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@@ -35,6 +35,8 @@
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Editor editor = {0};
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Editor editor = {0};
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Vec2f camera_pos = {0};
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Vec2f camera_pos = {0};
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+float camera_scale = 3.0f;
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+float camera_scale_vel = 0.0f;
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Vec2f camera_vel = {0};
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Vec2f camera_vel = {0};
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void usage(FILE *stream)
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void usage(FILE *stream)
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@@ -74,28 +76,39 @@ static Free_Glyph_Buffer fgb = {0};
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static Cursor_Renderer cr = {0};
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static Cursor_Renderer cr = {0};
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#define FREE_GLYPH_FONT_SIZE 64
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#define FREE_GLYPH_FONT_SIZE 64
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+#define ZOOM_OUT_GLYPH_THRESHOLD 30
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void render_editor_into_fgb(SDL_Window *window, Free_Glyph_Buffer *fgb, Cursor_Renderer *cr, Editor *editor)
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void render_editor_into_fgb(SDL_Window *window, Free_Glyph_Buffer *fgb, Cursor_Renderer *cr, Editor *editor)
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{
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{
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int w, h;
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int w, h;
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SDL_GetWindowSize(window, &w, &h);
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SDL_GetWindowSize(window, &w, &h);
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+ float max_line_len = 0.0f;
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+
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free_glyph_buffer_use(fgb);
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free_glyph_buffer_use(fgb);
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{
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{
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glUniform2f(fgb->uniforms[UNIFORM_SLOT_RESOLUTION], (float) w, (float) h);
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glUniform2f(fgb->uniforms[UNIFORM_SLOT_RESOLUTION], (float) w, (float) h);
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glUniform1f(fgb->uniforms[UNIFORM_SLOT_TIME], (float) SDL_GetTicks() / 1000.0f);
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glUniform1f(fgb->uniforms[UNIFORM_SLOT_TIME], (float) SDL_GetTicks() / 1000.0f);
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glUniform2f(fgb->uniforms[UNIFORM_SLOT_CAMERA_POS], camera_pos.x, camera_pos.y);
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glUniform2f(fgb->uniforms[UNIFORM_SLOT_CAMERA_POS], camera_pos.x, camera_pos.y);
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- glUniform1f(fgb->uniforms[UNIFORM_SLOT_CAMERA_SCALE], 1.0f);
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+ glUniform1f(fgb->uniforms[UNIFORM_SLOT_CAMERA_SCALE], camera_scale);
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free_glyph_buffer_clear(fgb);
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free_glyph_buffer_clear(fgb);
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{
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{
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for (size_t row = 0; row < editor->size; ++row) {
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for (size_t row = 0; row < editor->size; ++row) {
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const Line *line = editor->lines + row;
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const Line *line = editor->lines + row;
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+
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+ const Vec2f begin = vec2f(0, -(float)row * FREE_GLYPH_FONT_SIZE);
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+ Vec2f end = begin;
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free_glyph_buffer_render_line_sized(
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free_glyph_buffer_render_line_sized(
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fgb, line->chars, line->size,
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fgb, line->chars, line->size,
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- vec2f(0, -(float)row * FREE_GLYPH_FONT_SIZE),
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+ &end,
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vec4fs(1.0f), vec4fs(0.0f));
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vec4fs(1.0f), vec4fs(0.0f));
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+ // TODO: the max_line_len should be calculated based on what's visible on the screen right now
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+ float line_len = fabsf(end.x - begin.x);
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+ if (line_len > max_line_len) {
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+ max_line_len = line_len;
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+ }
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}
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}
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}
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}
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@@ -118,7 +131,7 @@ void render_editor_into_fgb(SDL_Window *window, Free_Glyph_Buffer *fgb, Cursor_R
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glUniform2f(cr->uniforms[UNIFORM_SLOT_RESOLUTION], (float) w, (float) h);
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glUniform2f(cr->uniforms[UNIFORM_SLOT_RESOLUTION], (float) w, (float) h);
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glUniform1f(cr->uniforms[UNIFORM_SLOT_TIME], (float) SDL_GetTicks() / 1000.0f);
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glUniform1f(cr->uniforms[UNIFORM_SLOT_TIME], (float) SDL_GetTicks() / 1000.0f);
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glUniform2f(cr->uniforms[UNIFORM_SLOT_CAMERA_POS], camera_pos.x, camera_pos.y);
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glUniform2f(cr->uniforms[UNIFORM_SLOT_CAMERA_POS], camera_pos.x, camera_pos.y);
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- glUniform1f(cr->uniforms[UNIFORM_SLOT_CAMERA_SCALE], 1.0f);
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+ glUniform1f(cr->uniforms[UNIFORM_SLOT_CAMERA_SCALE], camera_scale);
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glUniform1f(cr->uniforms[UNIFORM_SLOT_CURSOR_HEIGHT], FREE_GLYPH_FONT_SIZE);
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glUniform1f(cr->uniforms[UNIFORM_SLOT_CURSOR_HEIGHT], FREE_GLYPH_FONT_SIZE);
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cursor_renderer_move_to(cr, cursor_pos);
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cursor_renderer_move_to(cr, cursor_pos);
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@@ -126,11 +139,22 @@ void render_editor_into_fgb(SDL_Window *window, Free_Glyph_Buffer *fgb, Cursor_R
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}
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}
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{
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{
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+ float target_scale = 3.0f;
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+ if (max_line_len > 0.0f) {
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+ target_scale = SCREEN_WIDTH / max_line_len;
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+ }
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+
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+ if (target_scale > 3.0f) {
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+ target_scale = 3.0f;
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+ }
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+
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camera_vel = vec2f_mul(
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camera_vel = vec2f_mul(
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vec2f_sub(cursor_pos, camera_pos),
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vec2f_sub(cursor_pos, camera_pos),
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vec2fs(2.0f));
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vec2fs(2.0f));
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+ camera_scale_vel = (target_scale - camera_scale) * 2.0f;
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camera_pos = vec2f_add(camera_pos, vec2f_mul(camera_vel, vec2fs(DELTA_TIME)));
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camera_pos = vec2f_add(camera_pos, vec2f_mul(camera_vel, vec2fs(DELTA_TIME)));
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+ camera_scale = camera_scale + camera_scale_vel * DELTA_TIME;
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}
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}
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}
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}
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