vn/code/vn.cpp

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#include "vn_platform.h"
#include "vn_platform.cpp"
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#define STB_IMAGE_IMPLEMENTATION
#include "third_party/stb_image.h"
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#if VN_INTERNAL
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struct debug_settings
{
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b32 RenderUIDebugRects;
b32 RenderFPSCounter;
b32 ListHotAndActive;
b32 ShowWelcomeMessage;
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};
global debug_settings *DEBUG_DebugSettings = 0;
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#endif
#include "generated/vn_character.meta.h"
#include "vn_asset.h"
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#include "vn_tokenizer.h"
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#include "vn_config.h"
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#include "vn_font.h"
#include "vn_text_op.h"
#include "vn_ui.h"
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#include "vn_ui_utils.h"
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#include "vn_scene.h"
#include "vn_scene_view.h"
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#include "vn_animation_curve.h"
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#include "vn_theme_dark.h"
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#if VN_INTERNAL
#include "vn_workspace.h"
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#include "vn_debug_info.h"
global vn_render_commands *GlobalRenderCommands = 0;
#endif
#include "generated/vn_character.meta.c"
#include "vn_asset.cpp"
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#include "vn_tokenizer.cpp"
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#include "vn_config.cpp"
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#include "vn_render.cpp"
#include "vn_font.cpp"
#include "vn_ui.cpp"
#include "vn_ui_utils.cpp"
#include "vn_animation_curve.cpp"
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#include "vn_scene.cpp"
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#include "vn_scene_view.cpp"
#if VN_INTERNAL
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#include "vn_workspace.cpp"
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#include "vn_debug_info.cpp"
#endif
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struct vn_state
{
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arena *Arena;
arena *FrameArena;
assets Assets;
glyph_atlas *GlyphAtlas;
config *Config;
ui UI;
animation_curve_state AnimationCurveState;
b32 EditorMode;
render_handle BackgroundTexture;
scene_view SceneView;
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#if VN_INTERNAL
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debug_info *DebugInfo;
workspace Workspace;
debug_settings DebugSettings;
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#endif
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};
VN_UPDATE_AND_RENDER(VN_UpdateAndRender)
{
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SetThreadContext(ThreadContext);
Platform = Memory->PlatformAPI;
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#if VN_INTERNAL
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GlobalRenderCommands = RenderCommands;
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#endif
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vn_state *State = Memory->State;
//- sixten: initialize application state
if(!Memory->State)
{
arena *Arena = ArenaAlloc(Kilobytes(24), true);
State = Memory->State = PushStruct(Arena, vn_state);
State->Arena = Arena;
State->FrameArena = ArenaAlloc(Megabytes(1), true);
State->GlyphAtlas = CreateGlyphAtlas(RenderCommands);
State->Config = CreateConfig();
//- sixten: load assets
State->Assets.AllocateTexture = RenderCommands->AllocateTexture;
LoadPermanentAssets(&State->Assets);
State->BackgroundTexture = TextureFromAssetID(AssetID_DemoBackground);
//- sixten: setup config binds and load current config
{
Config_BindS32(State->Config, StrLit("Platform/RefreshRate"), &Input->RefreshRate, 60);
#if VN_INTERNAL
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State->DebugInfo = DI_DebugInfoAlloc();
DEBUG_DebugSettings = &State->DebugSettings;
Config_BindB32(State->Config, StrLit("Dev/RenderUIDebugRects"), &DEBUG_DebugSettings->RenderUIDebugRects, 0);
Config_BindB32(State->Config, StrLit("Dev/RenderFPSCounter"), &DEBUG_DebugSettings->RenderFPSCounter, 0);
Config_BindB32(State->Config, StrLit("Dev/ListHotAndActive"), &DEBUG_DebugSettings->ListHotAndActive, 0);
Config_BindB32(State->Config, StrLit("Dev/ShowWelcomeMessage"), &DEBUG_DebugSettings->ShowWelcomeMessage, 1);
#endif
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Config_ReadFile(State->Config, StrLit("config.vn"));
}
scene_view *SceneView = &State->SceneView;
SV_Init(SceneView, State->Arena);
//- sixten: load startup scene
temp Scratch = GetScratch();
string SceneInput = Platform_ReadEntireFile(Scratch.Arena, StrLit("data/scene.vns"));
compiled_scene Scene = S_ScriptFromText(Scratch.Arena, SceneInput);
SV_SetCurrentSource(&Scene);
ReleaseScratch(Scratch);
SceneView->TestHappy = TextureFromAssetID(AssetID_ArthurHappy);
SceneView->TestNormal = TextureFromAssetID(AssetID_ArthurNormal);
SceneView->MonikaLeaning = TextureFromAssetID(AssetID_MonikaLeaning);
SceneView->BackgroundTexture = State->BackgroundTexture;
UI_Init(&State->UI);
AC_Init(&State->AnimationCurveState);
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#if VN_INTERNAL
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W_Init(&State->Workspace);
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#endif
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return;
}
#if VN_INTERNAL
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DI_BeginFrame(State->DebugInfo);
DEBUG_DebugSettings = &State->DebugSettings;
#endif
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//- sixten: begin new frame
ArenaClear(State->FrameArena);
SetAssets(&State->Assets);
AC_NewFrame(&State->AnimationCurveState, Input->dtForFrame);
UI_NewFrame(&State->UI, Input->EventList, Input->MouseP, Input->dtForFrame, State->GlyphAtlas);
SV_NewFrame(&State->SceneView, Input->EventList, Input->dtForFrame);
//- sixten: check for toggle between modes
if(Platform_KeyPress(Input->EventList, Key_Return, PlatformModifier_Ctrl))
{
State->EditorMode = !State->EditorMode;
}
//- sixten: update the scene
SV_Update(State->FrameArena);
//- sixten: build the ui
UI_BeginBuild(RenderCommands->RenderDim);
{
#if VN_INTERNAL
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DI_BuildInfo();
if(State->EditorMode)
{
W_Update(&State->Workspace, RenderCommands, Input, State->GlyphAtlas);
}
else
{
#endif
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SV_BuildSceneView(Input);
#if VN_INTERNAL
}
#endif
}
UI_EndBuild();
//- sixten: consume all remaining evetns
for(platform_event *Event = Input->EventList->First;
Event != 0;
Event = Event->Next)
{
if(Event->Type == PlatformEvent_WindowClose)
{
Config_WriteFile(State->Config, StrLit("config.vn"));
Input->ExitRequested = true;
}
Platform_ConsumeEvent(Input->EventList, Event);
}
//- sixten: render the frame
{
render_group Group = BeginRenderGroup(RenderCommands);
PushClear(&Group, V3(0.1, 0.1, 0.1));
UI_RenderFrame(&Group, State->GlyphAtlas);
#if VN_INTERNAL
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if(DEBUG_DebugSettings->ListHotAndActive)
{
PushText(&Group, State->GlyphAtlas, Font_Regular, V2(5, RenderCommands->RenderDim.y - 20), 15, Color_Grey,
PushFormat(State->UI.FrameArena, "Hot: %S:%llu", UI_BoxStringFromKey(UI_HotKey()), UI_HotKey()));
PushText(&Group, State->GlyphAtlas, Font_Regular, V2(5, RenderCommands->RenderDim.y - 40), 15, Color_Grey,
PushFormat(State->UI.FrameArena, "Active: %S:%llu", UI_BoxStringFromKey(UI_ActiveKey()), UI_ActiveKey()));
}
#endif
#if VN_INTERNAL
DI_EndFrame();
#endif
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}
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}