.animation_state = state
switch program.animation_state {
case .Ready:
animation_reset(&program.animation)
case .Playing:
case .Paused:
case .Finished:
}
}
@ -376,7 +381,7 @@ program_update :: proc() {
}
case .LoadProject:
}
animation_update(&program.animation, (cast([^]mat3)(raw_data(program.matrix_float_pool)))[:program.matrix_count])
program.animation.matrix_count = program.matrix_count
program.state = .Normal
}
}
@ -386,7 +391,8 @@ program_update :: proc() {
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))
animation_draw(program.animation)
animation_update(&program.animation, 0.01)
animation_draw(program.animation, linalg.inverse(grid_world_to_grid_matrix(program.grid.zoom, program.grid.offset)))
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)
@ -528,8 +534,8 @@ program_build_workspace_ui :: proc(ctx: ^ui.Context) ->
play_button_label: cstring
button_data = new(UiElementData_Button, context.temp_allocator)
switch program.animation.state {
case .Ready, .Finished:
switch program.animation_state {
case .Ready:
button_config.label = RAYGUI_ICON_PLAY
button_data^ = {type = .StartTransformation}
case .Paused:
@ -566,10 +572,6 @@ program_build_workspace_ui :: proc(ctx: ^ui.Context) ->
return
}
grid_get_zoom_amount :: proc(zoom: v2) -> v2 {
return linalg.pow(v2{2.0, 2.0}, zoom) - 1.0
}
program_handle_mouse_workspace :: proc(mouse_state: MouseState, top_bar_container, matrix_container: ^ui.Element) -> MouseState {
mouse := rl.GetMousePosition()
mouse_wheel := rl.GetMouseWheelMoveV()
@ -675,13 +677,16 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u
program.state = .Normal
case .StartTransformation:
if program.matrix_count > 0 {
program.animation.state = .Playing
program.animation_state = .Playing
animation_reset(&program.animation)
}
case .PauseTransformation:
program.animation.state = .Paused
program.animation_state = .Paused
case .ResumeTransformation:
program.animation.state = .Playing
if animation_is_finished(program.animation) {
animation_reset(&program.animation)
}
program.animation_state = .Playing
case .ResetTransformation:
animation_reset(&program.animation)
case .SaveProjectConfirm:
@ -711,7 +716,7 @@ 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)
}
if data.type in UiButtonRecalculateFinishGroup {
animation_update(&program.animation, (cast([^]mat3)(raw_data(program.matrix_float_pool)))[:program.matrix_count])
program.animation.matrix_count = program.matrix_count
}
}
case .Slider:
@ -724,7 +729,7 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u
focus_element_id = element.id
}
if value_previous != data.value^ && .UpdateMatrix in data.tag {
animation_update(&program.animation, (cast([^]mat3)(raw_data(program.matrix_float_pool)))[:program.matrix_count])
program.animation.matrix_count = program.matrix_count
}
case .InputText:
data := cast(^UiElementData_TextInput)element.data