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-rw-r--r--src/createcalls.cpp54
-rw-r--r--src/gl_calls.cpp172
-rw-r--r--src/imgui_ui.cpp179
-rw-r--r--src/imgui_ui_timeline.cpp37
-rw-r--r--src/imgui_ui_viewport.cpp215
-rw-r--r--src/include/all.h11
-rw-r--r--src/include/layer.h4
-rw-r--r--src/include/main.h50
-rw-r--r--src/layer.cpp18
-rw-r--r--src/main.cpp215
-rw-r--r--src/prenderer.cpp13
-rw-r--r--src/sorted.cpp11
12 files changed, 449 insertions, 530 deletions
diff --git a/src/createcalls.cpp b/src/createcalls.cpp
index fd60b4e..54dd376 100644
--- a/src/createcalls.cpp
+++ b/src/createcalls.cpp
@@ -473,7 +473,7 @@ void Slide_Test(project_data *File, project_state *State, memory *Memory, sorted
{
block_composition *MainComp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, File->PrincipalCompIndex);
v2 CompDimensions = V2(MainComp->Width, MainComp->Height);
- real32 Threshold = 5;
+ real32 Threshold = 10;
uint8 *InteractBuffer = (uint8 *)State->Brush.TransientBitmap;
for (int i = 0; i < State->Interact_Count; i++) {
interact_slide_layer *Interact_Layer = (interact_slide_layer *)InteractBuffer;
@@ -481,11 +481,14 @@ void Slide_Test(project_data *File, project_state *State, memory *Memory, sorted
block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Interact_Layer->Index);
v2 CompUV = V2(State->Interact_Offset[0], State->Interact_Offset[1]);
v2 CompPos = CompUV * CompDimensions;
- v2 LayerPos = Layer_TraverseForPoint(File, State, Memory, CompUV, SortedCompArray, SortedLayerArray);
+ // v2 LayerPos = Layer_TraverseForPoint(File, State, Memory, CompUV, SortedCompArray, SortedLayerArray, Interact_Layer->Index);
+ v2 LayerPos = V2(Layer->x.CurrentValue, Layer->y.CurrentValue);
int Width, Height;
Layer_GetDimensions(Memory, Layer, &Width, &Height);
- if (abs(CompPos.x - LayerPos.x) > Threshold &&
- abs(CompPos.y - LayerPos.y) > Threshold)
+ v2 Difference = V2(abs(CompPos.x - LayerPos.x), abs(CompPos.y - LayerPos.y));
+ printf("Diff: %.1f, %.1f\n", Difference.x, Difference.y);
+ if (Difference.x < Threshold &&
+ Difference.y < Threshold)
Assert(0);
}
}
@@ -572,6 +575,33 @@ void Effect_Curves_Sort(memory *Memory, block_effect *Effect, uint16 *SortedPoin
}
static void
+Layer_Nudge(project_data *File, project_state *State, memory *Memory,
+ sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray)
+{
+ sorted_comp_array SortedCompStart = SortedCompArray[File->PrincipalCompIndex];
+ sorted_layer_array *SortedLayerStart = Sorted_GetLayerStart(SortedLayerArray, SortedCompArray, File->PrincipalCompIndex);
+ State->Interact_Active = interact_type_layer_move;
+ State->Interact_Offset[0] = 1;
+ History_Entry_Commit(Memory, "Move layer stack down");
+ for (int i = 0; i < SortedCompStart.LayerCount; i++)
+ {
+ sorted_layer_array SortEntry = SortedLayerStart[i];
+ uint32 Index_Physical = SortEntry.Block_Layer_Index;
+ block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index_Physical);
+ // NOTE(fox): Some data on the tree could be saved here.
+ History_Action_Swap(Memory, F_Layers, sizeof(Layer->Vertical_Offset), &Layer->Vertical_Offset);
+ Layer->Vertical_Offset = SortEntry.SortedOffset;
+ if (Layer->IsSelected) {
+ History_Action_Swap(Memory, F_Layers, sizeof(Layer->Frame_Offset), &Layer->Frame_Offset);
+ Interact_Evaluate_Layer(Memory, State, Index_Physical, SortedCompStart, SortedLayerStart, &Layer->Frame_Start, &Layer->Frame_End, &Layer->Frame_Offset);
+ }
+ }
+ State->Interact_Active = interact_type_none;
+ State->Interact_Modifier = 0;
+ History_Entry_End(Memory);
+}
+
+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)
{
@@ -678,14 +708,20 @@ Project_Layer_Duplicate(project_data *File, project_state *State, memory *Memory
Assert(Layer->Block_Effect_Count == 0);
- NewLayer->IsSelected = true;
+ Layer_Select(Memory, State, Memory_Block_LazyIndexAtAddress(Memory, F_Layers, NewLayer));
NewLayer->Vertical_Offset--;
- for (int a = i+2; a < LayerCount; a++) {
+ for (int a = i+1; a < LayerCount; a++) {
+ sorted_layer_array PrevSortEntry = SortedLayerStart[a-1];
+ uint32 PrevIndex_Physical = PrevSortEntry.Block_Layer_Index;
+ block_layer *PrevLayer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, PrevIndex_Physical);
sorted_layer_array NextSortEntry = SortedLayerStart[a];
uint32 NextIndex_Physical = NextSortEntry.Block_Layer_Index;
block_layer *NextLayer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, NextIndex_Physical);
- NextLayer->Vertical_Offset--;
+ if (NextLayer->Vertical_Offset == PrevLayer->Vertical_Offset)
+ NextLayer->Vertical_Offset -= 1;
+ else
+ break;
}
Assert(!NewLayer->x.Keyframe_Count);
@@ -704,8 +740,8 @@ Project_Layer_Duplicate(project_data *File, project_state *State, memory *Memory
Increment++;
} else {
- // History_Action_Swap(Memory, F_File, sizeof(Layer->Vertical_Offset), &Layer->Vertical_Offset);
- Layer->IsSelected = false;
+ // History_Action_Swap(Memory, F_Layers, sizeof(Layer->Vertical_Offset), &Layer->Vertical_Offset);
+ Layer->IsSelected = false;
}
}
}
diff --git a/src/gl_calls.cpp b/src/gl_calls.cpp
index 0fe2a31..91dba4f 100644
--- a/src/gl_calls.cpp
+++ b/src/gl_calls.cpp
@@ -177,21 +177,21 @@ GL_DeleteHWBuffer(gl_effect_layer *Test)
}
static void
-GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uint32 StrokeCount, uint32 FillCount,
+GL_BlitStencil(gl_effect_layer *TestM, void *StrokeData, void *FillData, uint32 StrokeCount, uint32 FillCount,
layer_transforms T, int Width, int Height, int BytesPerPixel,
int L_Width, int L_Height,v4 StrokeCol, v4 FillCol, int RenderMode, int Vector,
ImVec2 ViewportSize, ImVec2 UIPos, ImVec2 UIZoom)
{
- int Uniform = 0;
-
// stencil buffer
- glEnable(GL_STENCIL_TEST);
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ glEnable(GL_STENCIL_TEST);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 0, 0xFF);
glStencilMask(0xff);
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+ int Uniform = 0;
Uniform = glGetUniformLocation(DefaultShaderProgram, "CompDimensions");
glUniform2f(Uniform, Width, Height);
@@ -213,131 +213,63 @@ GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uin
Uniform = glGetUniformLocation(DefaultShaderProgram, "Scale");
glUniform1f(Uniform, T.scale);
- if (RenderMode == 0 || RenderMode == 1)
- {
-
- Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
- glUniform1i(Uniform, 1);
- Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode");
- glUniform1i(Uniform, 1);
-
- // fill
- // vertices
- glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject);
- glBufferData(GL_ARRAY_BUFFER, sizeof(real32) * 4 * FillCount, FillData, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
-
- // stencil buffer
- glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
- glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
- glDisable(GL_CULL_FACE);
-
- glDrawArrays(GL_TRIANGLE_FAN, 0, FillCount);
- //
-
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glBindVertexArray(0);
-
- Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
- glUniform1i(Uniform, 0);
- Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode");
- glUniform1i(Uniform, 1);
- Uniform = glGetUniformLocation(DefaultShaderProgram, "InputCol");
- glUniform3f(Uniform, FillCol.r, FillCol.g, FillCol.b);
-
- // stencil for fill
- //
- // vertices
- glBindBuffer(GL_ARRAY_BUFFER, DefaultVerts.VertexBufferObject);
- glBufferData(GL_ARRAY_BUFFER, sizeof(GL_DefaultVertices), GL_DefaultVertices, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
- glEnableVertexAttribArray(1);
-
- // stencil buffer
- glStencilFunc(GL_NOTEQUAL, 0, 0xFF);
- glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
-
- glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, 0);
- //
- } else {
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- }
-
- // stencil buffer not needed
- glDisable(GL_STENCIL_TEST);
- glStencilMask(0xFF);
- glStencilFunc(GL_ALWAYS, 0, 0xFF);
-
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
+ glUniform1i(Uniform, 1);
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode");
+ glUniform1i(Uniform, 1);
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "InputCol");
+ glUniform3f(Uniform, 0, 0, 0);
+
+ // fill
+ // vertices
+ glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(real32) * 4 * FillCount, FillData, GL_STATIC_DRAW);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
+
+ // stencil buffer
+ glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
+ glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
+ glDisable(GL_CULL_FACE);
+
+ glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, 0);
+ //
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glBindVertexArray(0);
- if (RenderMode == 0 || RenderMode == 2) {
- Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
- glUniform1i(Uniform, 1);
- Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode");
- glUniform1i(Uniform, 1);
- Uniform = glGetUniformLocation(DefaultShaderProgram, "InputCol");
- glUniform3f(Uniform, StrokeCol.r, StrokeCol.g, StrokeCol.b);
-
- // stroke
- //
- glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject);
- glBufferData(GL_ARRAY_BUFFER, sizeof(real32) * 4 * StrokeCount, StrokeData, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
- glEnableVertexAttribArray(1);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, StrokeCount);
- //
- }
}
static void
-GL_RasterizeShape(gl_effect_layer *TestL, gl_effect_layer *TestM, void *StrokeData, void *FillData, uint32 StrokeCount, uint32 FillCount,
- layer_transforms T, int Width, int Height, int BytesPerPixel, void *EffectBitmapAddress, int L_Width, int L_Height, v4 StrokeCol, v4 FillCol, int RenderMode, int Vector,
- ImVec2 ViewportSize, ImVec2 UIZoom, ImVec2 UIPos)
+GL_RasterizeShape2(gl_effect_layer *TestM, void *StrokeData, void *FillData, uint32 StrokeCount, uint32 FillCount,
+ layer_transforms T, int Width, int Height, int BytesPerPixel,
+ int L_Width, int L_Height,v4 StrokeCol, v4 FillCol, int RenderMode, int Vector,
+ ImVec2 ViewportSize, ImVec2 UIPos, ImVec2 UIZoom, bool32 KeepStencil)
{
-#if 0
- int Uniform = 0;
- glBindTexture(GL_TEXTURE_2D, TestL->Texture);
- int ByteFlag = (BytesPerPixel == 4) ? GL_RGBA : GL_RGBA16;
- int ByteFlag2 = (BytesPerPixel == 4) ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT;
- glTexImage2D(GL_TEXTURE_2D, 0, ByteFlag, Width, Height, 0, GL_RGBA,
- ByteFlag2, EffectBitmapAddress);
-
- if (!Vector)
- GL_UpdateTexture(TestL, EffectBitmapAddress, Width, Height, BytesPerPixel, 0);
- GL_UpdateTexture(TestM, EffectBitmapAddress, Width, Height, BytesPerPixel, 1);
-
- glBindFramebuffer(GL_FRAMEBUFFER, TestM->FramebufferObject);
-
// stencil buffer
- glEnable(GL_STENCIL_TEST);
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ glEnable(GL_STENCIL_TEST);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ if (!KeepStencil)
+ glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 0, 0xFF);
glStencilMask(0xff);
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- glUseProgram(DefaultShaderProgram);
+ int Uniform = 0;
Uniform = glGetUniformLocation(DefaultShaderProgram, "CompDimensions");
- glUniform3f(Uniform, Width, Height, 0);
+ glUniform2f(Uniform, Width, Height);
Uniform = glGetUniformLocation(DefaultShaderProgram, "LayerDimensions");
glUniform2f(Uniform, L_Width, L_Height);
Uniform = glGetUniformLocation(DefaultShaderProgram, "ScreenDimensions");
glUniform2f(Uniform, ViewportSize.x, ViewportSize.y);
- Uniform = glGetUniformLocation(DefaultShaderProgram, "Pos");
- glUniform2f(Uniform, T.x, T.y);
- Uniform = glGetUniformLocation(DefaultShaderProgram, "CompOffset");
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "UIOffset");
glUniform2f(Uniform, UIPos.x, UIPos.y);
- Uniform = glGetUniformLocation(DefaultShaderProgram, "CompZoom");
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "UIZoom");
glUniform2f(Uniform, UIZoom.x, UIZoom.y);
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "Pos");
+ glUniform2f(Uniform, T.x, T.y);
Uniform = glGetUniformLocation(DefaultShaderProgram, "Anchor");
glUniform2f(Uniform, T.ax, T.ay);
real32 Rad = (T.rotation * (PI / 180));
@@ -364,7 +296,7 @@ GL_RasterizeShape(gl_effect_layer *TestL, gl_effect_layer *TestM, void *StrokeDa
// stencil buffer
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
- glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
+ glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
glDisable(GL_CULL_FACE);
glDrawArrays(GL_TRIANGLE_FAN, 0, FillCount);
@@ -427,17 +359,6 @@ GL_RasterizeShape(gl_effect_layer *TestL, gl_effect_layer *TestM, void *StrokeDa
glDrawArrays(GL_TRIANGLE_STRIP, 0, StrokeCount);
//
}
-
- glBindFramebuffer(GL_READ_FRAMEBUFFER, TestM->FramebufferObject);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, TestL->FramebufferObject);
- glBlitFramebuffer(0, 0, Width, Height, 0, 0, Width, Height,
- GL_COLOR_BUFFER_BIT, GL_NEAREST);
- glBindFramebuffer(GL_FRAMEBUFFER, TestL->FramebufferObject);
-
- glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, EffectBitmapAddress);
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-#endif
}
void
@@ -445,6 +366,9 @@ GL_UpdateTexture(gl_effect_layer *Test, void *Data, uint16 Width, uint16 Height,
{
glViewport(0, 0, Width, Height);
+ // int err;
+ // err = glGetError(); Assert(err == 0);
+
if (!Test->Initialized) {
GL_InitHWBuffer(Test);
}
diff --git a/src/imgui_ui.cpp b/src/imgui_ui.cpp
index 871c69d..e77195c 100644
--- a/src/imgui_ui.cpp
+++ b/src/imgui_ui.cpp
@@ -390,6 +390,12 @@ ImGui_ProcessInputs(project_data *File, project_state *State, ui *UI, memory *Me
}
}
}
+ if (ImGui::IsKeyPressed(ImGuiKey_LeftBracket)) {
+ Layer_Nudge(File, State, Memory, Sorted.CompArray, Sorted.LayerArray);
+ }
+ // if (ImGui::IsKeyPressed(ImGuiKey_RightBracket)) {
+ // }
+
if (ImGui::IsKeyPressed(ImGuiKey_X)) {
if (State->TimelineMode == timeline_mode_graph && State->Interact_Active == interact_type_keyframe_move) {
if (State->Interact_Modifier != 1)
@@ -750,176 +756,3 @@ ImGui_EffectsPanel(project_data *File, project_state *State, memory *Memory, ui
}
ImGui::End();
}
-
-static char ImGuiPrefs[] = "[Window][DockSpaceViewport_11111111]\n"
-"Pos=0,0\n"
-"Size=3840,2160\n"
-"Collapsed=0\n"
-"\n"
-"[Window][Debug##Default]\n"
-"Pos=122,442\n"
-"Size=400,400\n"
-"Collapsed=0\n"
-"\n"
-"[Window][Viewport]\n"
-"Pos=443,34\n"
-"Size=2872,1565\n"
-"Collapsed=0\n"
-"DockId=0x00000010,0\n"
-"\n"
-"[Window][###Properties]\n"
-"Pos=0,34\n"
-"Size=441,1565\n"
-"Collapsed=0\n"
-"DockId=0x0000000B,0\n"
-"\n"
-"[Window][Timeline]\n"
-"Pos=0,1601\n"
-"Size=3840,559\n"
-"Collapsed=0\n"
-"DockId=0x0000000A,0\n"
-"\n"
-"[Window][Dear ImGui Demo]\n"
-"Pos=2677,34\n"
-"Size=523,437\n"
-"Collapsed=0\n"
-"DockId=0x00000011,1\n"
-"\n"
-"[Window][Files]\n"
-"Pos=3317,604\n"
-"Size=523,743\n"
-"Collapsed=0\n"
-"DockId=0x00000007,0\n"
-"\n"
-"[Window][Effects list]\n"
-"Pos=3317,1349\n"
-"Size=523,250\n"
-"Collapsed=0\n"
-"DockId=0x00000008,0\n"
-"\n"
-"[Window][Graph editor]\n"
-"Pos=0,949\n"
-"Size=3200,526\n"
-"Collapsed=0\n"
-"DockId=0x00000009,0\n"
-"\n"
-"[Window][undotree]\n"
-"Pos=2677,473\n"
-"Size=523,572\n"
-"Collapsed=0\n"
-"DockId=0x00000007,2\n"
-"\n"
-"[Window][memoryviewer]\n"
-"Pos=50,273\n"
-"Size=800,200\n"
-"Collapsed=0\n"
-"\n"
-"[Window][Example: Custom rendering]\n"
-"Pos=758,789\n"
-"Size=485,414\n"
-"Collapsed=0\n"
-"\n"
-"[Window][Memory viewer]\n"
-"Pos=2677,473\n"
-"Size=523,572\n"
-"Collapsed=0\n"
-"DockId=0x00000007,1\n"
-"\n"
-"[Window][Graph info]\n"
-"Pos=2838,1265\n"
-"Size=235,353\n"
-"Collapsed=0\n"
-"\n"
-"[Window][Properties]\n"
-"Pos=0,34\n"
-"Size=495,1056\n"
-"Collapsed=0\n"
-"DockId=0x0000000F,0\n"
-"\n"
-"[Window][Colors]\n"
-"Pos=3317,34\n"
-"Size=523,568\n"
-"Collapsed=0\n"
-"DockId=0x00000011,0\n"
-"\n"
-"[Window][Menu]\n"
-"Pos=0,0\n"
-"Size=3840,32\n"
-"Collapsed=0\n"
-"DockId=0x0000000D,0\n"
-"\n"
-"[Window][Stable Diffusion]\n"
-"Pos=2206,684\n"
-"Size=421,462\n"
-"Collapsed=0\n"
-"\n"
-"[Window][SD prompt input]\n"
-"Pos=2677,473\n"
-"Size=523,541\n"
-"Collapsed=0\n"
-"DockId=0x00000007,2\n"
-"\n"
-"[Window][Example: Console]\n"
-"Pos=747,851\n"
-"Size=520,600\n"
-"Collapsed=0\n"
-"\n"
-"[Window][SD gallery]\n"
-"Pos=0,718\n"
-"Size=441,557\n"
-"Collapsed=0\n"
-"DockId=0x0000000C,0\n"
-"\n"
-"[Window][Save as]\n"
-"Pos=1782,1058\n"
-"Size=300,116\n"
-"Collapsed=0\n"
-"\n"
-"[Window][Keybinds]\n"
-"Pos=1573,769\n"
-"Size=750,639\n"
-"Collapsed=0\n"
-"\n"
-"[Table][0x861D378E,3]\n"
-"Column 0 Weight=1.0000\n"
-"Column 1 Weight=1.0000\n"
-"Column 2 Weight=1.0000\n"
-"\n"
-"[Table][0x1F146634,3]\n"
-"RefScale=13\n"
-"Column 0 Width=63\n"
-"Column 1 Width=63\n"
-"Column 2 Width=63\n"
-"\n"
-"[Table][0x64418101,3]\n"
-"RefScale=13\n"
-"Column 0 Width=63\n"
-"Column 1 Width=63\n"
-"Column 2 Width=63\n"
-"\n"
-"[Table][0xC9935533,3]\n"
-"Column 0 Weight=1.0000\n"
-"Column 1 Weight=1.0000\n"
-"Column 2 Weight=1.0000\n"
-"\n"
-"[Docking][Data]\n"
-"DockSpace ID=0x8B93E3BD Window=0xA787BDB4 Pos=0,0 Size=3840,2160 Split=Y Selected=0x13926F0B\n"
-" DockNode ID=0x0000000D Parent=0x8B93E3BD SizeRef=3200,32 HiddenTabBar=1 Selected=0xA57AB2C6\n"
-" DockNode ID=0x0000000E Parent=0x8B93E3BD SizeRef=3200,1299 Split=Y\n"
-" DockNode ID=0x00000001 Parent=0x0000000E SizeRef=3200,1205 Split=X Selected=0x13926F0B\n"
-" DockNode ID=0x00000003 Parent=0x00000001 SizeRef=441,1171 Split=Y Selected=0xDBB8CEFA\n"
-" DockNode ID=0x0000000B Parent=0x00000003 SizeRef=521,425 Selected=0xDBB8CEFA\n"
-" DockNode ID=0x0000000C Parent=0x00000003 SizeRef=521,347 Selected=0x56290987\n"
-" DockNode ID=0x00000004 Parent=0x00000001 SizeRef=1690,1171 Split=X Selected=0x13926F0B\n"
-" DockNode ID=0x00000005 Parent=0x00000004 SizeRef=1165,1171 Split=X Selected=0x13926F0B\n"
-" DockNode ID=0x0000000F Parent=0x00000005 SizeRef=495,856 Selected=0x199AB496\n"
-" DockNode ID=0x00000010 Parent=0x00000005 SizeRef=2199,856 CentralNode=1 Selected=0x13926F0B\n"
-" DockNode ID=0x00000006 Parent=0x00000004 SizeRef=523,1171 Split=Y Selected=0x86FA2F90\n"
-" DockNode ID=0x00000011 Parent=0x00000006 SizeRef=483,437 Selected=0xBF7DFDC9\n"
-" DockNode ID=0x00000012 Parent=0x00000006 SizeRef=483,766 Split=Y Selected=0x59A2A092\n"
-" DockNode ID=0x00000007 Parent=0x00000012 SizeRef=523,572 Selected=0x86FA2F90\n"
-" DockNode ID=0x00000008 Parent=0x00000012 SizeRef=523,192 Selected=0x812F222D\n"
-" DockNode ID=0x00000002 Parent=0x0000000E SizeRef=3200,559 Split=Y Selected=0x0F18B61B\n"
-" DockNode ID=0x00000009 Parent=0x00000002 SizeRef=3250,526 Selected=0xA1F22F4D\n"
-" DockNode ID=0x0000000A Parent=0x00000002 SizeRef=3250,323 HiddenTabBar=1 Selected=0x0F18B61B\n"
-"\0";
diff --git a/src/imgui_ui_timeline.cpp b/src/imgui_ui_timeline.cpp
index 29b2835..6c111f1 100644
--- a/src/imgui_ui_timeline.cpp
+++ b/src/imgui_ui_timeline.cpp
@@ -1,3 +1,4 @@
+#include "imgui.h"
#if SPECIAL
#include "main.h"
#endif
@@ -427,8 +428,11 @@ ImGui_Timeline_DrawPrecomp(project_data *File, project_state *State, memory *Mem
// NOTE(fox): Layer sorting pre-calculates UI positioning, so the order layers are drawn could be arbitrary.
real32 DisplayOffset = 0;
- for (int i = SortedCompStart.LayerCount - 1; i >= 0; i--)
+ int LayerCount = SortedCompStart.LayerCount + SortedCompStart.FakeLayerCount;
+ for (int i = 0; i < LayerCount; i++)
{
+ if (i != 0)
+ int a = 0;
sorted_layer_array SortEntry = SortedLayerStart[i];
uint32 Index_Physical = SortEntry.Block_Layer_Index;
block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index_Physical);
@@ -458,11 +462,13 @@ ImGui_Timeline_DrawPrecomp(project_data *File, project_state *State, memory *Mem
BorderColor = ImColor(0.2, 0.2, 0.2, 1.0f);
draw_list->AddRectFilled(Layer_ScreenPos_Min, Layer_ScreenPos_Max, LayerColor);
+ if (SortEntry.IsFake)
+ draw_list->AddRectFilled(Layer_ScreenPos_Min, Layer_ScreenPos_Max, IM_COL32(129, 50, 180, 90));
draw_list->AddRect(Layer_ScreenPos_Min, Layer_ScreenPos_Max, BorderColor, 2);
block_string *String = (block_string *)Memory_Block_AddressAtIndex(Memory, F_Strings, Layer->Block_String_Index);
char buf[128];
#if DEBUG
- sprintf(buf, "%s, %i", String->Char, Index_Physical);
+ sprintf(buf, "%s, (idx: %i so: %.1f di: %.1f", String->Char, Index_Physical, SortEntry.SortedOffset, SortEntry. DisplayOffset);
#else
sprintf(buf, "%s", String->Char);
#endif
@@ -499,7 +505,7 @@ ImGui_Timeline_DrawPrecomp(project_data *File, project_state *State, memory *Mem
Test &= (Layer_ScreenPos_Min.x <= io.MouseClickedPos[0].x && Layer_ScreenPos_Max.x >= io.MousePos.x);
if (Test) {
- if (!Layer->IsSelected) {
+ if (!Layer->IsSelected && !Layer->IsLocked) {
Layer_Select(Memory, State, Index_Physical);
}
} else if (!io.KeyShift) {
@@ -519,7 +525,7 @@ ImGui_Timeline_DrawPrecomp(project_data *File, project_state *State, memory *Mem
ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeEW);
}
if (ImGui::IsItemActivated()) {
- if (!Layer->IsSelected) {
+ if (!Layer->IsSelected && !Layer->IsLocked) {
if (!io.KeyShift) Layer_DeselectAll(File, State, Memory);
Layer_Select(Memory, State, Index_Physical);
}
@@ -563,7 +569,7 @@ ImGui_Timeline_DrawPrecomp(project_data *File, project_state *State, memory *Mem
ImGui::InvisibleButton("##layer_mid", Layer_ScreenSize, ImGuiMouseButton_Left);
if (ImGui::IsItemActivated()) {
- if (!Layer->IsSelected) {
+ if (!Layer->IsSelected && !Layer->IsLocked) {
if (!io.KeyShift) Layer_DeselectAll(File, State, Memory);
Layer_Select(Memory, State, Index_Physical);
Layer_Select_RecurseUp(Memory, State, Index_Physical, RecursionIdx, Recursions);
@@ -572,7 +578,7 @@ ImGui_Timeline_DrawPrecomp(project_data *File, project_state *State, memory *Mem
ImGui::OpenPopupOnItemClick("layerpopup", ImGuiPopupFlags_MouseButtonRight);
if (ImGui::BeginPopup("layerpopup")) {
- if (ImGui::Selectable("Visible")) {
+ if (ImGui::MenuItem("Visible", NULL, Layer->IsVisible)) {
bool32 Commit = false;
int h = 0, z = 0, i = 0;
while (Block_Loop(Memory, F_Layers, File->Layer_Count, &h, &z, &i)) {
@@ -591,6 +597,25 @@ ImGui_Timeline_DrawPrecomp(project_data *File, project_state *State, memory *Mem
State->UpdateFrame = true;
}
}
+ if (ImGui::MenuItem("Lock", NULL, Layer->IsLocked)) {
+ bool32 Commit = false;
+ int h = 0, z = 0, i = 0;
+ while (Block_Loop(Memory, F_Layers, File->Layer_Count, &h, &z, &i)) {
+ block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i);
+ if (Layer->IsSelected) {
+ if (!Commit) {
+ History_Entry_Commit(Memory, "Toggle lock");
+ Commit = true;
+ }
+ History_Action_Swap(Memory, F_Layers, sizeof(Layer->IsLocked), &Layer->IsLocked);
+ Layer->IsLocked ^= 1;
+ }
+ }
+ if (Commit) {
+ History_Entry_End(Memory);
+ State->UpdateFrame = true;
+ }
+ }
if (ImGui::MenuItem("Pre-compose layer")) {
Precomp_UICreateButton(File, State, Memory, CompIndex, SortedCompStart, SortedLayerStart);
State->UpdateKeyframes = true;
diff --git a/src/imgui_ui_viewport.cpp b/src/imgui_ui_viewport.cpp
index 749999d..6503e6f 100644
--- a/src/imgui_ui_viewport.cpp
+++ b/src/imgui_ui_viewport.cpp
@@ -38,6 +38,7 @@ ImGui_Viewport_Toolbar(project_state *State, ImDrawList *draw_list)
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)
{
+ memory_table_list TableName = (Layer == NULL) ? F_File : F_Layers;
if (Shape->Point_Count) {
uint32 wcol = IM_COL32(00, 00, 80, 255);
v2 CompUV = State->LastClickedPoint;
@@ -132,9 +133,7 @@ ImGui_Viewport_ShapeUI(project_state *State, memory *Memory, ui *UI, ImGuiIO &io
if (IsItemDeactivated) {
if (Layer == NULL && a == 0 && i == 0 && Shape->IsClosed == false) {
History_Entry_Commit(Memory, "Close shape");
- Assert(0);
- // which one??
- History_Action_Swap(Memory, F_File, sizeof(Shape->IsClosed), &Shape->IsClosed);
+ History_Action_Swap(Memory, TableName, sizeof(Shape->IsClosed), &Shape->IsClosed);
Shape->IsClosed = true;
History_Entry_End(Memory);
} else if (Layer != NULL) {
@@ -388,33 +387,26 @@ ImGui_Viewport_TransformUI2(project_data *File, project_state *State, memory *Me
layer_transforms BoxTransforms = { NewCenter.x, NewCenter.y, 0.5, 0.5, (real32)(Rad / (PI / 180)), Scale };
v2 LayerPoint = Transform_ScreenSpaceToLocal(BoxTransforms, CompWidth, CompHeight, BoxLength.x, BoxLength.y, UI->CompPos, UI->CompZoom, ViewportMin, io.MousePos);
-
- // for (int i = 0; i < 4; i++) {
- // v2 Anchor = TransformPoint(BoxTransforms, BoxLength.x, BoxLength.y, BoxLength * Mid_Local[i]);
- // Mid_P[i] = IV2(Anchor)*CompScale + UI->CompPos;
- // }
-
real32 U = LayerPoint.x / BoxLength.x;
real32 V = LayerPoint.y / BoxLength.y;
- // DebugWatchVar("U", &U, d_float);
- // DebugWatchVar("V", &V, d_float);
- ImVec2 ScaleHandleSize(50, 50);
+ real32 HandleSize = ImGui::GetFontSize() * 2;
+ ImVec2 ScaleHandleSize(HandleSize, HandleSize);
bool32 OtherActions = ImGui::IsKeyDown(ImGuiKey_Z);
- // First do the halfway scale points, since they don't need UVs considered:
+ uint32 Col[4] = { IM_COL32(255, 0, 0, 255), IM_COL32(0, 255, 0, 255), IM_COL32(0, 0, 255, 255), IM_COL32(255, 255, 255, 255) };
+
+ // TODO(fox): Combine halfway and corner scale code?
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::InvisibleButton("##ScaleMids", ScaleHandleSize);
- ImGui::PopStyleColor();
ImGui_DrawCenteredRect(draw_list, Mid_P[i], 12, IM_COL32(20, 20, 20, 255));
ImGui_DrawCenteredRect(draw_list, Mid_P[i], 10, IM_COL32(20, 20, 220, 255));
- ImGui_DrawCenteredRect(draw_list, Mid_P[i], 6, IM_COL32(255, 255, 225, 50));
+ ImGui_DrawCenteredRect(draw_list, Mid_P[i], 6, Col[i]);
if (ImGui::GetMouseCursor() != ImGuiMouseCursor_None && ImGui::IsItemHovered() && !OtherActions) {
@@ -428,59 +420,58 @@ ImGui_Viewport_TransformUI2(project_data *File, project_state *State, memory *Me
if (State->InteractTransformMode == 1 && ImGui::IsItemActive())
{
- uint32 side = i;
- v2 Dir = {};
- if (i == 0) {
- Dir = V2(1, -1);
- } else if (i == 1) {
- Dir = V2(-1, -1);
- } else if (i == 2) {
- Dir = V2(-1, 0);
- } else if (i == 3) {
- Dir = V2(1, 0);
- } else {
- Assert(0);
- }
-
- // InteractMin + V2(BoxLength.x * 0.5, 0), InteractMin + V2(0, BoxLength.y * 0.5),
- // InteractMax - V2(BoxLength.x * 0.5, 0), InteractMax - V2(0, BoxLength.y * 0.5) };
-
+ // real32 NegRad = Rad - (90 * (PI / 180));
ImVec2 LengthVec = (io.MousePos - io.MouseClickedPos[0]) / CompScale;
real32 NegRad = -Rad;
- v2 UnrotatedLengthVec = {};
- {
- v2 XAxis = (LengthVec.x * 1.0f)*V2(cos(NegRad), sin(NegRad));
- v2 YAxis = (LengthVec.y * -1.0f)*V2(sin(NegRad), -cos(NegRad));
- UnrotatedLengthVec = XAxis + YAxis;
- }
-
- real32 Length = UnrotatedLengthVec.x * Dir.x;
- real32 BoxAxis = BoxLength.x;
- Interact->Scale = 1.0f + Length / BoxAxis;
- v2 MovePos = V2((Length / 2), -(Length / 2) * (BoxLength.y / BoxLength.x));
- v2 XAxis = (MovePos.x * Dir.x)*V2(cos(Rad), sin(Rad));
- v2 YAxis = (MovePos.y * Dir.y)*V2(sin(Rad), -cos(Rad));
- v2 Pos = XAxis + YAxis;
+ v2 XAxis = (LengthVec.x * 1.0f)*V2(cos(NegRad), sin(NegRad));
+ v2 YAxis = (LengthVec.y * -1.0f)*V2(sin(NegRad), -cos(NegRad));
+ v2 UnrotatedLengthVec = XAxis + YAxis;
- Interact->Position.x = Pos.x;
- Interact->Position.y = Pos.y;
-#if 0
+ v2 Dir = {};
if (i == 0) {
- Interact->Position.x = Pos.x;
- Interact->Position.y = Pos.y;
+ Dir = V2(-1, 1);
} else if (i == 1) {
- Interact->Position.x = Pos.x;
- Interact->Position.y = Pos.y;
+ Dir = V2(1, 1);
} else if (i == 2) {
- Interact->Position.x = Pos.x;
- Interact->Position.y = Pos.y;
+ Dir = V2(1, -1);
} else if (i == 3) {
- Interact->Position.x = Pos.x;
- Interact->Position.y = Pos.y;
+ Dir = V2(-1, -1);
+ } else {
+ Assert(0);
}
-#endif
+ if (i == 1 || i == 3) {
+ real32 Length = UnrotatedLengthVec.x * Dir.x;
+ real32 BoxAxis = BoxLength.x;
+ Interact->Scale = 1.0f + -Length / BoxAxis;
+ v2 MovePos = V2((Length / 2), 0);
+ v2 XAxis = (MovePos.x * Dir.x)*V2(cos(Rad), sin(Rad));
+ v2 YAxis = (MovePos.y * Dir.y)*V2(sin(Rad), -cos(Rad));
+ v2 Pos = XAxis + YAxis;
+ if (!io.KeyCtrl) {
+ Interact->Position.x = Pos.x;
+ Interact->Position.y = Pos.y;
+ } else {
+ Interact->Position.x = 0;
+ Interact->Position.y = 0;
+ }
+ } else {
+ real32 Length = UnrotatedLengthVec.y * Dir.x;
+ real32 BoxAxis = BoxLength.y;
+ Interact->Scale = 1.0f + -Length / BoxAxis;
+ v2 MovePos = V2(0, (Length / 2));
+ v2 XAxis = (MovePos.x * Dir.x)*V2(cos(Rad), sin(Rad));
+ v2 YAxis = (MovePos.y * Dir.y)*V2(sin(Rad), -cos(Rad));
+ v2 Pos = XAxis + YAxis;
+ if (!io.KeyCtrl) {
+ Interact->Position.x = Pos.x;
+ Interact->Position.y = Pos.y;
+ } else {
+ Interact->Position.x = 0;
+ Interact->Position.y = 0;
+ }
+ }
}
ImGui::PopID();
@@ -494,7 +485,6 @@ ImGui_Viewport_TransformUI2(project_data *File, project_state *State, memory *Me
InBounds = true;
}
- uint32 Col[4] = { IM_COL32(255, 0, 0, 255), IM_COL32(0, 255, 0, 255), IM_COL32(0, 0, 255, 255), IM_COL32(255, 255, 255, 255) };
for (int i = 0; i < 4; i++) {
ImGui::SetCursorScreenPos(P[i] - ScaleHandleSize/2);
ImGui::PushID(i);
@@ -542,6 +532,8 @@ ImGui_Viewport_TransformUI2(project_data *File, project_state *State, memory *Me
Assert(0);
}
+ // Determine whether to use the unrotated X or Y axis based on
+ // where the mouse is. Makes the box corner always 'stick' to the mouse.
v2 Vector0 = V2(BoxLength.x, BoxLength.y);
real32 Dot = Inner(V2(-Vector0.y * Dir.x, Vector0.x * Dir.y), UnrotatedLengthVec);
bool32 Test = (Dot < 0.0f) ? 0 : 1;
@@ -554,8 +546,13 @@ ImGui_Viewport_TransformUI2(project_data *File, project_state *State, memory *Me
v2 XAxis = (MovePos.x * Dir.x)*V2(cos(Rad), sin(Rad));
v2 YAxis = (MovePos.y * Dir.y)*V2(sin(Rad), -cos(Rad));
v2 Pos = XAxis + YAxis;
- Interact->Position.x = Pos.x;
- Interact->Position.y = Pos.y;
+ if (!io.KeyCtrl) {
+ Interact->Position.x = Pos.x;
+ Interact->Position.y = Pos.y;
+ } else {
+ Interact->Position.x = 0;
+ Interact->Position.y = 0;
+ }
} else {
real32 Mult = (i == 1 || i == 3) ? -1 : 1;
real32 Length = UnrotatedLengthVec.y * Mult * Dir.x;
@@ -565,8 +562,13 @@ ImGui_Viewport_TransformUI2(project_data *File, project_state *State, memory *Me
v2 XAxis = (MovePos.x * Dir.x)*V2(cos(Rad), sin(Rad));
v2 YAxis = (MovePos.y * Dir.y)*V2(sin(Rad), -cos(Rad));
v2 Pos = XAxis + YAxis;
- Interact->Position.x = Pos.x;
- Interact->Position.y = Pos.y;
+ if (!io.KeyCtrl) {
+ Interact->Position.x = Pos.x;
+ Interact->Position.y = Pos.y;
+ } else {
+ Interact->Position.x = 0;
+ Interact->Position.y = 0;
+ }
}
}
@@ -623,27 +625,40 @@ ImGui_Viewport_TransformUI2(project_data *File, project_state *State, memory *Me
State->UpdateFrame = true;
if (!ImGui::IsMouseDown(ImGuiMouseButton_Left))
{
- Assert(State->Interact_Active == interact_type_viewport_transform_gizmo);
- int h = 0, c = 0, i = 0;
- 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 == 1) {
- 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);
+ // A mouse release without any delta usually means the user wants
+ // to initiate a layer seelect.
+ ImVec2 LengthVec = (io.MousePos - io.MouseClickedPos[0]);
+ if (fabsf(LengthVec.x) + fabsf(LengthVec.y) > 2) {
+ Assert(State->Interact_Active == interact_type_viewport_transform_gizmo);
+ int h = 0, c = 0, i = 0;
+ 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 == 1) {
+ 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);
+ }
}
+ History_Entry_End(Memory);
+ State->UpdateFrame = true;
+ State->UncommitedKeyframe = 1;
+ } else {
+ int32 Selection = Layer_TestSelection(Memory, State, UI, SortedCompArray, SortedLayerArray, File->PrincipalCompIndex, io.KeyShift);
+ Assert(State->Tool == tool_default);
+ if (!io.KeyShift) {
+ Layer_DeselectAll(File, State, Memory);
+ State->Interact_Transform = {};
+ }
+ if (Selection != -1)
+ Layer_Select(Memory, State, Selection);
}
- History_Entry_End(Memory);
State->Interact_Active = interact_type_none;
State->Interact_Transform = {};
- State->UpdateFrame = true;
State->InteractTransformMode = 0;
State->Interact_Modifier = 0;
- State->UncommitedKeyframe = 1;
- State->UpdateFrame = true;
}
}
@@ -1077,6 +1092,10 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory,
if (ImGui::IsWindowHovered(ImGuiFocusedFlags_ChildWindows)) {
State->FocusedWindow = focus_viewport;
+ // normal people won't use this...
+ if (ImGui::IsKeyPressed(ImGuiKey_Escape)) {
+ Layer_DeselectAll(File, State, Memory);
+ }
}
block_composition *MainComp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, File->PrincipalCompIndex);
@@ -1123,9 +1142,21 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory,
draw_list->AddRect(CompPosMin, CompPosMax, OUTLINE);
draw_list->AddImage((void *)(intptr_t)textureID, CompPosMin, CompPosMax);
} else {
- Render_UI(File, State, Memory, UI, draw_list,
- SortedCompArray, SortedLayerArray,
+ block_composition *Comp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, File->PrincipalCompIndex);
+ uint8 *StartAddress = (uint8 *)Memory->Slot[B_PointData].Address;
+ uint8 *Data = StartAddress;
+ Arbitrary_Zero(Data, Memory->Slot[B_PointData].Size);
+ gl_viewport_data *RenderData = (gl_viewport_data *)Data;
+ Data += sizeof(gl_viewport_data);
+ *RenderData = { ImGui::GetMainViewport()->Size,
+ Comp->Width, Comp->Height, Comp->BytesPerPixel,
+ UI->CompPos, UI->CompZoom, UI->CompZoom.x / Comp->Width, {} };
+ layer_transforms ExtraT = {};
+ Render_UI(File, State, Memory, UI, draw_list, Data, RenderData,
+ SortedCompArray, SortedLayerArray, &ExtraT,
SortedPropertyStart, SortedKeyframeArray, File->PrincipalCompIndex, State->Frame_Current);
+ draw_list->AddCallback(GL_Test, (void *)StartAddress);
+ draw_list->AddCallback(ImDrawCallback_ResetRenderState, NULL);
draw_list->AddRect(CompPosMin, CompPosMax, OUTLINE);
}
draw_list->PopClipRect();
@@ -1200,6 +1231,12 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory,
bool32 OtherActions = ImGui::IsKeyDown(ImGuiKey_Z) || ImGui::IsMouseDown(ImGuiMouseButton_Right);
+ // If there's any sort of drag before the user lets go of the mouse, they
+ // either want to use the bounding box or drag an object that isn't
+ // currently selected, so we need to select it now instead of on mouse
+ // release. This requires a state override (Interact_OutOfDrag) to force
+ // the deselection code to not be called on mouse release.
+
if (IsActive && !OtherActions && !io.KeyCtrl && !io.KeyAlt)
{
ImVec2 ClickedPos = io.MouseClickedPos[0];
@@ -1215,9 +1252,10 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory,
BoxMax.y = (MousePos.y > ClickedPos.y) ? MousePos.y : ClickedPos.y;
if (io.MouseDelta.x || io.MouseDelta.y) {
if (State->Tool == tool_default && State->Interact_Active == interact_type_none) {
- int32 Selection = Layer_TestSelection(Memory, State, UI, SortedCompArray, SortedLayerArray, File->PrincipalCompIndex);
+ int32 Selection = Layer_TestSelection(Memory, State, UI, SortedCompArray, SortedLayerArray, File->PrincipalCompIndex, io.KeyShift);
if (!State->InteractTransformMode && Selection != -1) {
- Layer_DeselectAll(File, State, Memory);
+ if (!io.KeyShift)
+ Layer_DeselectAll(File, State, Memory);
Layer_Select(Memory, State, Selection);
State->Interact_Active = interact_type_viewport_transform_gizmo;
State->Interact_OutOfDrag = true;
@@ -1252,7 +1290,7 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory,
State->Interact_OutOfDrag = 0;
} else {
// Layer selection
- int32 Selection = Layer_TestSelection(Memory, State, UI, SortedCompArray, SortedLayerArray, File->PrincipalCompIndex);
+ int32 Selection = Layer_TestSelection(Memory, State, UI, SortedCompArray, SortedLayerArray, File->PrincipalCompIndex, io.KeyShift);
if (State->Tool == tool_default && State->Interact_Active == interact_type_none) {
if (!io.KeyShift && State->Interact_Active == interact_type_none) {
Layer_DeselectAll(File, State, Memory);
@@ -1295,7 +1333,7 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory,
ImVec2 MouseDelta = io.MouseDelta;
real32 Delta = MouseDelta.x + MouseDelta.y;
v2 PrincipalCompUV = ImGui_ScreenPointToCompUV(ViewportMin, UI->CompPos, UI->CompZoom, io.MousePos);
- v2 LayerPos = Layer_TraverseForPoint(File, State, Memory, PrincipalCompUV, SortedCompArray, SortedLayerArray);
+ v2 LayerPos = Layer_TraverseForPoint(File, State, Memory, PrincipalCompUV, SortedCompArray, SortedLayerArray, State->Brush.LayerToPaint_Index);
if (IsActivated) {
RenderQueue_AddBrush(State, LayerPos);
} else if (Delta != 0.0f) {
@@ -1423,6 +1461,13 @@ ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory,
if (State->Interact_Active == interact_type_viewport_duplicate) {
if (IsDeactivated) {
+ // NOTE(fox): Normally calling functions that add/delete things
+ // shouldn't be done here since they affect sorting and can lead to
+ // access of invalid data, but since the duplicate state already
+ // pre-modifies the sort data to be correct, it's safe to call it
+ // here.
+ // UI bugs can form if code prior to this and code after this
+ // depend on the IsFake flag!
History_Entry_Commit(Memory, "Duplicate layers");
State->Interact_Active = interact_type_none;
State->Interact_Modifier = 0;
diff --git a/src/include/all.h b/src/include/all.h
index 08a96e6..da7de64 100644
--- a/src/include/all.h
+++ b/src/include/all.h
@@ -351,11 +351,11 @@ 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);
+Layer_TraverseForPoint(project_data *File, project_state *State, memory *Memory, v2 PrincipalCompUV, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 LayerIndex);
// TODO(fox);: Precomps?
static int32
-Layer_TestSelection(memory *Memory, project_state *State, ui *UI, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 PrincipalIndex);
+Layer_TestSelection(memory *Memory, project_state *State, ui *UI, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 PrincipalIndex, bool32 BelowOnly);
static bool32
Shape_TestBoxSelect(v2 Min, v2 Max, bezier_point *BezierPointData, uint32 BezierCount);
@@ -488,10 +488,13 @@ 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,
+Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDrawList *draw_list, uint8 *PointBuffer, gl_viewport_data *RenderData,
+ sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, layer_transforms *ExtraT,
sorted_property_array *SortedPropertyStart, uint16 *SortedKeyframeArray, uint32 CompIndex, int32 Frame_Current);
+static layer_transforms
+Transform_Add(layer_transforms T, layer_transforms ExtraT);
+
static v2
Transform_ScreenSpaceToLocal(layer_transforms T, uint32 FileWidth, uint32 FileHeight, uint32 SourceWidth, uint32 SourceHeight,
ImVec2 CompPos, ImVec2 CompZoom, ImVec2 ViewportMin, ImVec2 Point);
diff --git a/src/include/layer.h b/src/include/layer.h
index 2b83a79..d059bb6 100644
--- a/src/include/layer.h
+++ b/src/include/layer.h
@@ -40,10 +40,10 @@ Layer_Select_Traverse(uint16 PrincipalCompIndex, memory *Memory, project_state *
int16 RecursionIdx[MAX_PRECOMP_RECURSIONS], int32 *Recursions);
static v2
-Layer_TraverseForPoint(project_data *File, project_state *State, memory *Memory, v2 PrincipalCompUV, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray);
+Layer_TraverseForPoint(project_data *File, project_state *State, memory *Memory, v2 PrincipalCompUV, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 LayerIndex);
static int32
-Layer_TestSelection(memory *Memory, project_state *State, ui *UI, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 PrincipalIndex);
+Layer_TestSelection(memory *Memory, project_state *State, ui *UI, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 PrincipalIndex, bool32 BelowOnly);
static void
Layer_RecursiveDeselect(memory *Memory, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 TargetIndex, uint16 PrincipalIndex);
diff --git a/src/include/main.h b/src/include/main.h
index e1d1787..1f04d41 100644
--- a/src/include/main.h
+++ b/src/include/main.h
@@ -192,6 +192,16 @@ struct render_queue_item
v2 Pos;
};
+struct layer_transforms
+{
+ real32 x;
+ real32 y;
+ real32 ax;
+ real32 ay;
+ real32 rotation;
+ real32 scale;
+};
+
struct render_queue
{
uint16 Playhead;
@@ -387,6 +397,33 @@ struct gl_effect_layer {
uint32 Stencil_Renderbuffer;
};
+struct gl_data
+{
+ int Type;
+ void *StrokeData;
+ uint32 StrokeCount;
+ v4 StrokeCol;
+ void *FillData;
+ uint32 FillCount;
+ v4 FillCol;
+ layer_transforms T;
+ real32 Width;
+ real32 Height;
+ int RenderMode;
+};
+
+struct gl_viewport_data
+{
+ ImVec2 ViewportSize;
+ int Width;
+ int Height;
+ int BytesPerPixel;
+ ImVec2 UIPos;
+ ImVec2 UIZoom;
+ real32 UIScale;
+ gl_data *LayerEntry[MAX_LAYERS];
+ int LayerCount;
+};
enum effect_display_type
{
@@ -610,16 +647,6 @@ struct block_composition
int32 Frame_End;
};
-struct layer_transforms
-{
- real32 x;
- real32 y;
- real32 ax;
- real32 ay;
- real32 rotation;
- real32 scale;
-};
-
enum source_type {
source_type_none,
source_type_principal,
@@ -710,8 +737,9 @@ struct block_layer {
};
};
- bool32 IsSelected;
bool32 IsVisible;
+ bool32 IsLocked;
+ bool32 IsSelected;
bool32 IsAdjustment;
// NOTE(fox): I use these in some places without calling
diff --git a/src/layer.cpp b/src/layer.cpp
index 3686d75..dfe91a4 100644
--- a/src/layer.cpp
+++ b/src/layer.cpp
@@ -340,7 +340,7 @@ 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)
+Layer_TraverseForPoint(project_data *File, project_state *State, memory *Memory, v2 PrincipalCompUV, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 LayerIndex)
{
int16 RecursionIdx[MAX_PRECOMP_RECURSIONS] = {};
RecursionIdx[0] = -1;
@@ -348,12 +348,12 @@ Layer_TraverseForPoint(project_data *File, project_state *State, memory *Memory,
sorted_layer_array *SortedLayerStart = Sorted_GetLayerStart(SortedLayerArray, SortedCompArray, File->PrincipalCompIndex);
sorted_comp_array SortedCompStart = SortedCompArray[File->PrincipalCompIndex];
block_composition *Comp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, File->PrincipalCompIndex);
- Layer_Select_Traverse(File->PrincipalCompIndex, Memory, State, State->Brush.LayerToPaint_Index, SortedCompArray, SortedLayerArray, RecursionIdx, &Recursions);
+ Layer_Select_Traverse(File->PrincipalCompIndex, Memory, State, LayerIndex, SortedCompArray, SortedLayerArray, RecursionIdx, &Recursions);
v2 PointUV = {0, 0};
int OuterWidth = Comp->Width, OuterHeight = Comp->Height;
int InnerWidth = 0, InnerHeight = 0;
if (Recursions == 0) {
- block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, State->Brush.LayerToPaint_Index);
+ block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, LayerIndex);
layer_transforms T = Layer_GetTransforms(Layer);
Layer_GetDimensions(Memory, Layer, &InnerWidth, &InnerHeight);
PointUV = T_CompUVToLayerUV(T, OuterWidth, OuterHeight, InnerWidth, InnerHeight, PrincipalCompUV);
@@ -393,9 +393,11 @@ Layer_TestForPoint(memory *Memory, project_state *State, ui *UI, sorted_comp_arr
return 0;
}
+// NOTE(fox): We loop twice to allow for convenient down-travelling when only
+// one layer is selected, toggleable by the BelowOnly bool (i.e. shift held).
// TODO(fox): Precomps?
static int32
-Layer_TestSelection(memory *Memory, project_state *State, ui *UI, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 PrincipalIndex)
+Layer_TestSelection(memory *Memory, project_state *State, ui *UI, sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 PrincipalIndex, bool32 BelowOnly)
{
block_composition *Comp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, PrincipalIndex);
sorted_comp_array SortedCompStart = SortedCompArray[PrincipalIndex];
@@ -425,9 +427,9 @@ Layer_TestSelection(memory *Memory, project_state *State, ui *UI, sorted_comp_ar
Layer_GetDimensions(Memory, Layer, &Width, &Height);
layer_transforms T = Layer_GetTransforms(Layer);
v2 UV = T_CompUVToLayerUV(T, Comp->Width, Comp->Height, Width, Height, State->LastClickedPoint);
- if (UV.x <= 1.0f && UV.x >= 0.0f && UV.y <= 1.0f && UV.y >= 0.0f && !Layer->IsSelected)
+ if (UV.x <= 1.0f && UV.x >= 0.0f && UV.y <= 1.0f && UV.y >= 0.0f && !Layer->IsSelected && !Layer->IsLocked)
{
- if (SelectionCount == 1) {
+ if (!BelowOnly && SelectionCount == 1) {
if (i < SelectedLayerIndex) {
LayerIndex = Index_Physical;
break;
@@ -566,6 +568,8 @@ Layer_TestBoxSelect(memory *Memory, project_state *State, ui *UI, sorted_comp_ar
sorted_layer_array SortEntry = SortedLayerStart[i];
uint32 Index_Physical = SortEntry.Block_Layer_Index;
block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index_Physical);
+ if (Layer->IsLocked)
+ continue;
if (Layer->IsShapeLayer) {
shape_layer *Shape = &Layer->Shape;
int Width = Shape->Width, Height = Shape->Height;
@@ -585,7 +589,7 @@ Layer_TestBoxSelect(memory *Memory, project_state *State, ui *UI, sorted_comp_ar
int Width, Height;
Layer_GetDimensions(Memory, Layer, &Width, &Height);
if (Transform_TestBox(Layer, Width, Height, MinPos, MaxPos))
- Layer->IsSelected = true;
+ Layer_Select(Memory, State, Index_Physical);
}
}
}
diff --git a/src/main.cpp b/src/main.cpp
index fd56316..534460e 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -128,15 +128,15 @@ Main_InputTest(project_data *File, project_state *State, memory *Memory, sorted_
}
#endif
- ImGui_Viewport(File, State, UI, Memory, io, textureID, Sorted.CompArray, Sorted.LayerArray, Sorted.PropertyStart, Sorted.PropertyArray);
ImGui_Timeline(File, State, Memory, UI, io, Sorted.CompArray, Sorted.LayerArray, Sorted.PropertyStart, Sorted.PropertyArray);
+ ImGui_Viewport(File, State, UI, Memory, io, textureID, Sorted.CompArray, Sorted.LayerArray, Sorted.PropertyStart, Sorted.PropertyArray);
if (File->UI.Mode == 0) {
ImGui_EffectsPanel(File, State, Memory, UI, io);
} else {
}
ImGui_PropertiesPanel(File, State, UI, Memory, io, Sorted.CompArray, Sorted.LayerArray, Sorted.PropertyStart, Sorted.PropertyArray);
- ImGui_File(File, State, Memory, io, Sorted.CompArray, Sorted.LayerArray);
+ // ImGui_File(File, State, Memory, io, Sorted.CompArray, Sorted.LayerArray);
ImGui_ColorPanel(File, State, UI, Memory, io);
#if STABLE
@@ -274,61 +274,6 @@ Render_SortKeyframes(project_data *File, project_state *State, memory *Memory,
}
}
-/*
-struct render_entry_data
-{
- int LayerCount;
- int Width;
- int Height;
- int BytesPerPixel;
- blend_mode BlendMode;
-};
-
-struct render_layer_data
-{
- layer_transforms T;
- int Width;
- int Height;
- // AV-specific
- int BytesPerPixel;
- void *Buffer;
- // shape-specific
- void *Stroke_Data;
- uint32 Stroke_Count;
- v4 Stroke_Col;
- void *Fill_Data;
- uint32 Fill_Count;
- v4 Fill_Col;
-};
-*/
-
-struct gl_data
-{
- void *StrokeData;
- uint32 StrokeCount;
- v4 StrokeCol;
- void *FillData;
- uint32 FillCount;
- v4 FillCol;
- layer_transforms T;
- real32 Width;
- real32 Height;
- int RenderMode;
-};
-
-struct gl_viewport_data
-{
- ImVec2 ViewportSize;
- int Width;
- int Height;
- int BytesPerPixel;
- ImVec2 UIPos;
- ImVec2 UIZoom;
- real32 UIScale;
- gl_data *LayerEntry[MAX_LAYERS];
- int LayerCount;
-};
-
static void
GL_Test(const ImDrawList* parent_list, const ImDrawCmd* cmd)
{
@@ -346,13 +291,23 @@ GL_Test(const ImDrawList* parent_list, const ImDrawCmd* cmd)
glUseProgram(DefaultShaderProgram);
- // for (int i = 0; i < 1; i++) {
+ bool32 KeepStencil = false;
+
for (int i = 0; i < RenderData->LayerCount; i++) {
gl_data *Data = RenderData->LayerEntry[i];
- GL_RasterizeShape2(&MSBuffer, Data->StrokeData, Data->FillData, Data->StrokeCount, Data->FillCount,
- Data->T, RenderData->Width, RenderData->Height, RenderData->BytesPerPixel,
- Data->Width, Data->Height, Data->StrokeCol, Data->FillCol, Data->RenderMode, 0,
- RenderData->ViewportSize, RenderData->UIPos, RenderData->UIZoom);
+
+ if (Data->Type == 0) {
+ GL_RasterizeShape2(&MSBuffer, Data->StrokeData, Data->FillData, Data->StrokeCount, Data->FillCount,
+ Data->T, RenderData->Width, RenderData->Height, RenderData->BytesPerPixel,
+ Data->Width, Data->Height, Data->StrokeCol, Data->FillCol, Data->RenderMode, 0,
+ RenderData->ViewportSize, RenderData->UIPos, RenderData->UIZoom, KeepStencil);
+ } else {
+ // GL_BlitStencil(&MSBuffer, Data->StrokeData, Data->FillData, Data->StrokeCount, Data->FillCount,
+ // Data->T, RenderData->Width, RenderData->Height, RenderData->BytesPerPixel,
+ // Data->Width, Data->Height, Data->StrokeCol, Data->FillCol, Data->RenderMode, 0,
+ // RenderData->ViewportSize, RenderData->UIPos, RenderData->UIZoom);
+ // KeepStencil = true;
+ }
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, MSBuffer.FramebufferObject);
@@ -368,14 +323,12 @@ GL_Test(const ImDrawList* parent_list, const ImDrawCmd* cmd)
}
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,
+Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDrawList *draw_list, uint8 *PointBuffer, gl_viewport_data *RenderData,
+ sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, layer_transforms *ExtraT,
sorted_property_array *SortedPropertyStart, uint16 *SortedKeyframeArray, uint32 CompIndex, int32 Frame_Current)
{
-
block_composition *Comp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, CompIndex);
cache_entry *Entry_Main = Memory_Cache_Search(State, Memory, cache_entry_type_comp, CompIndex, Frame_Current);
- void *CompBuffer = Memory_Block_Bitmap_AddressAtIndex(Memory, Entry_Main->Block_StartIndex);
uint64 Size = Comp->Width * Comp->Height * Comp->BytesPerPixel;
sorted_comp_array *SortedCompStart = &SortedCompArray[CompIndex];
@@ -383,24 +336,51 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr
Render_SortKeyframes(File, State, Memory, SortedCompStart, SortedLayerStart, SortedCompArray, SortedLayerArray, SortedPropertyStart, SortedKeyframeArray, Frame_Current);
- uint8 *StartAddress = (uint8 *)Memory->Slot[B_PointData].Address;
- Arbitrary_Zero(StartAddress, Memory->Slot[B_PointData].Size);
-
-
- gl_viewport_data *RenderData = (gl_viewport_data *)StartAddress;
- StartAddress += sizeof(gl_viewport_data);
- *RenderData = { ImGui::GetMainViewport()->Size,
- Comp->Width, Comp->Height, Comp->BytesPerPixel,
- UI->CompPos, UI->CompZoom, UI->CompZoom.x / Comp->Width, {} };
-
int LayerCount = SortedCompStart->LayerCount + SortedCompStart->FakeLayerCount;
for (int i = 0; i < LayerCount; i++)
{
sorted_layer_array SortEntry = SortedLayerStart[i];
uint32 Index_Physical = SortEntry.Block_Layer_Index;
block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index_Physical);
- if (!Layer->IsShapeLayer) {
- continue;
+ if (Layer->IsPrecomp) {
+ *ExtraT = Layer_GetTransforms(Layer);
+ if (State->Interact_Active == interact_type_viewport_transform && Layer->IsSelected == 1) {
+ Transform_ApplyInteractive(State->Interact_Transform, &ExtraT->x, &ExtraT->y, &ExtraT->rotation, &ExtraT->scale);
+ }
+ if (State->Interact_Active == interact_type_viewport_transform_gizmo && Layer->IsSelected == 1) {
+ Transform_ApplyInteractive(State->Interact_Transform, &ExtraT->x, &ExtraT->y, &ExtraT->rotation, &ExtraT->scale);
+ }
+ if (State->Interact_Active == interact_type_viewport_slide && Layer->IsSelected == 1) {
+ Assert(0);
+ // Transform_ApplySlide((v2 *)&State->Interact_Offset[0], &T);
+ }
+ if (State->Interact_Active == interact_type_viewport_duplicate && SortEntry.IsFake) {
+ Assert(Layer->IsSelected);
+ ExtraT->x += State->Interact_Offset[0];
+ ExtraT->y += State->Interact_Offset[1];
+ }
+ gl_data *GL_Data = RenderData->LayerEntry[RenderData->LayerCount] = (gl_data *)PointBuffer;
+ RenderData->LayerCount++;
+ PointBuffer += sizeof(gl_data);
+ int Width = 0, Height = 0;
+ Layer_GetDimensions(Memory, Layer, &Width, &Height);
+ GL_Data->Type = 1;
+ GL_Data->T = *ExtraT;
+ GL_Data->Width = Width;
+ GL_Data->Height = Height;
+ GL_Data->FillData = PointBuffer;
+ real32 CompVerts[16] = { 0.f, 0.f, 0.f, 0.f,
+ 0.f, (real32)Height, 0.f, 0.f,
+ (real32)Width, (real32)Height, 0.f, 0.f,
+ (real32)Width, 0.f, 0.f, 0.f };
+ for (int a = 0; a < 16; a++) {
+ *(real32 *)PointBuffer = CompVerts[a];
+ PointBuffer += sizeof(real32);
+ }
+ GL_Data->FillCount = 4;
+ Render_UI(File, State, Memory, UI, draw_list, PointBuffer, RenderData,
+ SortedCompArray, SortedLayerArray, ExtraT,
+ SortedPropertyStart, SortedKeyframeArray, Layer->Block_Source_Index, Frame_Current);
}
int32 Frame_Start = Layer->Frame_Start;
int32 Frame_End = Layer->Frame_End;
@@ -414,9 +394,7 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr
if (Frame_Start_Abs <= Frame_Current &&
Frame_End_Abs > Frame_Current && Layer->IsVisible)
{
- shape_layer *Shape = &Layer->Shape;
- shape_options ShapeOpt = Layer->ShapeOpt;
- void *Data = StartAddress;
+ void *Data = PointBuffer;
layer_transforms T = Layer_GetTransforms(Layer);
if (State->Interact_Active == interact_type_viewport_transform && Layer->IsSelected == 1) {
@@ -426,6 +404,7 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr
Transform_ApplyInteractive(State->Interact_Transform, &T.x, &T.y, &T.rotation, &T.scale);
}
if (State->Interact_Active == interact_type_viewport_slide && Layer->IsSelected == 1) {
+ Assert(0);
// Transform_ApplySlide((v2 *)&State->Interact_Offset[0], &T);
}
if (State->Interact_Active == interact_type_viewport_duplicate && SortEntry.IsFake) {
@@ -433,39 +412,57 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr
T.x += State->Interact_Offset[0];
T.y += State->Interact_Offset[1];
}
+ if (ExtraT->scale != 0) {
+ T = Transform_Add(T, *ExtraT, Comp->Width, Comp->Height);
+ }
- 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);
- StartAddress += NumberOfVerts * sizeof(nvg_point);
- void *Data_Stroke = StartAddress;
- uint32 StrokeCount = NVG_ExpandStroke(Memory, NumberOfVerts, ShapeOpt.StrokeWidth, ShapeOpt.LineCapType, ShapeOpt.LineJoinType, Shape->IsClosed, (nvg_point *)Data, (real32 *)Data_Stroke);
- StartAddress += StrokeCount * sizeof(real32) * 4;
- void *Data_Fill = StartAddress;
- NVG_ExpandFill(Memory, NumberOfVerts, (nvg_point *)Data, (real32 *)Data_Fill);
- StartAddress += NumberOfVerts * sizeof(real32) * 4;
-
- // zero to set the framebuffer to main
- gl_effect_layer TestL = {};
- void *EffectBitmapAddress = NULL;
-
- gl_data *GL_Data = RenderData->LayerEntry[RenderData->LayerCount] = (gl_data *)StartAddress;
- RenderData->LayerCount++;
- StartAddress += sizeof(gl_data);
-
- int Visibility = (ShapeOpt.StrokeWidth > 0.0f) ? ShapeOpt.Visibility : 1;
- *GL_Data = { Data_Stroke, StrokeCount, ShapeOpt.StrokeCol,
- Data_Fill, NumberOfVerts, ShapeOpt.FillCol,
- T, Shape->Width, Shape->Height, Visibility };
+ if (Layer->IsShapeLayer) {
+ shape_layer *Shape = &Layer->Shape;
+ shape_options ShapeOpt = Layer->ShapeOpt;
+ if (ShapeOpt.Visibility == 1 && ShapeOpt.StrokeWidth <= 0.0f)
+ continue;
+ 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);
+ 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;
+
+ // zero to set the framebuffer to main
+ gl_effect_layer TestL = {};
+ void *EffectBitmapAddress = NULL;
+
+ gl_data *GL_Data = RenderData->LayerEntry[RenderData->LayerCount] = (gl_data *)PointBuffer;
+ RenderData->LayerCount++;
+ PointBuffer += sizeof(gl_data);
+
+ int Visibility = ShapeOpt.Visibility;
+ *GL_Data = { 0, Data_Stroke, StrokeCount, ShapeOpt.StrokeCol,
+ Data_Fill, NumberOfVerts, ShapeOpt.FillCol,
+ T, Shape->Width, Shape->Height, Visibility };
+ } else if (!Layer->IsPrecomp) {
+ int Width = 0, Height = 0;
+ Layer_GetDimensions(Memory, Layer, &Width, &Height);
+
+ gl_data *GL_Data = RenderData->LayerEntry[RenderData->LayerCount] = (gl_data *)PointBuffer;
+ RenderData->LayerCount++;
+ PointBuffer += sizeof(gl_data);
+
+ GL_Data->Type = 1;
+ GL_Data->Width = Width;
+ GL_Data->Height = Height;
+ GL_Data->T = T;
+ } else {
+ }
}
}
- Assert((StartAddress - (uint8 *)Memory->Slot[B_PointData].Address) < Memory->Slot[B_PointData].Size);
-
- ImDrawCallback CustomRenderer = GL_Test;
- draw_list->AddCallback(CustomRenderer, (void *)RenderData);
+ Assert((PointBuffer - (uint8 *)Memory->Slot[B_PointData].Address) < Memory->Slot[B_PointData].Size);
- draw_list->AddCallback(ImDrawCallback_ResetRenderState, NULL);
}
static void *
diff --git a/src/prenderer.cpp b/src/prenderer.cpp
index 53025b2..76ac4ab 100644
--- a/src/prenderer.cpp
+++ b/src/prenderer.cpp
@@ -279,6 +279,19 @@ Transform_Inverse(layer_transforms T)
return T;
}
+static layer_transforms
+Transform_Add(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)
{
diff --git a/src/sorted.cpp b/src/sorted.cpp
index 08d9d3b..03f5b0a 100644
--- a/src/sorted.cpp
+++ b/src/sorted.cpp
@@ -242,11 +242,22 @@ Layer_SortAll(project_state *State, memory *Memory,
sorted_layer_array *LayerEntry = &SortedLayerStart[Idx];
block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, LayerEntry->Block_Layer_Index);
if (Layer->IsSelected) {
+ for (int a = i+1; a < SortedCompStart->LayerCount; a++) {
+ int PrevIdx = a + FauxIncrement - 1;
+ sorted_layer_array *PrevLayerEntry = &SortedLayerStart[PrevIdx];
+ int NextIdx = a + FauxIncrement;
+ sorted_layer_array *NextLayerEntry = &SortedLayerStart[NextIdx];
+ if (NextLayerEntry->SortedOffset == PrevLayerEntry->SortedOffset)
+ NextLayerEntry->SortedOffset -= 1;
+ else
+ break;
+ }
uint8 *Address_Start = (uint8 *)(LayerEntry);
uint8 *Address_End = (uint8 *)(&SortedLayerStart[SortedCompStart->LayerCount + FauxIncrement]) - 1;
Assert(SortedCompStart->CurrentSortIndex != (SortedCompStart->LayerCount + SortedCompStart->FakeLayerCount));
Arbitrary_ShiftData(Address_Start, Address_End, sizeof(sorted_layer_array), 1);
sorted_layer_array *FakeLayerEntry = LayerEntry + 1;
+ FakeLayerEntry->SortedOffset -= 1;
Assert(FakeLayerEntry->Block_Layer_Index == LayerEntry->Block_Layer_Index);
FakeLayerEntry->IsFake = true;
FauxIncrement++;