Moving matrices up/down
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d3057e99d2
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dd4bbd3030
2 changed files with 43 additions and 3 deletions
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46
program.odin
46
program.odin
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@ -80,6 +80,9 @@ UiButtonRecalculateFinishGroup :: bit_set[UiButtonType]{
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.AddTranslationMatrixConfirm,
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.AddScaleMatrixConfirm,
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.AddRotationMatrixConfirm,
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.MatrixDelete,
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.MatrixMoveUp,
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.MatrixMoveDown,
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}
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UiElementData_Button :: struct {
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@ -722,9 +725,46 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u
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mem.copy(&inputs[data.target_matrix * 9][0], &inputs[data.target_matrix * 9 + 9][0], matrix_inputs_size * amount)
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}
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program.matrix_count = max(program.matrix_count - 1, 0)
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animation_update_last(&program.animation, program_get_master_matrix())
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case .MatrixMoveUp:
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if data.target_matrix <= 0 {
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break;
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}
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floats := program.matrix_float_pool
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inputs := program.matrix_value_string_pool
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floats_values_size := size_of(f32) * 9
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inputs_buffer_size := size_of(InputFloatField) * 9
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floats_moving_matrix := &floats[data.target_matrix * 9]
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inputs_moving_matrix := &inputs[data.target_matrix * 9][0]
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floats_moved_to_matrix := &floats[data.target_matrix * 9 - 9]
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inputs_moved_to_matrix := &inputs[data.target_matrix * 9 - 9][0]
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floats_temp := [9]f32{}
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inputs_temp := [9]InputFloatField{}
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mem.copy(&floats_temp[0], floats_moving_matrix, floats_values_size)
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mem.copy(&inputs_temp[0][0], inputs_moving_matrix, inputs_buffer_size)
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mem.copy(floats_moving_matrix, floats_moved_to_matrix, floats_values_size)
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mem.copy(inputs_moving_matrix, inputs_moved_to_matrix, inputs_buffer_size)
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mem.copy(floats_moved_to_matrix, &floats_temp[0], floats_values_size)
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mem.copy(inputs_moved_to_matrix, &inputs_temp[0][0], inputs_buffer_size)
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case .MatrixMoveDown:
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if data.target_matrix + 1 >= program.matrix_count {
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break;
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}
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floats := program.matrix_float_pool
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inputs := program.matrix_value_string_pool
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floats_values_size := size_of(f32) * 9
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inputs_buffer_size := size_of(InputFloatField) * 9
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floats_moving_matrix := &floats[data.target_matrix * 9]
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inputs_moving_matrix := &inputs[data.target_matrix * 9][0]
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floats_moved_to_matrix := &floats[data.target_matrix * 9 + 9]
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inputs_moved_to_matrix := &inputs[data.target_matrix * 9 + 9][0]
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floats_temp := [9]f32{}
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inputs_temp := [9]InputFloatField{}
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mem.copy(&floats_temp[0], floats_moving_matrix, floats_values_size)
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mem.copy(&inputs_temp[0][0], inputs_moving_matrix, inputs_buffer_size)
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mem.copy(floats_moving_matrix, floats_moved_to_matrix, floats_values_size)
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mem.copy(inputs_moving_matrix, inputs_moved_to_matrix, inputs_buffer_size)
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mem.copy(floats_moved_to_matrix, &floats_temp[0], floats_values_size)
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mem.copy(inputs_moved_to_matrix, &inputs_temp[0][0], inputs_buffer_size)
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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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@ -821,13 +861,13 @@ ui_mat3 :: proc(idx: int, mat: []f32, value_strings: []InputFloatField, dimensio
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button_config.label = RAYGUI_ICON_UP
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button_data = new(UiElementData_Button, allocator)
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button_data^ = {target_matrix = idx}
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button_data^ = {target_matrix = idx, type = .MatrixMoveUp}
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ui.same_line()
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ui.element(.Button, ui.dimensions_pixels(32.0), button_config, button_data)
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button_config.label = RAYGUI_ICON_DOWN
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button_data = new(UiElementData_Button, allocator)
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button_data^ = {target_matrix = idx}
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button_data^ = {target_matrix = idx, type = .MatrixMoveDown}
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ui.same_line()
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ui.element(.Button, ui.dimensions_pixels(32.0), button_config, button_data)
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