diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/createcalls.cpp | 31 | ||||
-rw-r--r-- | src/gl_calls.cpp | 3 | ||||
-rw-r--r-- | src/imgui_ui.cpp | 26 | ||||
-rw-r--r-- | src/imgui_ui_viewport.cpp | 354 | ||||
-rw-r--r-- | src/include/all.h | 8 | ||||
-rw-r--r-- | src/include/main.h | 4 | ||||
-rw-r--r-- | src/layer.cpp | 22 | ||||
-rw-r--r-- | src/main.cpp | 51 | ||||
-rw-r--r-- | src/nanovg.cpp | 25 | ||||
-rw-r--r-- | src/prenderer.cpp | 100 |
10 files changed, 191 insertions, 433 deletions
diff --git a/src/createcalls.cpp b/src/createcalls.cpp index 09bcea5..fc50b6e 100644 --- a/src/createcalls.cpp +++ b/src/createcalls.cpp @@ -35,6 +35,9 @@ File_Open(project_data *File, project_state *State, memory *Memory, char *Filena } } String_Copy(State->Filename, State->DummyName, 512); + + File->UI.Shape = {}; + State->Initializing = 4; Memory->History.NumberOfEntries = 0; Memory->History.EntryPlayhead = 0; @@ -489,7 +492,7 @@ void Slide_Test(project_data *File, project_state *State, memory *Memory, sorted v2 LayerPos = V2(Layer->x.CurrentValue, Layer->y.CurrentValue); int Width, Height; Layer_GetDimensions(Memory, Layer, &Width, &Height); - v2 Difference = V2(abs(CompPos.x - LayerPos.x), abs(CompPos.y - LayerPos.y)); + v2 Difference = V2(fabs(CompPos.x - LayerPos.x), fabs(CompPos.y - LayerPos.y)); printf("Diff: %.1f, %.1f\n", Difference.x, Difference.y); if (Difference.x < Threshold && Difference.y < Threshold) @@ -849,7 +852,7 @@ Project_ShapeLayer_New(project_data *File, project_state *State, memory *Memory) // SortedCompArray, SortedLayerArray, SelectionCount, SelectedLayerIndex, SelectedPrecompIndex) } // Rect mode - if (State->Interact_Modifier == 1) { + if (State->ShapeMode == 0) { v2 *CompPoint = (v2 *)&State->Interact_Offset[0]; for (int i = 0; i < 4; i++) { bezier_point PointData = { 1, { CompPoint[i], V2(0, 0), V2(0, 0) }, interpolation_type_linear, 0 }; @@ -857,7 +860,23 @@ Project_ShapeLayer_New(project_data *File, project_state *State, memory *Memory) CompPoint[i] = {0}; } Shape->IsClosed = true; - State->Interact_Modifier = 0; + } else if (State->ShapeMode == 1) { + v2 Radius = *((v2 *)&State->Interact_Offset + 0); + v2 Center = *((v2 *)&State->Interact_Offset + 1); + real32 cx = Center.x; + real32 cy = Center.y; + real32 rx = Radius.x; + real32 ry = Radius.y; + v2 Points[12] = { V2(cx-rx, cy), V2(0, ry*KAPPA), V2(0, -ry*KAPPA), + V2(cx, cy+ry), V2(+rx*KAPPA, 0), V2(-rx*KAPPA, 0), + V2(cx+rx, cy), V2(0, -ry*KAPPA), V2(0, ry*KAPPA), + V2(cx, cy-ry), V2(-rx*KAPPA, 0), V2(+rx*KAPPA, 0) }; + for (int i = 0; i < 4; i++) { + bezier_point PointData = { 1, { Points[i*3+0], Points[i*3+1], Points[i*3+2] }, interpolation_type_bezier, 0 }; + Bezier_Add(Memory, F_File, Shape->Block_Bezier_Index, &Shape->Block_Bezier_Count, &Shape->Point_Count, PointData); + } + + // Shape->IsClosed = true; } shape_options ShapeOpt = File->UI.ShapeOpt; @@ -866,14 +885,16 @@ Project_ShapeLayer_New(project_data *File, project_state *State, memory *Memory) v2 Min = {}, Max = {}; void *Data = Memory_PushScratch(Memory, sizeof(nvg_point) * 128); layer_transforms T = {}; - NVG_FlattenPath(Memory, Shape, ShapeOpt, (nvg_point *)Data, State, T, 0, 0, 0, 0, 0, &Min, &Max); + bool32 IsConvex = 0; + NVG_FlattenPath(Memory, Shape, ShapeOpt, (nvg_point *)Data, State, T, 0, 0, 0, 0, 0, &Min, &Max, &IsConvex); Memory_PopScratch(Memory, sizeof(nvg_point) * 128); Shape->Width = Max.x - Min.x; Shape->Height = Max.y - Min.y; for (int i = 0; i < Shape->Point_Count; i++) { bezier_point *Point = Bezier_LookupAddress(Memory, Shape->Block_Bezier_Index, i, 1); for (int a = 0; a < 3; a++) { - Point->Pos[a] = (Point->Pos[a] - Min) / V2(Shape->Width, Shape->Height); + v2 Sub = (a == 0) ? Min : V2(0, 0); + Point->Pos[a] = (Point->Pos[a] - Sub) / V2(Shape->Width, Shape->Height); } } diff --git a/src/gl_calls.cpp b/src/gl_calls.cpp index 1203c2f..8d5ef8c 100644 --- a/src/gl_calls.cpp +++ b/src/gl_calls.cpp @@ -358,7 +358,8 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); - glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, 0); + // glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, 0); + glDrawArrays(GL_TRIANGLE_FAN, 0, FillCount); } else { glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); diff --git a/src/imgui_ui.cpp b/src/imgui_ui.cpp index 5d0f65d..5d8b319 100644 --- a/src/imgui_ui.cpp +++ b/src/imgui_ui.cpp @@ -140,6 +140,15 @@ ImGui_ColorPanel(project_data *File, project_state *State, ui *UI, memory *Memor } } + if (State->Tool == tool_rectangle) { + if (ImGui::MenuItem("Rect", NULL, (State->ShapeMode == 0))) { + State->ShapeMode = 0; + } + if (ImGui::MenuItem("Ellipse", NULL, (State->ShapeMode == 1))) { + State->ShapeMode = 1; + } + } + if (State->Tool == tool_brush) { real32 BrushSizeMin = 0; real32 BrushSizeMax = 1024; @@ -449,6 +458,9 @@ ImGui_ProcessInputs(project_data *File, project_state *State, ui *UI, memory *Me State->Interact_Modifier = 0; } } + if (ImGui::IsKeyPressed(ImGuiKey_A)) { + State->Tool = tool_default_pointmove; + } if (ImGui::IsKeyPressed(ImGuiKey_V)) { State->Tool = tool_default; } @@ -518,9 +530,17 @@ ImGui_ProcessInputs(project_data *File, project_state *State, ui *UI, memory *Me } } } else if (State->FocusedWindow == focus_viewport) { - if (ImGui::IsKeyPressed(ImGuiKey_T)) { - Interact_Transform_Begin(File, Memory, State, io.MousePos, Sorted.CompArray, Sorted.LayerArray); - State->Tool = tool_default; + if (ImGui::IsKeyPressed(ImGuiKey_S)) { + State->Interact_Offset[1] = SDL_GetPerformanceCounter(); + State->Interact_Offset[2] = io.MousePos.x; + State->Interact_Offset[3] = io.MousePos.y; + State->Interact_Active = interact_type_viewport_transform; + } + if (ImGui::IsKeyPressed(ImGuiKey_R)) { + State->Interact_Offset[1] = SDL_GetPerformanceCounter(); + State->Interact_Offset[2] = io.MousePos.x; + State->Interact_Offset[3] = io.MousePos.y; + State->Interact_Active = interact_type_viewport_transform; } } } diff --git a/src/imgui_ui_viewport.cpp b/src/imgui_ui_viewport.cpp index dc37225..103d325 100644 --- a/src/imgui_ui_viewport.cpp +++ b/src/imgui_ui_viewport.cpp @@ -61,6 +61,7 @@ ImGui_Viewport_ShapeUI(project_state *State, memory *Memory, ui *UI, ImGuiIO &io ImVec2 Point = (i == 0) ? IV2(Point_0->Pos[0]) : IV2(Point_0->Pos[0] + Point_0->Pos[i]); if (Layer != NULL) { layer_transforms T = Layer_GetTransforms(Layer); + Point = Point * ImVec2(Shape->Width, Shape->Height); Point = IV2(TransformPoint(T, Width, Height, *(v2 *)&Point)); } if (State->Interact_Active == interact_type_keyframe_move && Point_0->IsSelected) { @@ -74,6 +75,7 @@ ImGui_Viewport_ShapeUI(project_state *State, memory *Memory, ui *UI, ImGuiIO &io ImVec2 Point = (i == 0) ? IV2(Point_1->Pos[0]) : IV2(Point_1->Pos[0] + Point_1->Pos[i]); if (Layer != NULL) { layer_transforms T = Layer_GetTransforms(Layer); + Point = Point * ImVec2(Shape->Width, Shape->Height); Point = IV2(TransformPoint(T, Width, Height, *(v2 *)&Point)); } if (State->Interact_Active == interact_type_keyframe_move && Point_1->IsSelected) { @@ -145,8 +147,8 @@ ImGui_Viewport_ShapeUI(project_state *State, memory *Memory, ui *UI, ImGuiIO &io v2 *Pos = &Point->Pos[Point->IsSelected-1]; History_Action_Swap(Memory, F_Bezier, sizeof(*Pos), Pos); *Pos = TransformPoint(T, Shape->Width, Shape->Height, *Pos); - Pos->x += State->Interact_Offset[0]; - Pos->y += State->Interact_Offset[1]; + Pos->x += State->Interact_Offset[0] / Shape->Width; + Pos->y += State->Interact_Offset[1] / Shape->Height; *Pos = T_CompPosToLayerPos(T, MainComp->Width, MainComp->Height, Shape->Width, Shape->Height, Pos->x, Pos->y); } } @@ -157,6 +159,7 @@ ImGui_Viewport_ShapeUI(project_state *State, memory *Memory, ui *UI, ImGuiIO &io } } draw_list->AddNgon(ScreenPoint_1[a], 4, PointCol, 8, 5.0f); + draw_list->AddNgon(ScreenPoint_1[a], 4, 0xFFFFFFFF, 8, 8.0f); ImGui::PopID(); } ImGui::PopID(); @@ -607,14 +610,16 @@ ImGui_Viewport_TransformUI2(project_data *File, project_state *State, memory *Me } if (InBounds && !io.KeyAlt && !ImGui::IsKeyDown(ImGuiKey_Z) && !ImGui::IsKeyDown(ImGuiKey_ModShift)) { - v2 MouseLocalUV = ImGui_ScreenPointToCompUV(ViewportMin, UI->CompPos, UI->CompZoom, io.MousePos); - bool32 LayerHovered = Layer_TestForPoint(Memory, State, UI, SortedCompArray, SortedLayerArray, File->PrincipalCompIndex, MouseLocalUV); + v2 MouseLocalPos = ImGui_ScreenPointToCompUV(ViewportMin, UI->CompPos, UI->CompZoom, io.MousePos) * V2(CompWidth, CompHeight); + layer_transforms T = {}; + T.scale = 1.0f; + bool32 LayerHovered = Layer_TestForPoint(Memory, State, UI, SortedCompArray, SortedLayerArray, File->PrincipalCompIndex, MouseLocalPos, T); if (LayerHovered) { if (ImGui::GetMouseCursor() == ImGuiMouseCursor_None) { ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); } ImGui::SetCursorScreenPos(io.MousePos - ScaleHandleSize/2); - ImGui::InvisibleButton("##mover", ScaleHandleSize); + ImGui::Button("##mover", ScaleHandleSize); if (!State->InteractTransformMode && ImGui::IsItemActivated() && !OtherActions) { State->Interact_Active = interact_type_viewport_transform_gizmo; State->InteractTransformMode = 3; @@ -691,286 +696,6 @@ ImGui_Viewport_TransformUI2(project_data *File, project_state *State, memory *Me } } - -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) -{ - v2 InteractMin = Interact->Min + Interact->Position; - v2 InteractMax = Interact->Max + Interact->Position; - - v2 BoxLength = InteractMax - InteractMin; - v2 Center = InteractMax - (BoxLength/2); - - real32 Point0X = Center.x - InteractMin.x; - real32 Point0Y = Center.y - InteractMin.y; - - real32 Rad = Interact->Radians; - - v2 XAxis = (Point0X * Interact->Scale)*V2(cos(Rad), sin(Rad)); - v2 YAxis = (Point0Y * -Interact->Scale)*V2(sin(Rad), -cos(Rad)); - - // Points are clockwise starting from the top left. - real32 X0 = -XAxis.x - YAxis.x + Center.x; - real32 Y0 = -XAxis.y - YAxis.y + Center.y; - real32 X1 = X0 + XAxis.x*2; - real32 Y1 = Y0 + XAxis.y*2; - real32 X2 = X1 + YAxis.x*2; - real32 Y2 = Y1 + YAxis.y*2; - real32 X3 = X2 - XAxis.x*2; - real32 Y3 = Y2 - XAxis.y*2; - - // Midway points. - real32 Mid_X0 = X0 + XAxis.x; - real32 Mid_Y0 = Y0 + XAxis.y; - real32 Mid_X1 = X1 + YAxis.x; - real32 Mid_Y1 = Y1 + YAxis.y; - real32 Mid_X2 = X2 - XAxis.x; - real32 Mid_Y2 = Y2 - XAxis.y; - real32 Mid_X3 = X3 - YAxis.x; - real32 Mid_Y3 = Y3 - YAxis.y; - - ImVec2 CompScale = UI->CompZoom / ImVec2(CompWidth, CompHeight); - - ImVec2 P[4]; - P[0] = ImVec2(X0, Y0)*CompScale + UI->CompPos; - P[1] = ImVec2(X1, Y1)*CompScale + UI->CompPos; - P[2] = ImVec2(X2, Y2)*CompScale + UI->CompPos; - P[3] = ImVec2(X3, Y3)*CompScale + UI->CompPos; - - ImVec2 Mid_P[4]; - Mid_P[0] = ImVec2(Mid_X0, Mid_Y0)*CompScale + UI->CompPos; - Mid_P[1] = ImVec2(Mid_X1, Mid_Y1)*CompScale + UI->CompPos; - Mid_P[2] = ImVec2(Mid_X2, Mid_Y2)*CompScale + UI->CompPos; - Mid_P[3] = ImVec2(Mid_X3, Mid_Y3)*CompScale + UI->CompPos; - - ImU32 wcol = ImGui::GetColorU32(ImGuiCol_Text); - draw_list->AddLine(P[0], P[1], wcol, 2.0f); - draw_list->AddLine(P[1], P[2], wcol, 2.0f); - draw_list->AddLine(P[2], P[3], wcol, 2.0f); - draw_list->AddLine(P[3], P[0], wcol, 2.0f); - - v2 XAxis2 = (BoxLength*CompScale.x)*V2(cos(Rad), sin(Rad)); - v2 YAxis2 = (BoxLength*CompScale.y)*V2(sin(Rad), -cos(Rad)); - - v2 XAxisPerp = (1.0f / LengthSq(XAxis))*XAxis; - v2 YAxisPerp = (1.0f / LengthSq(YAxis))*YAxis; - - // real32 LocalX = ((io.MousePos.x - UI->CompPos.x) - Center.x) ; - // real32 LocalY = ((io.MousePos.y - UI->CompPos.y) - Center.y) ; - layer_transforms BoxTransforms = { Center.x, Center.y, 0.5, 0.5, (real32)(Interact->Radians / (PI / 180)), Interact->Scale }; - v2 LayerPoint = Transform_ScreenSpaceToLocal(BoxTransforms, CompWidth, CompHeight, BoxLength.x, BoxLength.y, UI->CompPos, UI->CompZoom, ViewportMin, io.MousePos); - - real32 U = LayerPoint.x / BoxLength.x; - real32 V = LayerPoint.y / BoxLength.y; - - ImVec2 ScaleHandleSize(50, 50); - - bool32 OtherActions = ImGui::IsKeyDown(ImGuiKey_Z); - - // First do the halfway scale points, since they don't need UVs considered: - for (int i = 0; i < 4; i++) { - ImGui::SetCursorScreenPos(Mid_P[i] - ScaleHandleSize/2); - ImGui::PushID(i); - - ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImGui::ColorConvertFloat4ToU32(ImVec4(0.6f, 0.0f, 0.3f, 1.0f))); - ImGui::Button("##ScaleMids", ScaleHandleSize); - ImGui::PopStyleColor(); - - if (ImGui::IsItemActivated() && !OtherActions) { - State->InteractTransformMode = 1; - } - - if (State->InteractTransformMode == 1 && ImGui::IsItemActive()) - { - uint32 side = i; - if (side == 0) { - Interact->Scale -= io.MouseDelta.y / BoxLength.y; - Interact->Position.y += io.MouseDelta.y / 2; - } else if (side == 1) { - Interact->Scale += io.MouseDelta.x / BoxLength.x; - Interact->Position.x += io.MouseDelta.x / 2; - } else if (side == 2) { - Interact->Scale += io.MouseDelta.y / BoxLength.y; - Interact->Position.y += io.MouseDelta.y / 2; - } else if (side == 3) { - Interact->Scale -= io.MouseDelta.x / BoxLength.x; - Interact->Position.x += io.MouseDelta.x / 2; - } - } - ImGui::PopID(); - } - - bool32 InBounds = false; - // Scale if cursor is on button within the UV, rotate if outside UV, and position if a non-button is dragged. - if (U >= 0.0f && U <= 1.0f && V >= 0.0f && V <= 1.0f) - { - ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImGui::ColorConvertFloat4ToU32(ImVec4(0.6f, 0.0f, 0.3f, 1.0f))); - InBounds = true; - } - - for (int i = 0; i < 4; i++) { - ImGui::SetCursorScreenPos(P[i] - ScaleHandleSize/2); - ImGui::PushID(i); - ImGui::Button("##ScaleRotateCorners", ScaleHandleSize); - - if (ImGui::IsItemActivated() && !OtherActions) { - if (InBounds) - State->InteractTransformMode = 1; - else - State->InteractTransformMode = 2; - } - - // Scale part - if (State->InteractTransformMode == 1 && ImGui::IsItemActive()) - { - // TODO(fox): Corner dragging scale only works in the X - // axis. Mostly feels right when dragged how you expect, - // but I'll fix it if someone complains. - uint32 side = i; - if (side == 0) { - Interact->Scale -= io.MouseDelta.x / BoxLength.x; - Interact->Position.x += io.MouseDelta.x / 2; - Interact->Position.y += io.MouseDelta.x*(BoxLength.y/BoxLength.x) / 2; - } else if (side == 1) { - Interact->Scale += io.MouseDelta.x / BoxLength.x; - Interact->Position.x += io.MouseDelta.x / 2; - Interact->Position.y -= io.MouseDelta.x*(BoxLength.y/BoxLength.x) / 2; - } else if (side == 2) { - Interact->Scale += io.MouseDelta.x / BoxLength.x; - Interact->Position.x += io.MouseDelta.x / 2; - Interact->Position.y += io.MouseDelta.x*(BoxLength.y/BoxLength.x) / 2; - } else if (side == 3) { - Interact->Scale -= io.MouseDelta.x / BoxLength.x; - Interact->Position.x += io.MouseDelta.x / 2; - Interact->Position.y -= io.MouseDelta.x*(BoxLength.y/BoxLength.x) / 2; - } - } - - // Rotation part - if (State->InteractTransformMode == 2 && ImGui::IsItemActive()) - { - real32 LocalX = (io.MousePos.x - UI->CompPos.x)/CompScale.x - InteractMin.x - (BoxLength.x/2); - real32 LocalY = (io.MousePos.y - UI->CompPos.y)/CompScale.y - InteractMin.y - (BoxLength.y/2); - - real32 Slope_Mouse = LocalY/LocalX; - real32 Slope_Corner = 0; - real32 Slope_Flipped = 0; - real32 Dot = 0; - - // TODO(fox) learn basic geometry to do this properly - - // We find the angle between the direction of whichever corner the - // mouse is grabbing (Slope_Corner) and the mouse's current - // position (Slope_Mouse) to get ExtraRadians. The calculation only - // works between -90 and 90, so I take the dot product of the - // opposite edge of the corner and add the extra degrees when it's negative. - - v2 SlopeDot = V2(BoxLength.x, BoxLength.y); - // top left clockwise - uint32 side = i; - if (side == 0) { - Slope_Corner = BoxLength.y / BoxLength.x; - Slope_Flipped = -BoxLength.x / BoxLength.y; - Dot = LocalX * -SlopeDot.x + LocalY * -SlopeDot.y; - } else if (side == 1) { - Slope_Corner = -BoxLength.y / BoxLength.x; - Slope_Flipped = BoxLength.x / BoxLength.y; - Dot = LocalX * SlopeDot.x + LocalY * -SlopeDot.y; - } else if (side == 2) { - Slope_Corner = BoxLength.y / BoxLength.x; - Slope_Flipped = -BoxLength.x / BoxLength.y; - Dot = LocalX * SlopeDot.x + LocalY * SlopeDot.y; - } else if (side == 3) { - Slope_Corner = -BoxLength.y / BoxLength.x; - Slope_Flipped = BoxLength.x / BoxLength.y; - Dot = LocalX * -SlopeDot.x + LocalY * SlopeDot.y; - } - - Interact->Radians = atan((Slope_Mouse - Slope_Corner) / (1 + Slope_Mouse * Slope_Corner)); - real32 ExtraRadians2 = atan((Slope_Mouse - Slope_Flipped) / (1 + Slope_Mouse * Slope_Flipped)); - - if (Dot < 0) { - if (Interact->Radians < 0) { - Interact->Radians = (90 * (PI / 180)) + ExtraRadians2; - } else { - Interact->Radians = (-90 * (PI / 180)) + ExtraRadians2; - } - } - } - - ImGui::PopID(); - } - - if (!State->InteractTransformMode && ImGui::IsMouseClicked(ImGuiMouseButton_Left) && InBounds && !OtherActions) - State->InteractTransformMode = 3; - - if (State->InteractTransformMode == 3) { - Interact->Position.x += (real32)io.MouseDelta.x/CompScale.x; - Interact->Position.y += (real32)io.MouseDelta.y/CompScale.y; - } - - if (State->InteractTransformMode) - { - if (io.MouseDelta.x || io.MouseDelta.y) - State->UpdateFrame = true; - if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) - State->InteractTransformMode = 0; - } - - if (ImGui::IsKeyPressed(ImGuiKey_Escape)) { - State->Interact_Active = interact_type_none; - State->Interact_Modifier = 0; - State->UpdateFrame = true; - Memory->PurgeCache = true; - } - - // Second condition so you don't have to reach for Enter. - if (ImGui::IsKeyPressed(ImGuiKey_Enter) || (ImGui::IsMouseClicked(ImGuiMouseButton_Left) && io.KeyCtrl)) { - int h = 0, c = 0, i = 0; - // if (!io.KeyCtrl) - History_Entry_Commit(Memory, "Transform layers"); - while (Block_Loop(Memory, F_Layers, File->Layer_Count, &h, &c, &i)) { - block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i); - if (Layer->IsSelected & 0x01) { - // if (io.KeyCtrl) { - // layer_transforms T = Layer_GetTransforms(Layer); - // Transform_ApplyInteractive(*(interact_transform *)&State->Interact_Offset[0], &T.x, &T.y, &T.rotation, &T.scale); - // property_channel *Property[4] = { &Layer->x, &Layer->y, &Layer->rotation, &Layer->scale }; - // real32 Val[4] = { T.x, T.y, T.rotation, T.scale }; - // for (int a = 0; a < 4; a++) { - // if (Property[a]->CurrentValue != Val[a]) { - // History_Entry_Commit(Memory, "Add keyframe"); - // bezier_point Point = { 1, {(real32)State->Frame_Current, Val[a], -1, 0, 1, 0}, interpolation_type_linear, 0, {0, 0, 0}, 0 }; - // uint16 *ArrayLocation = Property_GetSortedArray(SortedKeyframeArray, State->MostRecentlySelectedLayer, h); - // Bezier_Add(Memory, F_Layers, Property[a], Point, ArrayLocation); - // History_Entry_End(Memory); - // } - // } - // } else { - { - History_Action_Swap(Memory, F_Layers, sizeof(Layer->x.CurrentValue), &Layer->x.CurrentValue); - History_Action_Swap(Memory, F_Layers, sizeof(Layer->y.CurrentValue), &Layer->y.CurrentValue); - History_Action_Swap(Memory, F_Layers, sizeof(Layer->scale.CurrentValue), &Layer->scale.CurrentValue); - History_Action_Swap(Memory, F_Layers, sizeof(Layer->rotation.CurrentValue), &Layer->rotation.CurrentValue); - Transform_ApplyInteractive(State->Interact_Transform, &Layer->x.CurrentValue, &Layer->y.CurrentValue, &Layer->rotation.CurrentValue, &Layer->scale.CurrentValue); - } - } - } - // if (!io.KeyCtrl) - History_Entry_End(Memory); - State->Interact_Active = interact_type_none; - State->Interact_Modifier = 0; - State->UncommitedKeyframe = 1; - State->UpdateFrame = true; - } - - if (InBounds == true) { - ImGui::PopStyleColor(); - } - -} - static void ImGui_Viewport_SelectedLayerUI(project_state *State, memory *Memory, ui *UI, ImGuiIO &io, ImDrawList *draw_list, block_composition *MainComp, uint32 CompIndex, layer_transforms ExtraT, int *PointCount, v2 *PointData, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray) @@ -1034,7 +759,7 @@ ImGui_Viewport_SelectedLayerUI(project_state *State, memory *Memory, ui *UI, ImG } - if (Layer->IsShapeLayer && State->Tool == tool_default_pointmove && State->Interact_Active == interact_type_none ) { + if (Layer->IsShapeLayer && State->Tool == tool_default_pointmove && (State->Interact_Active == interact_type_none || State->Interact_Active == interact_type_keyframe_move) ) { ImGui_Viewport_ShapeUI(State, Memory, UI, io, Layer, Width, Height, &Layer->Shape, MainComp, draw_list); // point visualization @@ -1108,7 +833,7 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory, bool open = true; ImGui::Begin("Viewport", &open, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse); - DebugWatchVar("Count: ", &State->PreviousSelectionCount, d_int); + // DebugWatchVar("Count: ", &State->PreviousSelectionCount, d_int); if (ImGui::IsWindowHovered(ImGuiFocusedFlags_ChildWindows)) { State->FocusedWindow = focus_viewport; @@ -1190,11 +915,7 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory, int PointCount = 0; layer_transforms T = {}; ImGui_Viewport_SelectedLayerUI(State, Memory, UI, io, draw_list, MainComp, File->PrincipalCompIndex, T, &PointCount, PointData, SortedCompArray, SortedLayerArray); - if (State->Interact_Active == interact_type_viewport_transform) { - ImGui_Viewport_TransformUI(File, State, Memory, UI, io, draw_list, &State->Interact_Transform, ViewportMin, MainComp->Width, MainComp->Height, SortedKeyframeArray); - } else { - ImGui_Viewport_TransformUI2(File, State, Memory, UI, io, draw_list, &PointCount, PointData, ViewportMin, MainComp->Width, MainComp->Height, SortedCompArray, SortedLayerArray, SortedKeyframeArray); - } + ImGui_Viewport_TransformUI2(File, State, Memory, UI, io, draw_list, &PointCount, PointData, ViewportMin, MainComp->Width, MainComp->Height, SortedCompArray, SortedLayerArray, SortedKeyframeArray); Memory_PopScratch(Memory, sizeof(v2) * 512); } @@ -1340,15 +1061,13 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory, State->Interact_Active = interact_type_none; } - /* if (State->Interact_Active == interact_type_viewport_transform) { - interact_transform *Interact = (interact_transform *)&State->Interact_Offset[0]; - ImVec2 DragDelta = io.MousePos - Interact->OGPos; - Interact->Position = V2(DragDelta.x, DragDelta.y); - if (io.MouseDelta.x || io.MouseDelta.y) - State->UpdateFrame = true; + if (io.MouseDelta.x || io.MouseDelta.y) + { + State->Interact_Offset[4] = io.MousePos.x; + State->Interact_Offset[5] = io.MousePos.y; + } } - */ if (IsActive && ImGui::IsMouseDragging(ImGuiMouseButton_Right, -1.0f)) { @@ -1385,6 +1104,9 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory, } } + if (IsActive) + int a = 0; + if (State->Tool == tool_pen && State->Interact_Active == interact_type_none && State->MostRecentlySelectedLayer == -1) { v2 CompUV = State->LastClickedPoint; ImVec2 ScreenPoint = ImVec2(UI->CompPos.x + CompUV.x * UI->CompZoom.x, @@ -1453,17 +1175,39 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory, MousePos = ScreenPointStart + ImVec2(Vector.x, Vector.x); } if (IsActive && !OtherActions) { - draw_list->AddRect(ScreenPointStart, MousePos, wcol, 2.0f); + if (State->ShapeMode == 0) { + draw_list->AddRect(ScreenPointStart, MousePos, wcol, 2.0f); + } else if (State->ShapeMode == 1) { + ImVec2 Radius = (MousePos - ScreenPointStart) / 2; + ImVec2 Center = ScreenPointStart + Radius; + real32 cx = Center.x; + real32 cy = Center.y; + real32 rx = Radius.x; + real32 ry = Radius.y; + draw_list->AddBezierCubic(ImVec2(cx-rx, cy), ImVec2(cx-rx, cy+ry*KAPPA), ImVec2(cx-rx*KAPPA, cy+ry), ImVec2(cx, cy+ry), wcol, 1.0f); + draw_list->AddBezierCubic(ImVec2(cx, cy+ry), ImVec2(cx+rx*KAPPA, cy+ry), ImVec2(cx+rx, cy+ry*KAPPA), ImVec2(cx+rx, cy), wcol, 1.0f); + draw_list->AddBezierCubic(ImVec2(cx+rx, cy), ImVec2(cx+rx, cy-ry*KAPPA), ImVec2(cx+rx*KAPPA, cy-ry), ImVec2(cx, cy-ry), wcol, 1.0f); + draw_list->AddBezierCubic(ImVec2(cx, cy-ry), ImVec2(cx-rx*KAPPA, cy-ry), ImVec2(cx-rx, cy-ry*KAPPA), ImVec2(cx-rx, cy), wcol, 1.0f); + + } } if (Shape->Point_Count == 0 && IsDeactivated && !OtherActions && !ImGui::IsMouseReleased(ImGuiMouseButton_Right)) { ImVec2 ScreenPoint[4] = { ScreenPointStart, ImVec2(ScreenPointStart.x, MousePos.y), MousePos, ImVec2(MousePos.x, ScreenPointStart.y) }; - v2 *CompPoint = (v2 *)&State->Interact_Offset[0]; - for (int i = 0; i < 4; i++) { - CompPoint[i] = ImGui_ScreenPointToCompUV(ViewportMin, UI->CompPos, UI->CompZoom, ScreenPoint[i]); - CompPoint[i] = CompPoint[i] * V2(MainComp->Width, MainComp->Height); + if (State->ShapeMode == 0) { + v2 *CompPoint = (v2 *)&State->Interact_Offset[0]; + for (int i = 0; i < 4; i++) { + CompPoint[i] = ImGui_ScreenPointToCompUV(ViewportMin, UI->CompPos, UI->CompZoom, ScreenPoint[i]); + CompPoint[i] = CompPoint[i] * V2(MainComp->Width, MainComp->Height); + } + } else if (State->ShapeMode == 1) { + v2 CompMin = ImGui_ScreenPointToCompUV(ViewportMin, UI->CompPos, UI->CompZoom, ScreenPointStart) * V2(MainComp->Width, MainComp->Height); + v2 CompMax = ImGui_ScreenPointToCompUV(ViewportMin, UI->CompPos, UI->CompZoom, io.MousePos) * V2(MainComp->Width, MainComp->Height); + v2 Radius = (CompMax - CompMin) / 2; + v2 Center = CompMin + Radius; + *((v2 *)&State->Interact_Offset + 0) = Radius; + *((v2 *)&State->Interact_Offset + 1) = Center; } State->HotkeyInput = hotkey_newlayer_shape; - State->Interact_Modifier = 1; } } diff --git a/src/include/all.h b/src/include/all.h index b5b1d77..8117437 100644 --- a/src/include/all.h +++ b/src/include/all.h @@ -374,10 +374,6 @@ 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 bool32 @@ -472,7 +468,7 @@ Data_Decompress(memory *Memory, void *CompressedLocation, uint64 CompressedSize, static uint32 NVG_FlattenPath(memory *Memory, shape_layer *Shape, shape_options ShapeOpt, nvg_point *PointData, project_state *State, layer_transforms T, int Width, int Height, - int CompWidth, int CompHeight, bool32 Interact, v2 *Min, v2 *Max); + int CompWidth, int CompHeight, bool32 Interact, v2 *Min, v2 *Max, bool32 IsConcave); static real32 * NVG_Point(real32 *StrokeData, real32 x, real32 y, real32 u, real32 v); @@ -532,7 +528,7 @@ inline void ImGui_DrawCenteredRect(ImDrawList *draw_list, ImVec2 Point, real32 Width, uint32 col); static bool32 -Layer_TestForPoint(memory *Memory, project_state *State, ui *UI, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 PrincipalIndex, v2 CompUV); +Layer_TestForPoint(memory *Memory, project_state *State, ui *UI, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 CompIndex, v2 CompPos, layer_transforms ExtraT); static v2 TransformPoint(layer_transforms T, real32 Width, real32 Height, v2 Point); diff --git a/src/include/main.h b/src/include/main.h index 3b4843e..da037dc 100644 --- a/src/include/main.h +++ b/src/include/main.h @@ -478,6 +478,8 @@ struct project_state bool32 UpdateScreen = 1; // refreshes entire UI; influenced by raw key/mouse input bool32 DebugDisableCache = 1; + bool32 ShapeMode = 0; + bool32 ViewportEnabled = 0; bool32 SelectionMode = 1; @@ -625,7 +627,7 @@ struct ui 0xff8b1f1f, 0xffc25909, 0xff57c20a, - 0xff8ee6da, + 0xff203d6a, 0xffa48fb7, 0xffd14061, 0xff38b683, diff --git a/src/layer.cpp b/src/layer.cpp index 0b278e5..570c7fc 100644 --- a/src/layer.cpp +++ b/src/layer.cpp @@ -117,10 +117,11 @@ Layer_UpdateMasksEffects(project_state *State, block_layer *Layer, memory *Memor Arbitrary_Zero((uint8 *)Data, sizeof(nvg_point) * 128); layer_transforms T = Layer_GetTransforms(Layer); v2 Min = {}, Max = {}; + bool32 IsConvex = 0; uint32 NumberOfVerts = NVG_FlattenPath(Memory, Shape, ShapeOpt, (nvg_point *)Data, - State, T, Shape->Width, Shape->Height, Width, Height, 1, &Min, &Max); + State, T, Shape->Width, Shape->Height, Width, Height, 1, &Min, &Max, &IsConvex); void *Data_Stroke = Memory_PushScratch(Memory, sizeof(real32) * 4 * 256); - uint32 StrokeCount = NVG_ExpandStroke(Memory, NumberOfVerts, ShapeOpt.StrokeWidth, ShapeOpt.LineCapType, ShapeOpt.LineJoinType, Shape->IsClosed, (nvg_point *)Data, (real32 *)Data_Stroke); + uint32 StrokeCount = NVG_ExpandStroke(Memory, NumberOfVerts, ShapeOpt.StrokeWidth, ShapeOpt.LineCapType, ShapeOpt.LineJoinType, Shape->IsClosed, (nvg_point *)Data, (real32 *)Data_Stroke, &IsConvex); void *Data_Fill = Memory_PushScratch(Memory, sizeof(real32) * 4 * NumberOfVerts); NVG_ExpandFill(Memory, NumberOfVerts, (nvg_point *)Data, (real32 *)Data_Fill); @@ -421,9 +422,8 @@ Layer_TraverseForPoint(project_data *File, project_state *State, memory *Memory, return PointUV * V2(InnerWidth, InnerHeight); } -// TODO(fox): Precomps? static bool32 -Layer_TestForPoint(memory *Memory, project_state *State, ui *UI, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 CompIndex, v2 CompUV) +Layer_TestForPoint(memory *Memory, project_state *State, ui *UI, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 CompIndex, v2 CompPos, layer_transforms ExtraT) { block_composition *Comp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, CompIndex); sorted_comp_array SortedCompStart = SortedCompArray[CompIndex]; @@ -435,7 +435,16 @@ Layer_TestForPoint(memory *Memory, project_state *State, ui *UI, sorted_comp_arr int Width, Height; Layer_GetDimensions(Memory, Layer, &Width, &Height); layer_transforms T = Layer_GetTransforms(Layer); - v2 UV = T_CompUVToLayerUV(T, Comp->Width, Comp->Height, Width, Height, CompUV); + v2 NewPos = T_CompPosToLayerPos(T, Comp->Width, Comp->Height, Width, Height, CompPos.x, CompPos.y); + if (Layer->IsPrecomp) { + // only like 20% sure how this works... + layer_transforms NewExtraT = T; + NewExtraT.rotation = ExtraT.rotation - NewExtraT.rotation; + NewExtraT.scale = ExtraT.scale / NewExtraT.scale; + if (Layer_TestForPoint(Memory, State, UI, SortedCompArray, SortedLayerArray, Layer->Block_Source_Index, NewPos, NewExtraT)) + return 1; + } + v2 UV = NewPos / V2(Width, Height); if (UV.x <= 1.0f && UV.x >= 0.0f && UV.y <= 1.0f && UV.y >= 0.0f && ((Layer->IsSelected & 0x01) || Layer->IsPrecomp) && !Layer->IsLocked) { return 1; @@ -645,8 +654,9 @@ Layer_TestBoxSelect(memory *Memory, project_state *State, ui *UI, sorted_comp_ar nvg_point *NVGPointData = (nvg_point *)Memory_PushScratch(Memory, sizeof(nvg_point) * 1024); v2 ShapeMin = {}, ShapeMax = {}; + bool32 IsConvex = 0; uint32 NumberOfVerts = NVG_FlattenPath(Memory, Shape, Layer->ShapeOpt, NVGPointData, - State, T, Shape->Width, Shape->Height, Comp->Width, Comp->Height, 1, &ShapeMin, &ShapeMax); + State, T, Shape->Width, Shape->Height, Comp->Width, Comp->Height, 1, &ShapeMin, &ShapeMax, &IsConvex); v2 Box[4] = { MinPos, V2(MinPos.x, MaxPos.y), MaxPos, V2(MaxPos.x, MinPos.y) }; if (Shape_TestBoxSelect(T, Comp->Width, Comp->Height, Shape->Width, Shape->Height, Box, NVGPointData, NumberOfVerts)) { Layer_Select(Memory, State, Index_Physical); diff --git a/src/main.cpp b/src/main.cpp index f5ffbea..0b57e99 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -174,7 +174,7 @@ Main_InputTest(project_data *File, project_state *State, memory *Memory, sorted_ test = 0; uint64 InputTime = SDL_GetPerformanceCounter() - InputStart; - printf("OURUI: %.2lu\n", InputTime); + // printf("OURUI: %.2lu\n", InputTime); return test; } @@ -371,7 +371,7 @@ GL_Test(const ImDrawList* parent_list, const ImDrawCmd* cmd) GL_DeleteHWBuffer(&MSBuffer); uint64 PerfEnd = SDL_GetPerformanceCounter() - PerfStart; - printf("OPENGL: %.2lu\n", PerfEnd); + // printf("OPENGL: %.2lu\n", PerfEnd); } // TODO(fox): We have five functions that essentially do this same precomp loop @@ -454,7 +454,7 @@ LayerIterate_SelectionStatus(project_state *State, memory *Memory, uint32 CompIn Position = XAxis + YAxis; layer_transforms T = Layer_GetTransforms(Layer); v2 UV = T_CompUVToLayerUV(T, Comp->Width, Comp->Height, Width, Height, Center / V2(Comp->Width, Comp->Height)); - if (UV.x <= 1.0f && UV.x >= 0.0f && UV.y <= 1.0f && UV.y >= 0.0f && (Layer->IsSelected & 0x03) && !Layer->IsLocked) + if (UV.x <= 1.0f && UV.x >= 0.0f && UV.y <= 1.0f && UV.y >= 0.0f && (Layer->IsSelected & 0x01) && !Layer->IsLocked) { *SelectionCount += 1; *SelectedLayerIndex = i; @@ -623,18 +623,37 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr void *Data = PointBuffer; shape_layer *Shape = &Layer->Shape; shape_options ShapeOpt = Layer->ShapeOpt; - if (ShapeOpt.Visibility == 1 && ShapeOpt.StrokeWidth <= 0.0f) - continue; + if (ShapeOpt.StrokeWidth == 0.0f) { + if (ShapeOpt.Visibility == 0) + ShapeOpt.Visibility = 2; + if (ShapeOpt.Visibility == 1) + continue; + } + bool32 IsConvex = 0; v2 Min = {}, Max = {}; uint32 NumberOfVerts = NVG_FlattenPath(Memory, Shape, ShapeOpt, (nvg_point *)Data, - State, T, Shape->Width, Shape->Height, Comp->Width, Comp->Height, 1, &Min, &Max); + State, T, Shape->Width, Shape->Height, Comp->Width, Comp->Height, 1, &Min, &Max, &IsConvex); PointBuffer += NumberOfVerts * sizeof(nvg_point); void *Data_Stroke = PointBuffer; - uint32 StrokeCount = NVG_ExpandStroke(Memory, NumberOfVerts, ShapeOpt.StrokeWidth, ShapeOpt.LineCapType, ShapeOpt.LineJoinType, Shape->IsClosed, (nvg_point *)Data, (real32 *)Data_Stroke); - PointBuffer += StrokeCount * sizeof(real32) * 4; void *Data_Fill = PointBuffer; - NVG_ExpandFill(Memory, NumberOfVerts, (nvg_point *)Data, (real32 *)Data_Fill); - PointBuffer += NumberOfVerts * sizeof(real32) * 4; + uint32 StrokeCount = 0; + + int RenderFlags = 0; + if (ShapeOpt.Visibility == 1 || ShapeOpt.Visibility == 2) { + RenderFlags |= gl_renderflag_stroke; + StrokeCount = NVG_ExpandStroke(Memory, NumberOfVerts, ShapeOpt.StrokeWidth, ShapeOpt.LineCapType, ShapeOpt.LineJoinType, Shape->IsClosed, (nvg_point *)Data, (real32 *)Data_Stroke, &IsConvex); + PointBuffer += StrokeCount * sizeof(real32) * 4; + Data_Fill = PointBuffer; + } + + if (ShapeOpt.Visibility == 0 || ShapeOpt.Visibility == 2) { + RenderFlags |= gl_renderflag_fill; + NVG_ExpandFill(Memory, NumberOfVerts, (nvg_point *)Data, (real32 *)Data_Fill); + PointBuffer += NumberOfVerts * sizeof(real32) * 4; + } + + if (!IsConvex) + RenderFlags |= gl_renderflag_concave; // zero to set the framebuffer to main gl_effect_layer TestL = {}; @@ -644,19 +663,13 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr RenderData->LayerCount++; PointBuffer += sizeof(gl_data); - int RenderFlags = 0; - int Visibility = ShapeOpt.Visibility; - if (Visibility == 0 || Visibility == 2) - RenderFlags |= gl_renderflag_fill; - if (Visibility == 1 || Visibility == 2) - RenderFlags |= gl_renderflag_stroke; - *GL_Data = { 0, Data_Stroke, StrokeCount, ShapeOpt.StrokeCol, Data_Fill, NumberOfVerts, ShapeOpt.FillCol, T, Shape->Width, Shape->Height, RenderFlags }; } else if (Layer->IsPrecomp) { layer_transforms NewExtraT = Layer_GetTransforms(Layer); + // TODO(fox): Add center point for proper scaling! NewExtraT = Transform_TestInteracts(State, Layer, SortEntry, NewExtraT); if (ExtraT.scale != 0) { NewExtraT = Transform_Add(NewExtraT, ExtraT, Comp->Width, Comp->Height); @@ -1203,9 +1216,7 @@ int main(int argc, char *argv[]) { sprintf(State->DummyName, "test"); if (File_Open(File, State, &Memory, State->DummyName)) { State->UpdateFrame = true; - State->MostRecentlySelectedLayer = 0; } - File->UI.LayerColors[3] = 0xff203d6a; // File->PrincipalCompIndex = 1; #else // uint16 SourceIndex = Source_Generate(File, State, &Memory, (void *)"../asset/yu.webm"); @@ -1492,7 +1503,7 @@ int main(int argc, char *argv[]) { if (TargetMS > FrameMS) SDL_Delay((uint64)(TargetMS - FrameMS)); } - printf("TOTAL: %.2lu, (%.2f ms) - INPUTS: %.2lu - RENDERING: %.2lu\n", PerfTime, FrameMS, InputTime, RenderTime); + // printf("TOTAL: %.2lu, (%.2f ms) - INPUTS: %.2lu - RENDERING: %.2lu\n", PerfTime, FrameMS, InputTime, RenderTime); // printf("TOTAL: %.2lu, (%.2f ms) - RENDERING: %.2lu\n", PerfTime, FrameMS, PerfTime); } diff --git a/src/nanovg.cpp b/src/nanovg.cpp index f1d1702..95bba7d 100644 --- a/src/nanovg.cpp +++ b/src/nanovg.cpp @@ -179,7 +179,7 @@ static real32 * NVG_ButtCap(nvg_point *Point, real32 *StrokeData, static uint32 NVG_FlattenPath(memory *Memory, shape_layer *Shape, shape_options ShapeOpt, nvg_point *PointData, project_state *State, layer_transforms T, int Width, int Height, - int CompWidth, int CompHeight, bool32 Interact, v2 *Min, v2 *Max) + int CompWidth, int CompHeight, bool32 Interact, v2 *Min, v2 *Max, bool32 *IsConvex) { nvg_point *PointPlayhead = PointData; bezier_point *BezierPointData = (bezier_point *)Memory_PushScratch(Memory, sizeof(bezier_point) * 128); @@ -226,13 +226,29 @@ NVG_FlattenPath(memory *Memory, shape_layer *Shape, shape_options ShapeOpt, nvg_ Min->y = Point->y; Point = NextPoint++; } + // Tell whether we need concave filling or not. ExpandStroke also does this. + if (ShapeOpt.Visibility == 2) { + Point = &PointData[NumberOfVerts - 1]; + NextPoint = PointData; + int LeftCount = 0; + for (int i = 0; i < NumberOfVerts; i++) { + real32 cross = NextPoint->dx * Point->dy - Point->dx * NextPoint->dy; + if (cross > 0.0f) { + LeftCount++; + } + Point = NextPoint++; + } + if (LeftCount == NumberOfVerts) + *IsConvex = true; + } + return NumberOfVerts; } real32 MiterLimit = 2.4f; static uint32 -NVG_ExpandStroke(void *Memory, int NumberOfVerts, real32 StartWidth, nvg_line_cap LineCap, nvg_line_cap LineJoin, bool32 IsClosed, nvg_point *PointData, real32 *StrokeData) +NVG_ExpandStroke(void *Memory, int NumberOfVerts, real32 StartWidth, nvg_line_cap LineCap, nvg_line_cap LineJoin, bool32 IsClosed, nvg_point *PointData, real32 *StrokeData, bool32 *IsConvex) { real32 Width = StartWidth * 0.5; int ncap = 12; @@ -254,6 +270,7 @@ NVG_ExpandStroke(void *Memory, int NumberOfVerts, real32 StartWidth, nvg_line_ca StrokeData = NVG_ButtCap(Point, StrokeData, Point->dx, Point->dy, Width, Width-1, 0.5, 0.5, 0); } } + int LeftCount = 0; for (int i = Start; i < LoopAmount; i++) { @@ -282,6 +299,7 @@ NVG_ExpandStroke(void *Memory, int NumberOfVerts, real32 StartWidth, nvg_line_ca // Keep track of left turns. cross = NextPoint->dx * Point->dy - Point->dx * NextPoint->dy; if (cross > 0.0f) { + LeftCount++; NextPoint->Flags |= NVG_PT_LEFT; } @@ -309,6 +327,8 @@ NVG_ExpandStroke(void *Memory, int NumberOfVerts, real32 StartWidth, nvg_line_ca Point = NextPoint++; } + if (LeftCount == LoopAmount) + *IsConvex = true; if (!IsClosed) { if (LineCap == NVG_ROUND) { @@ -321,6 +341,7 @@ NVG_ExpandStroke(void *Memory, int NumberOfVerts, real32 StartWidth, nvg_line_ca StrokeData = NVG_Point(StrokeData, StartingStrokeData[4], StartingStrokeData[5], 0, 0); } + int GL_PointCount = (StrokeData - StartingStrokeData) / 4; return GL_PointCount; diff --git a/src/prenderer.cpp b/src/prenderer.cpp index 5119d55..7cac63e 100644 --- a/src/prenderer.cpp +++ b/src/prenderer.cpp @@ -191,89 +191,6 @@ Transform_Recurse(project_state *State, memory *Memory, block_composition *MainC } } -// IMPORTANT(fox): The selection state and ordering of layers cannot change -// until this action is exited/committed! -static void -Interact_Transform_Begin(project_data *File, memory *Memory, project_state *State, ImVec2 OGPos, - sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray) -{ - real32 MinX = 100000; - real32 MinY = 100000; - real32 MaxX = -100000; - real32 MaxY = -100000; - block_composition *MainComp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, File->PrincipalCompIndex); - block_layer *ParentLayer[4]; - Transform_Recurse(State, Memory, MainComp, File->PrincipalCompIndex, ParentLayer, 0, - SortedCompArray, SortedLayerArray, - &MinX, &MinY, &MaxX, &MaxY); - if (MinX != 100000) { - State->Interact_Active = interact_type_viewport_transform; - interact_transform *Interact = &State->Interact_Transform; - Interact->Min = V2(MinX, MinY); - Interact->Max = V2(MaxX, MaxY); - Interact->Position = V2(0); - Interact->Radians = 0; - Interact->Scale = 1.0f; - Interact->OGPos = OGPos; - } - /* - bool32 Activate = false; - // Find the max dimensions of all the selected layers. - for (int i = 0; i < File->Layer_Count; i++) { - block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i); - if (!Layer->IsSelected) - continue; - uint32 Width = 0, Height = 0; - if (!Layer->IsPrecomp) { - block_source *Source = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, Layer->Block_Source_Index); - Width = Source->Width; - Height = Source->Height; - } else { - block_composition *Comp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, Layer->Block_Source_Index); - Width = Comp->Width; - Height = Comp->Height; - } - Transform_IterateOuterBounds(Layer, Width, Height, &MinX, &MinY, &MaxX, &MaxY); - Activate = true; - } - if (Activate) { - State->Interact_Active = interact_type_viewport_transform; - interact_transform *Interact = &State->Interact_Transform; - Interact->Min = V2(MinX, MinY); - Interact->Max = V2(MaxX, MaxY); - Interact->Position = V2(0); - Interact->Radians = 0; - Interact->Scale = 1.0f; - Interact->OGPos = OGPos; - } - */ -} - -static void -Interact_Transform2_Begin(project_data *File, memory *Memory, project_state *State, ImVec2 OGPos, - sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray) -{ - real32 MinX = 100000; - real32 MinY = 100000; - real32 MaxX = -100000; - real32 MaxY = -100000; - block_composition *MainComp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, File->PrincipalCompIndex); - block_layer *ParentLayer[4]; - Transform_Recurse(State, Memory, MainComp, File->PrincipalCompIndex, ParentLayer, 0, - SortedCompArray, SortedLayerArray, - &MinX, &MinY, &MaxX, &MaxY); - if (MinX != 100000) { - State->Interact_Active = interact_type_viewport_transform; - interact_transform *Interact = &State->Interact_Transform; - Interact->Min = V2(MinX, MinY); - Interact->Max = V2(MaxX, MaxY); - Interact->Position = V2(0); - Interact->Radians = 0; - Interact->Scale = 1.0f; - Interact->OGPos = OGPos; - } -} - static v2 TransformPoint(layer_transforms T, real32 Width, real32 Height, v2 Point) { @@ -300,7 +217,9 @@ static layer_transforms Transform_TestInteracts(project_state *State, block_layer *Layer, sorted_layer_array SortEntry, layer_transforms T) { if (State->Interact_Active == interact_type_viewport_transform && Layer->IsSelected & 0x01) { - Transform_ApplyInteractive(State->Interact_Transform, &T.x, &T.y, &T.rotation, &T.scale); + T.x += State->Interact_Offset[0]; + T.y += State->Interact_Offset[1]; + real32 Rand = State->Interact_Offset[3]; } if (State->Interact_Active == interact_type_viewport_transform_gizmo && Layer->IsSelected & 0x01) { Transform_ApplyInteractive(State->Interact_Transform, &T.x, &T.y, &T.rotation, &T.scale); @@ -330,6 +249,19 @@ Transform_Add(layer_transforms T, layer_transforms ExtraT, real32 Width, real32 return T; } +static layer_transforms +Transform_Add2(layer_transforms T, layer_transforms ExtraT, real32 Width, real32 Height) +{ + v2 NewPos = TransformPoint(ExtraT, Width, Height, V2(T.x, T.y)); + T.x = NewPos.x; + T.y = NewPos.y; + T.ax = T.ax; + T.ay = T.ay; + T.rotation = T.rotation + ExtraT.rotation; + T.scale = T.scale / ExtraT.scale; + return T; +} + static ImVec2 Layer_LocalToScreenSpace(project_state *State, memory *Memory, block_layer *Layer, ui *UI, uint32 PrincipalCompIndex, v2 Point) { |