//////////////////////////////////////// // // Universe View // /////////////////////////////////////// struct universe_view_operation_state { b32 MouseDown; v2 DisplayOffset; r32 Zoom; }; OPERATION_RENDER_PROC(RenderUniverseView) { InvalidCodePath; #if 0 DEBUG_TRACK_SCOPE(DrawUniverseOutputDisplay); universe_view_operation_state* OpState = (universe_view_operation_state*)Operation.OpStateMemory; string TitleBarString = InitializeEmptyString(PushArray(State->Transient, char, 64), 64); v2 DisplayArea_Dimension = v2{600, 600}; v2 DisplayContents_Offset = OpState->DisplayOffset; // // TODO(Peter): I don't like this. Dragging the Universe view should be an operation mode, just // like rotating the 3D view, but modes don't have access to the state of modes above them in the stack // (and attempting to cast those states to the appropriate type seems risky) // // :NeedToPassStateDownModeChain // if (OpState->MouseDown) { DisplayContents_Offset += (Mouse.Pos - Mouse.DownPos); } v2 DisplayArea_TopLeft = v2{300, (r32)RenderBuffer->ViewHeight - 50} + DisplayContents_Offset; v2 UniverseDisplayDimension = v2{100, 100} * OpState->Zoom; v2 Padding = v2{25, 50} * OpState->Zoom; v2 UniverseDisplayTopLeft = DisplayArea_TopLeft; sacn_universe_buffer* UniverseList = State->SACN.UniverseBuffer; while(UniverseList) { for (s32 UniverseIdx = 0; UniverseIdx < UniverseList->Used; UniverseIdx++) { sacn_universe* Universe = UniverseList->Universes + UniverseIdx; DrawSACNUniversePixels(RenderBuffer, Universe, UniverseDisplayTopLeft, UniverseDisplayDimension); if (OpState->Zoom > .5f) { v2 TitleDisplayStart = UniverseDisplayTopLeft + v2{0, 12}; PrintF(&TitleBarString, "Universe %d", Universe->Universe); DrawString(RenderBuffer, TitleBarString, State->Interface.Font, TitleDisplayStart, WhiteV4); } UniverseDisplayTopLeft.x += UniverseDisplayDimension.x + Padding.x; if (UniverseDisplayTopLeft.x > DisplayArea_TopLeft.x + DisplayArea_Dimension.x) { UniverseDisplayTopLeft.x = DisplayArea_TopLeft.x; UniverseDisplayTopLeft.y -= UniverseDisplayDimension.y + Padding.y; } if (UniverseDisplayTopLeft.y < DisplayArea_TopLeft.y - DisplayArea_Dimension.y) { break; } } UniverseList = UniverseList->Next; } #endif } // TODO(Peter): Something isn't working with my laptop trackpad's zoom FOLDHAUS_INPUT_COMMAND_PROC(UniverseZoom) { universe_view_operation_state* OpState = GetCurrentOperationState(State->Modes, universe_view_operation_state); r32 DeltaZoom = (r32)(Mouse.Scroll) / 120; OpState->Zoom = GSClamp(0.1f, OpState->Zoom + DeltaZoom, 4.f); } FOLDHAUS_INPUT_COMMAND_PROC(UniverseViewEndPan) { // :NeedToPassStateDownModeChain universe_view_operation_state* OpState = GetCurrentOperationState(State->Modes, universe_view_operation_state); OpState->MouseDown = false; OpState->DisplayOffset = OpState->DisplayOffset + (Mouse.Pos - Mouse.DownPos); } FOLDHAUS_INPUT_COMMAND_PROC(UniverseViewBeginPan) { // :NeedToPassStateDownModeChain universe_view_operation_state* OpState = GetCurrentOperationState(State->Modes, universe_view_operation_state); OpState->MouseDown = true; } FOLDHAUS_INPUT_COMMAND_PROC(CloseUniverseView) { DeactivateCurrentOperationMode(&State->Modes); } input_command UniverseViewCommands [] = { { KeyCode_MouseLeftButton, KeyCode_Invalid, Command_Began, UniverseViewBeginPan }, { KeyCode_MouseLeftButton, KeyCode_Invalid, Command_Ended, UniverseViewEndPan }, { KeyCode_U, KeyCode_Invalid, Command_Began, CloseUniverseView }, }; FOLDHAUS_INPUT_COMMAND_PROC(OpenUniverseView) { operation_mode* UniverseViewMode = ActivateOperationModeWithCommands(&State->Modes, UniverseViewCommands, RenderUniverseView); // State Setup universe_view_operation_state* OpState = CreateOperationState(UniverseViewMode, &State->Modes, universe_view_operation_state); OpState->DisplayOffset = v2{0, 0}; OpState->Zoom = 1.0f; }