241 lines
6.3 KiB
C++
241 lines
6.3 KiB
C++
#include "vn_platform.h"
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#include "vn_platform.cpp"
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#define STB_IMAGE_IMPLEMENTATION
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#include "third_party/stb_image.h"
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#if VN_INTERNAL
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struct debug_settings
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{
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b32 RenderUIDebugRects;
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b32 RenderFPSCounter;
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b32 ListHotAndActive;
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b32 ShowWelcomeMessage;
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};
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global debug_settings *DEBUG_DebugSettings = 0;
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#endif
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#include "generated/vn_character.meta.h"
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#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"
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#include "vn_text_op.h"
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#include "vn_ui.h"
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#include "vn_ui_utils.h"
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#include "vn_scene.h"
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#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
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#include "vn_workspace.h"
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#include "vn_debug_info.h"
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global vn_render_commands *GlobalRenderCommands = 0;
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#endif
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#include "generated/vn_character.meta.c"
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#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"
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#include "vn_font.cpp"
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#include "vn_ui.cpp"
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#include "vn_ui_utils.cpp"
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#include "vn_animation_curve.cpp"
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#include "vn_scene.cpp"
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#include "vn_scene_view.cpp"
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#if VN_INTERNAL
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#include "vn_workspace.cpp"
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#include "vn_debug_info.cpp"
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#endif
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struct vn_state
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{
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arena *Arena;
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arena *FrameArena;
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assets Assets;
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glyph_atlas *GlyphAtlas;
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config *Config;
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ui UI;
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animation_curve_state AnimationCurveState;
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b32 EditorMode;
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render_handle BackgroundTexture;
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scene_view SceneView;
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#if VN_INTERNAL
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debug_info *DebugInfo;
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workspace Workspace;
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debug_settings DebugSettings;
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#endif
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};
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VN_UPDATE_AND_RENDER(VN_UpdateAndRender)
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{
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SetThreadContext(ThreadContext);
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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;
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//- sixten: initialize application state
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if(!Memory->State)
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{
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arena *Arena = ArenaAlloc(Kilobytes(24), true);
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State = Memory->State = PushStruct(Arena, vn_state);
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State->Arena = Arena;
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State->FrameArena = ArenaAlloc(Kilobytes(1), true);
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State->GlyphAtlas = CreateGlyphAtlas(RenderCommands);
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State->Config = CreateConfig();
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//- sixten: load assets
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State->Assets.AllocateTexture = RenderCommands->AllocateTexture;
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LoadPermanentAssets(&State->Assets);
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State->BackgroundTexture = TextureFromAssetID(AssetID_DemoBackground);
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//- sixten: setup config binds and load current config
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{
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Config_BindS32(State->Config, StrLit("Platform/RefreshRate"), &Input->RefreshRate, 60);
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#if VN_INTERNAL
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State->DebugInfo = DI_DebugInfoAlloc();
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DEBUG_DebugSettings = &State->DebugSettings;
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Config_BindB32(State->Config, StrLit("Dev/RenderUIDebugRects"), &DEBUG_DebugSettings->RenderUIDebugRects, 0);
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Config_BindB32(State->Config, StrLit("Dev/RenderFPSCounter"), &DEBUG_DebugSettings->RenderFPSCounter, 0);
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Config_BindB32(State->Config, StrLit("Dev/ListHotAndActive"), &DEBUG_DebugSettings->ListHotAndActive, 0);
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Config_BindB32(State->Config, StrLit("Dev/ShowWelcomeMessage"), &DEBUG_DebugSettings->ShowWelcomeMessage, 1);
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#endif
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Config_ReadFile(State->Config, StrLit("config.vn"));
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}
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scene_view *SceneView = &State->SceneView;
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SV_Init(SceneView, State->Arena);
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//- sixten: load startup scene
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temp Scratch = GetScratch();
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string SceneInput = Platform_ReadEntireFile(Scratch.Arena, StrLit("data/scene.vns"));
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compiled_scene Scene = S_ScriptFromText(Scratch.Arena, SceneInput);
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SV_SetCurrentSource(&Scene);
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ReleaseScratch(Scratch);
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SceneView->TestHappy = TextureFromAssetID(AssetID_ArthurHappy);
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SceneView->TestNormal = TextureFromAssetID(AssetID_ArthurNormal);
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SceneView->MonikaLeaning = TextureFromAssetID(AssetID_MonikaLeaning);
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SceneView->BackgroundTexture = State->BackgroundTexture;
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UI_Init(&State->UI);
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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;
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}
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#if VN_INTERNAL
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DI_BeginFrame(State->DebugInfo);
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DEBUG_DebugSettings = &State->DebugSettings;
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#endif
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//- sixten: begin new frame
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ArenaClear(State->FrameArena);
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SetAssets(&State->Assets);
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AC_NewFrame(&State->AnimationCurveState, Input->dtForFrame);
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UI_NewFrame(&State->UI, Input->EventList, Input->MouseP, Input->dtForFrame, State->GlyphAtlas);
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SV_NewFrame(&State->SceneView, Input->EventList, Input->dtForFrame);
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//- sixten: check for toggle between modes
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if(Platform_KeyPress(Input->EventList, Key_Return, PlatformModifier_Ctrl))
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{
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State->EditorMode = !State->EditorMode;
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}
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//- sixten: update the scene
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SV_Update(State->FrameArena);
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//- sixten: build the ui
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UI_BeginBuild(RenderCommands->RenderDim);
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{
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#if VN_INTERNAL
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DI_BuildInfo();
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if(State->EditorMode)
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{
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W_Update(&State->Workspace, RenderCommands, Input, State->GlyphAtlas);
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}
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else
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{
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#endif
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SV_BuildSceneView(Input);
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#if VN_INTERNAL
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}
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#endif
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}
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UI_EndBuild();
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//- sixten: consume all remaining evetns
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for(platform_event *Event = Input->EventList->First;
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Event != 0;
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Event = Event->Next)
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{
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if(Event->Type == PlatformEvent_WindowClose)
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{
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Config_WriteFile(State->Config, StrLit("config.vn"));
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Input->ExitRequested = true;
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}
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Platform_ConsumeEvent(Input->EventList, Event);
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}
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//- sixten: render the frame
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{
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render_group Group = BeginRenderGroup(RenderCommands);
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PushClear(&Group, V3(0.1, 0.1, 0.1));
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UI_RenderFrame(&Group, State->GlyphAtlas);
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#if VN_INTERNAL
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r32 DEBUGDisplayOffsetY = 20;
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if(DEBUG_DebugSettings->ListHotAndActive)
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{
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PushText(&Group, State->GlyphAtlas, Font_Regular, V2(5, RenderCommands->RenderDim.y - DEBUGDisplayOffsetY), 15, Color_Grey,
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PushFormat(State->UI.FrameArena, "Hot: %S:%llu", UI_BoxStringFromKey(UI_HotKey()), UI_HotKey()));
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DEBUGDisplayOffsetY += 20;
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PushText(&Group, State->GlyphAtlas, Font_Regular, V2(5, RenderCommands->RenderDim.y - DEBUGDisplayOffsetY), 15, Color_Grey,
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PushFormat(State->UI.FrameArena, "Active: %S:%llu", UI_BoxStringFromKey(UI_ActiveKey()), UI_ActiveKey()));
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DEBUGDisplayOffsetY += 20;
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}
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if(DEBUG_DebugSettings->RenderFPSCounter)
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{
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PushText(&Group, State->GlyphAtlas, Font_Regular, V2(5, RenderCommands->RenderDim.y - DEBUGDisplayOffsetY), 15, Color_Grey,
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PushFormat(State->UI.FrameArena, "FPS: %.2f", 1.0f/Input->dtForFrame));
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DEBUGDisplayOffsetY += 20;
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}
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#endif
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#if VN_INTERNAL
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DI_EndFrame();
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#endif
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}
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} |