diff options
Diffstat (limited to 'src/include/all.h')
-rw-r--r-- | src/include/all.h | 612 |
1 files changed, 612 insertions, 0 deletions
diff --git a/src/include/all.h b/src/include/all.h new file mode 100644 index 0000000..8bafd30 --- /dev/null +++ b/src/include/all.h @@ -0,0 +1,612 @@ +// TODO(fox);: Incorporate sorting for non-continuous shapes. +static uint32 +Bezier_Shape_Sort(memory *Memory, shape_layer *Shape, bezier_point *PointData, + project_state *State, layer_transforms T, int Width, int Height, + int CompWidth, int CompHeight, bool32 Interact); + +static bezier_point * +Bezier_LookupAddress(memory *Memory, uint16 *Block_Bezier_Index, uint16 Index, bool32 AssertExists = 1); + +static bezier_point * +Bezier_LookupAddress(memory *Memory, property_channel *Property, uint16 Index, bool32 AssertExists = 1); + +static void +Bezier_Interact_Evaluate(project_state *State, bezier_point *PointAddress, v2 *Pos, real32 GraphZoomHeight = 1, real32 Y_Increment = 1); + +static void +Bezier_Add(memory *Memory, memory_table_list TableName, uint16 *Block_Bezier_Index, uint16 *Block_Bezier_Count, + uint16 *PointCount, bezier_point PointData); + +static void +Bezier_Add(memory *Memory, memory_table_list TableName, property_channel *Property, bezier_point PointData, uint16 *ArrayLocation); + +// return all points +static void Bezier_CubicCalcPointsCasteljauStep(void *Data, uint32 Size, uint32 *Increment, real32 x1, real32 y1, real32 x2, real32 y2, real32 x3, real32 y3, real32 x4, real32 y4, real32 tess_tol, int level); + +void * Bezier_CubicCalcPoints(v2 p1, v2 p2, v2 p3, v2 p4, void *Data, uint32 Size); + +v2 Bezier_LineDist(v2 a, v2 b, v2 p); + +v2 Bezier_LineClosestPoint(v2 a, v2 b, v2 p); + +// The ratio here is just the dot product divided by the squared length. +v2 Bezier_LineClosestPointR(v2 a, v2 b, v2 p, real32 *ratio); + +static void Bezier_CubicBoxCasteljauStep(v2 Min, v2 Max, v2 *p_closest, v2 *p_last, real32 *p_closest_dist2, + real32 x1, real32 y1, real32 x2, real32 y2, real32 x3, real32 y3, real32 x4, real32 y4, real32 tess_tol, int level); + +static void +Bezier_BoxTest(v2 p1, v2 p2, v2 p3, v2 p4, v2 Min, v2 Max, v2 *p_closest); + +real32 Bezier_CubicRatioOfPoint(v2 p1, v2 p2, v2 p3, v2 p4, v2 p); + +// finds the min/max bounds of the curve +static void Bezier_CubicMinMaxCasteljauStep(v2 *p_min, v2 *p_max, real32 x1, real32 y1, real32 x2, real32 y2, real32 x3, real32 y3, real32 x4, real32 y4, real32 tess_tol, int level); + +real32 Bezier_CubicRatioOfPoint(v2 p1, v2 p2, v2 p3, v2 p4, v2 p); + +static bool32 +File_Open(project_data *File, project_state *State, memory *Memory, char *Filename); + +static bool32 +IO_Save(project_data *File, project_state *State, memory *Memory, char *Filename); + +static void +File_SaveAs(project_data *File, project_state *State, memory *Memory, char *Filename); + +static void +Playhead_Increment(int32 *Frame_Current, int32 Frame_Start, int32 Frame_End, int32 Increment); + +static uint16 +Source_Generate_Blank(project_data *File, project_state *State, memory *Memory, uint16 Width, uint16 Height, uint16 BytesPerPixel); + +static void +Source_Delete(project_data *File, memory *Memory, uint32 Index); + +static int16 +Source_Generate(project_data *File, project_state *State, memory *Memory, void *TempString); + + +static void +Property_AddKeyframe(memory *Memory, memory_table_list TableName, property_channel *Property, int Frame, uint16 *ArrayLocation); + +static block_composition * +Precomp_Init(project_data *File, memory *Memory); + +static uint32 +Effect_Init(project_state *State, memory *Memory, uint32 EffectEntryIndex, int EffectCount); + +static void +Effect_Add(project_data *File, project_state *State, memory *Memory, uint32 EffectEntryIndex); + +void Source_DeselectAll(project_data *File, memory *Memory); + +// NOTE(fox);: This won't work with precomps! + +void Clipboard_Paste(project_data *File, project_state *State, memory *Memory, sorted_comp_array *SortedCompStart, sorted_layer_array *SortedLayerStart, uint16 *SortedKeyframeArray); + +void Clipboard_Store(project_data *File, project_state *State, memory *Memory, sorted_comp_array *SortedCompStart, sorted_layer_array *SortedLayerStart, sorted_property_array *SortedPropertyStart, uint16 *SortedKeyframeArray); + +void Property_MinMax_X(memory *Memory, project_state *State, property_channel *Property, + uint16 *ArrayLocation, real32 *Min, real32 *Max); +void Property_MinMax_Y(memory *Memory, project_state *State, property_channel *Property, + sorted_property_array *PropertyStart, real32 *Min, real32 *Max, bool32 Evaluate = 1); + +inline property_channel * +Effect_Property(memory *Memory, block_effect *Effect, int Offset); + +inline v2 Effect_V2(memory *Memory, block_effect *Effect, int Offset); + +// TODO(fox);: Merge with other sorting code. +void Effect_Curves_Sort(memory *Memory, block_effect *Effect, uint16 *SortedPointStart, uint16 Which); + +static void +Interact_Evaluate_Layer(memory *Memory, project_state *State, uint16 Layer_Index_Physical, sorted_comp_array SortedCompStart, sorted_layer_array *SortedLayerStart, + int32 *Frame_Start, int32 *Frame_End, int *Frame_Offset); + +void File_DeselectAllKeyframes(project_data *File, project_state *State, memory *Memory, + sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, + sorted_property_array *SortedPropertyStart, uint16 *SortedKeyframeArray); + + +static void +Project_Layer_Delete(project_data *File, project_state *State, memory *Memory); + +static bool32 +Property_IsGraphSelected(memory *Memory, property_channel *Property, uint16 *ArrayLocation); + +static void +Project_Layer_Duplicate(project_data *File, project_state *State, memory *Memory, + sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, v2 Offset, bool32 FakeOnly); + +static void +Project_ShapeLayer_New(project_data *File, project_state *State, memory *Memory); + +static void +Project_PaintLayer_New(project_data *File, project_state *State, memory *Memory); + +void Source_UICreateButton(project_data *File, project_state *State, memory *Memory); + +void Precomp_UIDuplicate(project_data *File, project_state *State, memory *Memory, uint16 CompIndex, + sorted_comp_array SortedCompStart, sorted_layer_array *SortedLayerStart); + +void Precomp_UIDelete(project_data *File, project_state *State, memory *Memory, uint16 CompIndex, + sorted_comp_array SortedCompStart, sorted_layer_array *SortedLayerStart); + +void Precomp_UICreateButton(project_data *File, project_state *State, memory *Memory, uint16 CompIndex, + sorted_comp_array SortedCompStart, sorted_layer_array *SortedLayerStart); + +// TODO(fox);: Make separate full-size bitmap that gets scaled on the GPU instead of this +static void +State_BindBrushTexture(memory *Memory, brush_state *Brush, uint32 BytesPerPixel); + +static void +Brush_CalcBitmapAlphaFromSize(memory *Memory, brush_state *Brush, uint32 BytesPerPixel); + +// Imported bitmaps are stored in linear, and all ops are also done in linear. +static void +Bitmap_SRGBToLinear(void *Buffer, uint16 Width, uint16 Height, uint16 BytesPerPixel, bool32 ToLinear); + +static void +Brush_Info(brush_info *B, brush_state *Brush, block_source *Source, void *SourceBuffer, v2 LayerPos, v4 Color); + +void Bitmap_SwapData(uint8 *Address_0, uint8 *Address_1, uint64 Size, uint16 BytesPerPixel); + +static void +PaintTest(brush_info B, void *CacheBuffer, rectangle RenderRegion); + +static void +RenderQueue_AddBrush(project_state *State, v2 LayerPos); + +static void +RenderQueue_AddBlit(project_state *State); + +static void +Effect_GaussianBlur(real32 *Data, int Width, int Height, int BytesPerPixel, void *EffectBitmapAddress, uint16 ShaderProgram); + +static void +Effect_Curves_Init(block_effect *Effect, property_channel *Property); + +static void +Effect_Levels(real32 *Data, int Width, int Height, int BytesPerPixel, void *EffectBitmapAddress, uint16 ShaderProgram); + +static void +Effect_Curves(real32 *Data, int Width, int Height, int BytesPerPixel, void *EffectBitmapAddress, uint16 ShaderProgram); + +static void +Effect_EndEntry(project_state *State); + +static void +Effect_AddProperty_Real(project_state *State, char *Name, real32 DefaultValue, real32 MinVal = -999999, real32 MaxVal = 999999, property_display_type DisplayType = property_display_type_standard); + +static void +Effect_AddProperty_Col(project_state *State, char *Name, v4 DefaultValue); + +static void +Effect_AddProperty_Blendmode(project_state *State, char *Name, blend_mode DefaultValue); + +static header_effect* +Effect_EntryFromID(project_state *State, char *ID); + +static void +Effect_InitEntries(project_state *State); + +void Effect_GL_DrawColor(int Width, int Height, int BytesPerPixel, void *EffectBitmapAddress, + uint16 ShaderProgram, v4 Color); + +void Effect_GL_GaussianBlur(int Width, int Height, int BytesPerPixel, void *EffectBitmapAddress, + uint16 ShaderProgram, real32 Radius); + +void Effect_GL_Levels(int Width, int Height, int BytesPerPixel, void *EffectBitmapAddress, + uint16 ShaderProgram, real32 Min, real32 Mid, real32 Max, v4 ColMin, v4 ColMid, v4 ColMax); +static void +CurvesSolver(real32 *LUT, v2 Point_P1, v2 Point_P2, v2 m1, v2 m2, int i); + +static void +Effect_Software_Curves(int Width, int Height, int BytesPerPixel, void *EffectBitmapAddress, v2 *PointData, real32 PointCount, v4 PointCount_Col); + +bool32 AV_TryFrame(av_info *AV, AVCodecContext *CodecContext, int32 *err, bool32 *EndOfFile, int StreamIndex = -1); + +// Widgets not involving drawing UI. + +static v2 ImGui_ScreenPointToCompUV(ImVec2 ViewportMin, ImVec2 CompPos, ImVec2 CompZoom, ImVec2 MousePos); +static void ImGui_WarpMouseFinish(project_state *State, ImVec2 MousePos); +static ImVec2 ImGui_Brush_CalcMousePos(project_state *State, ImGuiIO &io, ImVec2 MouseDelta, int32 i, real32 DeltaDistance, real32 DeltaSlope); +static bool32 ImGui_TestBoxSelection_Point(ImVec2 Pos, ImGuiIO &io, bool32 *Test); + +static void +Layer_TestBoxSelect(memory *Memory, project_state *State, ui *UI, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, + uint16 PrincipalIndex, v2 MinPos, v2 MaxPos); + +void AV_IsFileSupported(char *filename, bool32 *IsVideo, bool32 *HasAudio); + +void AV_Dealloc(av_info *AV); + +void AV_InitStream(av_stream_info *Stream); + +// The duration isn't always reported in AVStream, but seeking towards the end +// and advancing until we hit EOF seems to be accurate. +void AV_GetDuration(av_info *AV, av_stream_info *Stream, uint64 *Duration, real32 *SecondCount); + + +void AV_Init(block_source *Source, av_info *AV, memory *Memory); + +uint32 AV_AudioTest(av_info *AV, void *Data, uint32 Size, real32 FPS, int32 InitialFrameToSeek); + +void AV_SeekAudio(av_info *AV, real32 FPS, int32 FrameToSeek); + + +void AV_LoadVideoFrame(memory *Memory, block_source *Source, av_info *AV, int32 FrameToSeek, void *Buffer); + +void +GL_GenAndBindTexture(GLuint *GLTexture, int Width, int Height, int BytesPerPixel, void *BufferAddress); + +static void +GL_BindDefaultVertexArrays(); + +void +GL_InitHWBuffer(gl_effect_layer *Test); + +void +GL_DeleteHWBuffer(gl_effect_layer *Test); + +void +GL_UpdateTexture(gl_effect_layer *Test, void *Data, uint16 Width, uint16 Height, uint16 BytesPerPixel, bool32 Multisample); + +static uint16 +Effect_GL_InitShader(const char *FragmentShaderEffectSource); + +static void +ImGui_WarpMouse(project_state *State, ImVec2 MousePos, ImVec2 Min, ImVec2 Max, int Direction = 3); + +static bool32 +ImGui_TestBoxSelection_Point(ImVec2 Pos, ImGuiIO &io, bool32 *Test); + +static void +ImGui_ColorPanel(project_data *File, project_state *State, ui *UI, memory *Memory, ImGuiIO io); + +static void +ImGui_KeybindUI(project_data *File, project_state *State, ui *UI, memory *Memory, ImGuiIO io); + +static void +ImGui_Popups(project_data *File, project_state *State, ui *UI, memory *Memory, ImGuiIO io); + +static void +ImGui_ProcessInputs(project_data *File, project_state *State, ui *UI, memory *Memory, ImGuiIO io, sorted_file Sorted); + +static void +ImGui_Menu(project_data *File, project_state *State, ui *UI, memory *Memory, ImGuiIO io); + +static void +ImGui_EffectsPanel(project_data *File, project_state *State, memory *Memory, ui *UI, ImGuiIO io); + +static void +ImGui_DebugRenderQueue(project_state *State); + +static void +ImGui_DebugUndoTree(memory *Memory, project_state *State); + +static void +ImGui_Properties_Slider(project_state *State, memory *Memory, property_channel *Property, ImGuiIO &io, ImVec2 WindowMinAbs, ImVec2 WindowMaxAbs, memory_table_list Table); + + +static void +ImGui_Properties_CurvesUI(project_state *State, memory *Memory, ImGuiIO io, block_effect *Effect, property_channel *PropertyStart, uint16 *SortedPointStart); + +static void +ImGui_SD_Prompt(project_data *File, project_state *State, ui *UI, memory *Memory, ImGuiIO io, + sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray); + +static void +ImGui_Timeline_HorizontalIncrementDraw(project_state *State, ui *UI, ImDrawList *draw_list, ImVec2 TimelineSizeWithBorder, ImVec2 TimelineAbsolutePos, block_composition MainComp, + ImVec2 TimelineZoomSize, ImVec2 TimelineMoveSize); + +static void +ImGui_Timeline(project_data *File, project_state *State, memory *Memory, ui *UI, ImGuiIO io, + sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, sorted_property_array *SortedPropertyStart, uint16 *SortedKeyframeArray); + +static void +ImGui_Viewport_ShapeUI(project_state *State, memory *Memory, ui *UI, ImGuiIO &io, block_layer *Layer, int Width, int Height, shape_layer *Shape, block_composition *MainComp, ImDrawList *draw_list); + + +static void +ImGui_Viewport_BrushUI(project_state *State, memory *Memory, ImVec2 ViewportMin, ImVec2 ViewportMax, ImVec2 CompZoom, ImGuiIO io, uint16 Width, uint16 Height); + +static void +ImGui_Viewport_TransformUI(project_data *File, project_state *State, memory *Memory, ui *UI, ImGuiIO &io, ImDrawList *draw_list, + interact_transform *Interact, ImVec2 ViewportMin, uint32 CompWidth, uint32 CompHeight, uint16 *SortedKeyframeArray); + +static void +ImGui_Viewport_SelectedLayerUI(project_state *State, memory *Memory, ui *UI, ImGuiIO &io, ImDrawList *draw_list, block_composition *MainComp, uint32 CompIndex, block_layer *ParentLayer[4], uint32 Recursions, + sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray); + +static void +ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory, ImGuiIO io, GLuint textureID, + sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, sorted_property_array *SortedPropertyStart, uint16 *SortedKeyframeArray); + +static void +IO_ReadFromStream(void *Address, uint64 SizeToRead, SDL_RWops *File); + +// lots of cleanup... +static void +Layer_Delete(project_data *File, project_state *State, memory *Memory, uint32 Index); + +static int +Layer_GetTopOffset(project_data *File, memory *Memory); + +static void +Layer_ToggleChannel(project_data *File, memory *Memory, int32 a); + +static void +Layer_Select(memory *Memory, project_state *State, int32 i); + +static void +Layer_Select_RecurseUp(memory *Memory, project_state *State, int32 i, int16 RecursionIdx[MAX_PRECOMP_RECURSIONS], uint32 Recursions); + +static void +Layer_Select_Traverse(uint16 PrincipalCompIndex, memory *Memory, project_state *State, int32 IndexToFind, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, + int16 RecursionIdx[MAX_PRECOMP_RECURSIONS], int32 *Recursions); + +static void +Layer_GetDimensions(memory *Memory, block_layer *Layer, int *Width, int *Height); + +static v2 +Layer_TraverseForPoint(project_data *File, project_state *State, memory *Memory, v2 PrincipalCompUV, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray); + +// TODO(fox);: Precomps? +static int32 +Layer_TestSelection(memory *Memory, project_state *State, ui *UI, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 PrincipalIndex); + +static bool32 +Shape_TestBoxSelect(v2 Min, v2 Max, bezier_point *BezierPointData, uint32 BezierCount); + +static bool32 +Transform_TestBox(block_layer *Layer, uint32 Width, uint32 Height, v2 Min, v2 Max); + +static void +Interact_Transform_Begin(project_data *File, memory *Memory, project_state *State, ImVec2 OGPos, + sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray); + +static void +Layer_RecursiveDeselect(memory *Memory, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 TargetIndex, uint16 PrincipalIndex); + +static void +Main_InputTest(project_data *File, project_state *State, memory *Memory, sorted_file Sorted, ui *UI, SDL_Window *window, GLuint textureID); + +static void +Render_Main(project_data *File, project_state *State, memory *Memory, sorted_file Sorted, ui *UI, SDL_Window *window, GLuint textureID, + void *Data, void *OutputBuffer, render_type RenderType, rectangle RenderRegion); + +static void +Layer_UpdateAllKeyframes(project_data *File, project_state *State, memory *Memory, block_layer *Layer, uint16 Index_Physical, + sorted_property_array *SortedProperty, uint16 *SortedKeyframe, uint16 Frame_Current); + +static av_info * +AV_Retrieve(project_state *State, memory *Memory, uint32 SourceIndex); + +struct gl_data; +struct gl_viewport_data; + +static void +GL_Test(const ImDrawList* parent_list, const ImDrawCmd* cmd); + +static void +Render_Paint(project_data *File, project_state *State, memory *Memory, sorted_file Sorted, ui *UI, SDL_Window *window, GLuint textureID, ImGuiIO io, v2 LayerPos); + +static void +Render_Blit(project_data *File, project_state *State, memory *Memory, sorted_file Sorted, ui *UI, SDL_Window *window, GLuint textureID, ImGuiIO io, v2 LayerPos); + +static void +Main_Renderer(project_data *File, project_state *State, memory *Memory, sorted_file Sorted, ui *UI, SDL_Window *window, GLuint textureID, ImGuiIO io); + +static uint32 +Memory_Block_AllocateNew(memory *Memory, memory_table_list TableName); + +static void * +Memory_Block_AddressAtIndex(memory *Memory, memory_table_list TableName, uint32 Index, bool32 AssertExists = 1); + +static uint16 +Memory_Block_LazyIndexAtAddress(memory *Memory, memory_table_list TableName, void *Address); + + +static void * +Memory_Block_AllocateAddress(memory *Memory, memory_table_list TableName); + +// IMPORTANT(fox);: All block data structs have to start with a uint8 Occupied variable! +static bool32 +Block_Loop(memory *Memory, memory_table_list TableName, uint32 TotalCount, int *HasIncremented, int *CurrentCount, int *Index); + +static bool32 +Block_Loop(memory *Memory, property_channel *Property, uint32 TotalCount, int *HasIncremented, int *CurrentCount, int *Index); + +static uint32 +Memory_Block_PrincipalBitmap_AllocateNew(project_data *File, project_state *State, memory *Memory); + +static uint32 +Memory_Block_Bitmap_AllocateNew(project_state *State, memory *Memory, cache_entry Entry, uint64 NewSize); +static void +Memory_Cache_Purge(project_data *File, project_state *State, memory *Memory, int32 SingleFrame = -1); + +static cache_entry * +Memory_Cache_Search(project_state *State, memory *Memory, cache_entry_type Type, uint32 TypeInfo, uint32 TypeInfo_Sub); + +static void * +Memory_Block_Bitmap_AddressAtIndex(memory *Memory, uint32 Index); + +static void * +Memory_AddressAtOffset(memory *Memory, memory_table_list TableName, uint64 Offset); + +void Memory_Copy(uint8 *Address_Write, uint8 *Address_Read, uint64 Size); + +void Memory_Fill(uint8 *Address_Write, uint8 *Address_Read, uint64 WriteSize, uint64 ReadSize); + +void Arbitrary_Zero(uint8 *Address_Write, uint64 Size); + +void Arbitrary_SwapData(memory *Memory, uint8 *Address_0, uint8 *Address_1, uint64 Size); + + +static void +Arbitrary_ShiftData(uint8 *Address_Start, uint8 *Address_End, uint64 ShiftAmount, int32 Direction); + +static uint64 +Data_Compress(memory *Memory, void *DataSource, uint64 DataSize, void *DataBuffer, uint64 DataBufferSize, int CompressionLevel); + +static void +Data_Decompress(memory *Memory, void *CompressedLocation, uint64 CompressedSize, void *BitmapLocation, uint64 ExpectedSize); + +static real32 * +NVG_Point(real32 *StrokeData, real32 x, real32 y, real32 u, real32 v); + +static void NVG_ChooseBevel(int bevel, nvg_point *p0, nvg_point *p1, float w, + float* x0, float* y0, float* x1, float* y1); + +static real32 * NVG_RoundCap(nvg_point * Point, real32 *StrokeData, + float dx, float dy, float w, int ncap, + float u0, float u1, int Mode); + +static real32 * NVG_ButtCap(nvg_point *Point, real32 *StrokeData, + float dx, float dy, float w, float d, + float u0, float u1, int Mode); + +static void +NVG_ExpandFill(void *Memory, int NumberOfVerts, nvg_point *PointData, real32 *FillData); + +static v2 +T_CompUVToLayerUV(layer_transforms T, uint32 FileWidth, uint32 FileHeight, uint32 SourceWidth, uint32 SourceHeight, v2 CompUV); + +static v2 +T_CompPosToLayerPos(layer_transforms T, uint32 FileWidth, uint32 FileHeight, uint32 SourceWidth, uint32 SourceHeight, real32 X, real32 Y); + +static void +Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDrawList *draw_list, + sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, + sorted_property_array *SortedPropertyStart, uint16 *SortedKeyframeArray, uint32 CompIndex, int32 Frame_Current); + +static v2 +Transform_ScreenSpaceToLocal(layer_transforms T, uint32 FileWidth, uint32 FileHeight, uint32 SourceWidth, uint32 SourceHeight, + ImVec2 CompPos, ImVec2 CompZoom, ImVec2 ViewportMin, ImVec2 Point); + +// Transform given data based on state's Interact data. +static void +Transform_ApplyInteractive(interact_transform Interact, real32 *OutputX, real32 *OutputY, real32 *OutputRotation, real32 *OutputScale); + +static void +Transform_IterateOuterBounds(block_layer *Layer, uint32 Width, uint32 Height, real32 *MinX, real32 *MinY, real32 *MaxX, real32 *MaxY); +static void +Transform_Recurse(project_state *State, memory *Memory, block_composition *MainComp, uint32 CompIndex, block_layer *ParentLayer[4], uint32 Recursions, + sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, + real32 *MinX, real32 *MinY, real32 *MaxX, real32 *MaxY); + + +static v2 +TransformPoint(layer_transforms T, real32 Width, real32 Height, v2 Point); + +static layer_transforms +Transform_Inverse(layer_transforms T); + +static ImVec2 +Layer_LocalToScreenSpace(project_state *State, memory *Memory, block_layer *Layer, ui *UI, uint32 PrincipalCompIndex, v2 Point); + +static void +Renderer_Start(void *Data, void *OutputBuffer, render_type RenderType, rectangle RenderRegion); + +static void +Renderer_Check(bool32 *Test, render_type RenderType); + +static void +Fallback_RenderLayer(transform_info T, void *OutputBuffer, rectangle RenderRegion); + +inline uint16 * +Property_GetSortedArray(uint16 *SortedKeyframeArray, int i, int h); + +static sorted_layer_array * +Sorted_GetLayerStart(sorted_layer_array *LayerArrayStart, sorted_comp_array *SortedCompStart, uint32 TargetComp); + +static void +Layer_Sort_CheckPrev(memory *Memory, int i, int Direction, sorted_layer_array *SortedLayerStart, sorted_comp_array SortedCompStart, int *EntriesPassed, sorted_layer_array *LayerEntry, bool32 AltMethod); + +void LayerProperty_SortAll(project_data *File, project_state *State, memory *Memory, sorted_layer_array *LayerArrayStart, + sorted_comp_array *CompStart, sorted_property_array *SortedPropertyStart, uint16 *SortedKeyframeArray, + uint32 CompCount); + +static void +TempSource_SortAll(project_data *File, project_state *State, memory *Memory, uint16 *SourceArrayStart, uint16 *TempSourceCount); + + +static sorted_file +File_Sort_Push(project_data *File, project_state *State, memory *Memory); + +static void +File_Sort_Pop(memory *Memory, uint64 Layer_SortSize, uint64 Property_SortSize, uint64 Source_SortSize); + +#if STABLE +struct curl_data; + +static size_t dumbcurlcallback(void *data, size_t size, size_t nmemb, void *userp); + +static void +SD_JSONToSource(project_data *File, project_state *State, memory *Memory, void *JSONResponse, int Height, int Width); + +static void +SD_ParseProgress(project_state *State, char *JSONInfo); + +static void +SD_AssembleJSON(sd_state *SD, char *JSONPayload, void *Base64Bitmap = NULL); + +struct curl_state; + +static void +Curl_Free(curl_state *Handle); + +static void +Curl_StopAll(project_state *State, curl_state *ProgHandle, curl_state *MainHandle); + +static int +Curl_Check(curl_state *Handle); + +static void +Curl_Prog_Init(curl_state *C, void *OutputData); + +static void +Curl_Main(project_data *File, project_state *State, memory *Memory, curl_state *MainHandle, curl_state *ProgHandle); +#endif + +static void +CopyStrings(void *Dest, void *Data); + +static uint16 +String_AddToFile(memory *Memory, char *Char); + +static bool32 +String_Compare(char *String1, char *String2, uint32 Length); + +static uint32 +String_Length(char *Char); + +static void +String_Copy(char *String1, char *String2, uint32 Length); + +static void +String_Append(char *String1, char *String2, uint32 Length); + +static void +String_PathToLayerName(char *Path, char *Dest); + +static int +TestThread(void *ptr); + +static bool32 +Threading_IsActive(render_type RenderType); + +static void +Threading_BitmapOp(void *Data, void *OutputBuffer, render_type RenderType, rectangle InitialRenderRegion); + +static uint64 +History_GetActionSize(history_entry_list *History, int i); + +void History_Entry_Commit(memory *Memory, char *Name); +void History_Entry_End(memory *Memory); +static void History_Action_Shift(memory *Memory, memory_table_list TableName, + void *Address0, void *Address1, uint64 Amount, int16 Direction); +static void History_Action_Block_Swap(memory *Memory, memory_table_list TableName, void *Address_Data); +static void History_Action_Swap(memory *Memory, memory_table_list TableName, uint64 Size, void *Address_Data); |