static void PostMsg(project_state *State, char *msg) { State->MsgTime = 120; State->Msg = msg; } static uint16 Source_Generate(project_data *File, project_state *State, memory *Memory, void *TempString) { Assert(File->Source_Count < MAX_SOURCES); bool32 IsVideo = 0; if (AV_IsFileSupported((char *)TempString, &IsVideo)) { uint16 Index = Memory_Block_AllocateNew(Memory, F_Sources); block_source *Source = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, Index); History_Entry_Commit(Memory, "Add source"); History_Action_Block_Swap(Memory, F_Sources, Source); Source->Occupied = 1; Source->Path_String_Index = String_AddToFile(Memory, (char *)TempString); if (IsVideo) Source->Type = source_type_video; else Source->Type = source_type_image; History_Action_Swap(Memory, F_File, sizeof(File->Source_Count), &File->Source_Count); File->Source_Count++; History_Entry_End(Memory); return Index; } else { PostMsg(State, "File not supported..."); } return -1; } static bezier_point * Bezier_Lookup(memory *Memory, property_channel *Property, uint16 Index) { Assert(Index < MAX_KEYFRAMES_PER_BLOCK); block_bezier *Bezier = (block_bezier *)Memory_Block_AddressAtIndex(Memory, F_Bezier, Property->Block_Bezier_Index[0]); return &Bezier->Point[Index]; } static property_channel Property_InitFloat(char *Name, real32 Val, real32 ScrubVal, real32 MinVal = PROPERTY_REAL_MIN, real32 MaxVal = PROPERTY_REAL_MAX) { property_channel Property = {}; Property.Name = Name; Property.CurrentValue = Val; Property.MinVal = MinVal; Property.MaxVal = MaxVal; Property.ScrubVal = ScrubVal; return Property; } static property_info Property_GetInfo(memory *Memory, property_channel *Property) { property_info PropertyInfo = {}; for (int k = 0; k < Property->Keyframe_Count; k++) { bezier_point *Point = Bezier_Lookup(Memory, Property, k); PropertyInfo.MinVal = (Point->Pos[0].y < PropertyInfo.MinVal) ? Point->Pos[0].y : PropertyInfo.MinVal; PropertyInfo.MaxVal = (Point->Pos[0].y > PropertyInfo.MaxVal) ? Point->Pos[0].y : PropertyInfo.MaxVal; } return PropertyInfo; } static void Layer_Interact_Evaluate(memory *Memory, project_state *State, uint16 Layer_Index_Physical, sorted_comp_info SortedCompInfo, sorted_layer *SortedLayerInfo, int32 *Frame_Start, int32 *Frame_End, real32 *Vertical_Offset) { if (State->Interact_Active == interact_type_layer_move) { *Frame_Start += (int32)(State->Interact_Offset[0] + 0); *Frame_End += (int32)(State->Interact_Offset[0] + 0); real32 DesiredOffset = *Vertical_Offset + (int32)State->Interact_Offset[1]; bool32 Direction = ((int32)State->Interact_Offset[1] > 0) ? 1 : -1; int i = (Direction > 0) ? SortedCompInfo.LayerCount - 1 : 0; bool32 Case = 1; while (Case) { sorted_layer SortEntry = SortedLayerInfo[i]; uint32 Index_Physical = SortEntry.Block_Layer_Index; block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index_Physical); bool32 Test = (Direction > 0) ? ((Layer->Vertical_Offset <= DesiredOffset) && (Layer->Vertical_Offset > *Vertical_Offset)) : ((Layer->Vertical_Offset >= DesiredOffset) && (Layer->Vertical_Offset < *Vertical_Offset)); if (!Layer->IsSelected && Test) { DesiredOffset += Direction; } i -= Direction; Case = (Direction > 0) ? (i >= 0) : (i < SortedCompInfo.LayerCount); } *Vertical_Offset = DesiredOffset; } else if (State->Interact_Active == interact_type_layer_timeadjust) { int Side[2] = {0}; Assert(State->Interact_Offset[1] == 0 || State->Interact_Offset[1] == 1); Side[(int)State->Interact_Offset[1]] = 1; *Frame_Start += (int32)(State->Interact_Offset[0] * Side[0]); if (*Frame_Start >= *Frame_End) *Frame_Start = *Frame_End - 1; *Frame_End += (int32)(State->Interact_Offset[0] * Side[1]); if (*Frame_End <= *Frame_Start) *Frame_End = *Frame_Start + 1; } } // TODO(fox): Precomps! void Layer_DeselectAll(memory *Memory, uint32 LayerCount) { for (uint32 i = 0; i < LayerCount; i++) { block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i); if (Layer->IsSelected) Layer->IsSelected = false; } } static sorted_layer * Layer_GetSortedArray(sorted_layer *LayerArrayStart, sorted_comp_info *SortedCompStart, uint32 TargetComp) { uint32 LayerOffset = 0; int s = 0; while (s < TargetComp) { LayerOffset += SortedCompStart[s].LayerCount; s++; } return LayerArrayStart + LayerOffset; } void Layer_RecursiveDeselect(memory *Memory, sorted_comp_info *SortedCompArray, sorted_layer *SortedLayerArray, uint16 TargetIndex, uint16 PrincipalIndex) { block_composition *Comp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, PrincipalIndex); sorted_comp_info SortedCompInfo = SortedCompArray[PrincipalIndex]; sorted_layer *SortedLayerInfo = Layer_GetSortedArray(SortedLayerArray, SortedCompArray, PrincipalIndex); for (int i = 0; i < SortedCompInfo.LayerCount; i++) { sorted_layer SortEntry = SortedLayerInfo[i]; uint32 Index_Physical = SortEntry.Block_Layer_Index; block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index_Physical); if (Layer->IsPrecomp) { Layer_RecursiveDeselect(Memory, SortedCompArray, SortedLayerArray, TargetIndex, Layer->Block_Source_Index); } if (Layer->Block_Composition_Index != TargetIndex) { Layer->IsSelected = false; } } } void Layer_SortAll(memory *Memory, sorted_layer *LayerArrayStart, sorted_comp_info *CompStart, uint32 LayerCount, uint32 CompCount) { for (uint32 i = 0; i < LayerCount; i++) { block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i); Assert(Layer->Block_Composition_Index < CompCount); CompStart[Layer->Block_Composition_Index].LayerCount++; } for (uint32 i = 0; i < LayerCount; i++) { // SortedLayerArray->Block_Layer_Index = 0; block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i); sorted_comp_info *SortedCompInfo = &CompStart[Layer->Block_Composition_Index]; sorted_layer *SortedLayerInfo = Layer_GetSortedArray(LayerArrayStart, CompStart, Layer->Block_Composition_Index); uint32 SortedIndex_Playhead = 0; while (SortedIndex_Playhead < SortedCompInfo->CurrentSortIndex) { sorted_layer LayerEntry = SortedLayerInfo[SortedIndex_Playhead]; block_layer *TestLayer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, LayerEntry.Block_Layer_Index); if (-Layer->Vertical_Offset < -TestLayer->Vertical_Offset) { break; } else { SortedIndex_Playhead++; } } if (SortedIndex_Playhead != SortedCompInfo->CurrentSortIndex) { uint8 *Address_Start = (uint8 *)(SortedLayerInfo + SortedIndex_Playhead); uint8 *Address_End = (uint8 *)(SortedLayerInfo + SortedCompInfo->CurrentSortIndex) - 1; Assert(SortedCompInfo->CurrentSortIndex != SortedCompInfo->LayerCount); Arbitrary_ShiftData(Address_Start, Address_End, sizeof(sorted_layer), 1); } sorted_layer *LayerEntry = SortedLayerInfo + SortedIndex_Playhead; LayerEntry->Block_Layer_Index = i; SortedCompInfo->CurrentSortIndex++; } // Assert(CompStart[0].LayerCount == 3); // Assert(CompStart[1].LayerCount == 2); // Assert(LayerArrayStart[0].Block_Layer_Index == 0); // Assert(LayerArrayStart[1].Block_Layer_Index == 2); // Assert(LayerArrayStart[2].Block_Layer_Index == 4); // Assert(LayerArrayStart[4].Block_Layer_Index == 1); // Assert(LayerArrayStart[5].Block_Layer_Index == 3); } block_layer * Layer_Init(project_data *File, memory *Memory) { block_layer *Layer = (block_layer *)Memory_Block_AllocateAddress(Memory, F_Layers); History_Action_Block_Swap(Memory, F_Layers, Layer); *Layer = {}; Layer->Occupied = 1; Layer->Block_String_Index = Memory_Block_AllocateNew(Memory, F_Strings); block_string *String = (block_string *)Memory_Block_AddressAtIndex(Memory, F_Strings, Layer->Block_String_Index); sprintf(String->Char, "Layer %i", File->Layer_Count + 1); // CSbros... String->Occupied = 1; Layer->x = Property_InitFloat("X Position", 0.0f, 1.0f); Layer->y = Property_InitFloat("Y Position", 0.0f, 1.0f); Layer->ax = Property_InitFloat("Anchor X", 0.5f, 0.005f); Layer->ay = Property_InitFloat("Anchor Y", 0.5f, 0.005f); Layer->scale = Property_InitFloat("Scale", 1.0f, 0.005f); Layer->rotation = Property_InitFloat("Rotation", 0.0f, 1.0f); Layer->opacity = Property_InitFloat("Opacity", 1.0f, 0.005f, 0.0f, 1.0f); Layer->time = Property_InitFloat("Frame Number", 0.0f, 1.0f, 0, 100000); Layer->IsVisible = 1; History_Action_Swap(Memory, F_File, sizeof(File->Layer_Count), &File->Layer_Count); File->Layer_Count++; return Layer; } static void Layer_CreateFromSource(project_data *File, project_state *State, memory *Memory, uint16 SourceIndex, int32 Frame_End) { if (File->Layer_Count + 1 > MAX_LAYERS) { Assert(0); } History_Entry_Commit(Memory,"Add layer from source"); block_layer *Layer = Layer_Init(File, Memory); Layer->Block_Source_Index = SourceIndex; Layer->Frame_End = Frame_End; History_Entry_End(Memory); State->UpdateFrame = true; } #if 0 static void IncrementFrame(project_data *File, int16 Amount) { if ((File->CurrentFrame <= 0 && Amount < File->StartFrame) || (File->CurrentFrame >= File->EndFrame)) { File->CurrentFrame = 0; } else { File->CurrentFrame += Amount; } } static void CreateKeyframeBlock(property_channel *Property, memory *Memory) { int16 a = Property->NumberOfKeyframeBlocks++; Assert(a < MAX_KEYFRAME_BLOCKS); Property->KeyframeBlock[a] = (keyframe_block *)AllocateMemory(Memory, sizeof(keyframe_block), F_Keyframes); } // Note we use total bytes here so we can use this memory for both packed and unpacked bitmaps. void * Layer_AllocateBitmap(memory *Memory, uint16 Width, uint16 Height, uint16 BytesPerPixel) { uint64 TotalBytes = Bitmap_CalcTotalBytes(Width, Height, BytesPerPixel); void *Address = AllocateMemory(Memory, TotalBytes, B_LayerBitmaps); return Address; } static cached_bitmap * Cache_CheckBitmap(source *Source, layer_bitmap_info *BitmapInfo, memory *Memory, int32 TimelineFrame) { if (!Source || !BitmapInfo) return 0; memory_table *Table = &Memory->Slot[B_LoadedBitmaps]; int32 FrameToSeek = TimelineFrame - BitmapInfo->FrameOffset; if (FrameToSeek < 0) { FrameToSeek = 0; } // Stills have a frame index of one. if (Source->SourceType == source_type_image) { FrameToSeek = 0; } for (int i = 0; i < Table->NumberOfPointers; i++) { cached_bitmap *Bitmap = &Memory->Bitmap[i]; if (Bitmap->Frame == FrameToSeek && Bitmap->SourceOwner == Source) { return Bitmap; } } return 0; } static cached_bitmap * STB_LoadStill(source *Source, layer_bitmap_info *BitmapInfo, memory *Memory) { int n = 0; int h, w; void *temp = stbi_load(Source->Path, &w, &h, &n, 4); Assert(temp); cached_bitmap *Bitmap = Memory_RollingBitmap(Memory, Source, 0); // Note the use of Unpacked since we haven't packed the bitmap and don't have any padding. uint64 Size = Bitmap_CalcUnpackedBytes(Source->Info.Width, Source->Info.Height, Source->Info.BytesPerPixel); Bitmap_CopyToPointer(temp, Bitmap->Data, Source->Info.BytesPerPixel, Size); return Bitmap; } static void Layer_InitSource(project_layer *Layer, source *Source, memory *Memory) { uint16 Width = Source->Info.Width; uint16 Height = Source->Info.Height; uint16 BytesPerPixel = Source->Info.BytesPerPixel; Layer->BitmapInfo.BitmapBuffer = Layer_AllocateBitmap(Memory, Width, Height, BytesPerPixel); } static void Layer_PositionCenter(project_layer *Layer, uint16 Width, uint16 Height) { Layer->x.CurrentValue.f = Width/2; Layer->y.CurrentValue.f = Height/2; } static void Layer_CreateFromSource(project_data *File, project_state *State, memory *Memory, source *Source) { if (File->NumberOfLayers + 1 > MAX_LAYERS) { // TODO(fox): Output! } project_layer *Layer = Layer_Init(File, Memory); Layer->Source = Source; State->UpdateFrame = true; } static void Layer_UpdateBitmap(project_data *File, project_layer *Layer, memory *Memory, int32 CurrentFrame) { source *Source = Layer->Source; layer_bitmap_info *BitmapInfo = &Layer->BitmapInfo; // AVInfo is created here instead of on layer creation so we can save // having to keep some state in the undo/delete commands. if (!BitmapInfo->AVInfo) { BitmapInfo->AVInfo = AllocateMemory(Memory, sizeof(av_info), P_AVInfo); AV_Init(Source, (av_info *)BitmapInfo->AVInfo, Memory); Layer_InitSource(Layer, Source, Memory); Layer_PositionCenter(Layer, File->Width, File->Height); } cached_bitmap *Bitmap = Cache_CheckBitmap(Source, BitmapInfo, Memory, CurrentFrame); if (!Bitmap) { if (Source->SourceType == source_type_image) { Bitmap = STB_LoadStill(Source, BitmapInfo, Memory); } else { Bitmap = AV_LoadVideoFrame(Source, BitmapInfo, Memory, CurrentFrame); } } uint16 Width = Source->Info.Width; uint16 Height = Source->Info.Height; uint16 BytesPerPixel = Source->Info.BytesPerPixel; void *DestBuffer = BitmapInfo->BitmapBuffer; uint64 UnpackedSize = Bitmap_CalcUnpackedBytes(Source->Info.Width, Source->Info.Height, Source->Info.BytesPerPixel); #if PACKEDRGB uint64 PackedSize = Bitmap_CalcTotalBytes(Source->Info.Width, Source->Info.Height, Source->Info.BytesPerPixel); if (Layer->NumberOfMasks == 0 && Layer->NumberOfEffects == 0) { Bitmap_ConvertPacking(Bitmap->Data, Memory->Scratch, Width, Height, BytesPerPixel, 0); Bitmap_CopyToPointer(Memory->Scratch, DestBuffer, BytesPerPixel, PackedSize); } else { Bitmap_CopyToPointer(Bitmap->Data, DestBuffer, BytesPerPixel, UnpackedSize); // GL_InitTexture(&BitmapInfo->Test, DestBuffer, Width, Height); // GL_MaskTexture(&BitmapInfo->TestM, DestBuffer, Width, Height); if (Layer->NumberOfMasks) { for (int i = 0; i < Layer->NumberOfMasks; i++) { mask *Mask = &Layer->Mask[i]; if (Mask->IsClosed) Mask_TriangulateAndRasterize(Memory, Layer, Mask); } } for (int i = 0; i < Layer->NumberOfEffects; i++) { if (Layer->Effect[i]->IsActive) Layer->Effect[i]->func(Source, BitmapInfo, Memory, Layer->Effect[i]->Property); } Bitmap_ConvertPacking(DestBuffer, Memory->Scratch, Width, Height, BytesPerPixel, 0); Bitmap_CopyToPointer(Memory->Scratch, DestBuffer, BytesPerPixel, PackedSize); } #else Bitmap_CopyToPointer(Bitmap->Data, DestBuffer, BytesPerPixel, UnpackedSize); GL_UpdateTexture(&BitmapInfo->Test, DestBuffer, Width, Height, 0); GL_UpdateTexture(&BitmapInfo->TestM, DestBuffer, Width, Height, 1); if (Layer->NumberOfMasks) { for (int i = 0; i < Layer->NumberOfMasks; i++) { mask *Mask = &Layer->Mask[i]; if (Mask->IsClosed) Mask_TriangulateAndRasterize(Memory, Layer, Mask); } Bitmap_StencilAlpha(Bitmap->Data, DestBuffer, BytesPerPixel, UnpackedSize); } if (Layer->NumberOfEffects) { for (int i = 0; i < Layer->NumberOfEffects; i++) { if (Layer->Effect[i]->IsActive) Layer->Effect[i]->func(Source, BitmapInfo, Memory, Layer->Effect[i]->Property); } } #endif } static ImVec2 Layer_LocalToScreenSpace(project_layer *Layer, ui *UI, comp_buffer CompBuffer, v2 Point) { real32 Rad = (Layer->rotation.CurrentValue.f * (PI / 180)); real32 s = Layer->scale.CurrentValue.f; real32 AX = Layer->ax.CurrentValue.f; real32 AY = Layer->ay.CurrentValue.f; source *Source = Layer->Source; v2 XAxis = (Point.x - AX*Source->Info.Width) * s * V2(cos(Rad), sin(Rad)); v2 YAxis = (Point.y - AY*Source->Info.Height) * -s * V2(sin(Rad), -cos(Rad)); v2 LocalPoint = XAxis + YAxis; v2 CompUV = V2((Layer->x.CurrentValue.f + LocalPoint.x) / CompBuffer.Width, (Layer->y.CurrentValue.f + LocalPoint.y) / CompBuffer.Height); v2 ScreenPoint = V2(UI->CompPos.x + CompUV.x * UI->CompZoom.x, UI->CompPos.y + CompUV.y * UI->CompZoom.y); return ImVec2(ScreenPoint.x, ScreenPoint.y); } static v2 Layer_ScreenSpaceToLocal(project_layer *Layer, ui *UI, comp_buffer CompBuffer, ImVec2 ViewportMin, ImVec2 Point) { source *Source = Layer->Source; v2 CompUV = ImGui_ScreenPointToCompUV(ViewportMin, UI->CompPos, UI->CompZoom, Point); v2 LayerUV = CompUVToLayerUV(Layer, &CompBuffer, CompUV); return V2(LayerUV.x * Source->Info.Width, LayerUV.y * Source->Info.Height); } static void LoadTestFootage(project_data *File, project_state *State, memory *Memory) { void *SourceString = String_GenerateFromChar(Memory, "../asset/a.jpg"); Source_Generate(File, State, Memory, SourceString); SourceString = String_GenerateFromChar(Memory, "../asset/24.mp4"); Source_Generate(File, State, Memory, SourceString); SourceString = String_GenerateFromChar(Memory, "../asset/b.jpg"); Source_Generate(File, State, Memory, SourceString); SourceString = String_GenerateFromChar(Memory, "../asset/c.jpg"); Source_Generate(File, State, Memory, SourceString); SourceString = String_GenerateFromChar(Memory, "../asset/p.mp4"); Source_Generate(File, State, Memory, SourceString); Layer_CreateFromSource(File, State, Memory, &File->Source[0]); Keyframe_Insert(&File->Layer[0]->x, Memory, 01, -10); Keyframe_Insert(&File->Layer[0]->x, Memory, 10, -5); Keyframe_Insert(&File->Layer[0]->x, Memory, 23, 0); Keyframe_Insert(&File->Layer[0]->x, Memory, 34, 5); for (int i = 0; i < 5; i++) { keyframe *Keyframe = KeyframeLookup(&File->Layer[0]->x, i); Keyframe->TangentLeft = V2(-3, 0); Keyframe->TangentRight = V2(1.5, 0); Keyframe->Type = bezier; } File->Layer[0]->x.IsToggled = true; SelectLayer(File->Layer[0], State, 0); // AddEffect(File->Layer[0], Memory, 1); // property_channel *Property = &File->Layer[0]->x; // for (int i = 0; i < 16; i++) // Keyframe_Insert(Property, Memory, i*2, i*2*100); // Keyframe_Insert(Property, Memory, 1, 100); // Keyframe_Insert(Property, Memory, 15, 1500); // Keyframe_Insert(Property, Memory, 16, 1600); // Keyframe_Insert(Property, Memory, 31, 3100); // Keyframe_Delete(Property, Memory, 1); // History_Undo(Memory); // History_Redo(Memory); // Property->IsToggled = true; /* mask *Mask = &File->Layer[0]->Mask[0]; File->Layer[0]->NumberOfMasks = 1; Mask->Point[0].Pos = V2(200, 200); Mask->Point[1].Pos = V2(210, 400); Mask->Point[2].Pos = V2(220, 520); Mask->Point[3].Pos = V2(1380, 520); Mask->Point[4].Pos = V2(1480, 200); Mask->Point[0].TangentLeft = V2(-50, 0); Mask->Point[1].TangentLeft = V2(-50, 0); Mask->Point[2].TangentLeft = V2(-50, 0); Mask->Point[3].TangentLeft = V2(-50, 0); Mask->Point[4].TangentLeft = V2(-50, 0); Mask->Point[0].TangentRight = V2(50, 0); Mask->Point[1].TangentRight = V2(50, 0); Mask->Point[2].TangentRight = V2(50, 0); Mask->Point[3].TangentRight = V2(50, 0); Mask->Point[4].TangentRight = V2(50, 0); Mask->Point[0].HandleBezier = true; Mask->Point[1].HandleBezier = true; Mask->Point[2].HandleBezier = true; Mask->Point[3].HandleBezier = true; Mask->Point[4].HandleBezier = true; Mask->NumberOfPoints = 5; Mask->IsClosed = true; */ /* Mask_DeletePoint(Memory, Mask, 1); History_Undo(Memory); // History_Redo(Memory); Mask_AddPointToCurve(Memory, Mask, 1, 0.5); History_Undo(Memory); History_Redo(Memory); */ // if (!Source_Generate(File, Memory, "../asset/test.png")) // PostMsg(State, "File open fail..."); // if (!Source_Generate(File, Memory, "../asset/debug.png")) // PostMsg(State, "File open fail..."); // property_channel *Property = &File->Layer[0]->x; // Keyframe_Insert(Property, Memory, 1, 500); // Keyframe_Insert(Property, Memory, 30, 800); // Keyframe_Insert(Property, Memory, 15, 400); // Keyframe_Insert(Property, Memory, 20, 100); // Property->IsToggled = true; // Property->IsGraphToggled = true; // Property->GraphLength = 150; // Property->GraphYOffset = (Property->GraphWindowHeight - Property->GraphLength)/2; // Layer_CreateFromSource(File, State, Memory, Source); // if (!Source_Generate(File, Memory, "../asset/p.mp4")) // PostMsg(State, "File open fail..."); // source *Source2 = &File->Source[1]; // project_layer *Layer2 = Layer_Init(File, Memory); // AV_Init(Source2, &Layer2->BitmapInfo, Memory); // Layer_InitSource(Layer2, Source2, Memory); // Layer2->StartFrame = 11; // Layer2->EndFrame = 23; // void *SourceString1 = String_GenerateFromChar(Memory, "../asset/b.jpg"); // if (!Source_Generate(File, Memory, SourceString1)) // PostMsg(State, "File open fail..."); // source *Source1 = &File->Source[1]; // for (int i = 0; i < 25; i++) // Layer_CreateFromSource(File, State, Memory, Source1); // project_layer *Layer2 = Layer_Init(File, Memory); // Layer_InitSource(Layer2, Source2, Memory); // AddEffect(File->Layer[0], Memory, 2); // project_layer *Layer1 = CreateDebugLayer(&File, &Memory, 9, 14); // project_layer *Layer1 = CreateSolidLayer(&File, &Memory, 9, 13, V4(1.0, 1.0, 1.0, 1.0)); // Layer1->x.CurrentValue.f = 7; // Layer1->y.CurrentValue.f = 4; // Layer1->StartFrame = 0; // Layer1->EndFrame = File.EndFrame; } static void CreateDemoScene(project_data *File, project_state *State, memory *Memory) { Layer_CreateFromSource(File, State, Memory, &File->Source[1]); project_layer *Layer1 = File->Layer[0]; Layer1->x.CurrentValue.f = 1920/2; Layer1->y.CurrentValue.f = 1080/2; Layer1->StartFrame = 0; Layer1->EndFrame = File->EndFrame; Layer_CreateFromSource(File, State, Memory, &File->Source[2]); project_layer *Layer2 = File->Layer[1]; Layer2->x.CurrentValue.f = 1920/2; Layer2->y.CurrentValue.f = 1080/2; Layer2->StartFrame = 0; Layer2->EndFrame = File->EndFrame; Keyframe_Insert(&Layer2->rotation, Memory, 2, 0); Keyframe_Insert(&Layer2->rotation, Memory, 50, 360); Layer2->rotation.IsToggled = true; Layer2->scale.IsToggled = true; Layer_CreateFromSource(File, State, Memory, &File->Source[3]); project_layer *Layer3 = File->Layer[2]; Layer3->x.CurrentValue.f = 1920/4; Layer3->y.CurrentValue.f = 1080/4; Layer3->opacity.CurrentValue.f = 0.5f; Layer3->StartFrame = 0; Layer3->EndFrame = File->EndFrame; Keyframe_Insert(&Layer3->x, Memory, 2, Layer3->x.CurrentValue.f); Keyframe_Insert(&Layer3->x, Memory, 30, Layer3->x.CurrentValue.f+(1280/2)); Keyframe_Insert(&Layer3->x, Memory, 60, Layer3->x.CurrentValue.f+(1280/3)); Layer3->x.IsToggled = true; Layer3->y.IsToggled = true; } #endif