Change Naming Convention, add scroll to microui
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+16
-16
@@ -3,9 +3,9 @@ package edit2d
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import b2 "vendor:box2d"
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import "core:fmt"
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static_index :: i32
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Static_Index :: i32
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static_index_global :: struct
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Static_Index_Global :: struct
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{
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index : i32,
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level : string,
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@@ -20,7 +20,7 @@ static_index_global :: struct
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*/
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engine_entity_flags_enum :: enum u64 {
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Engine_Entity_Flags_Enum :: enum u64 {
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POLYGON_IS_BOX,
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MULTI_BODIES,
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CHAIN,
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@@ -28,9 +28,9 @@ engine_entity_flags_enum :: enum u64 {
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MULTI_SHAPES,
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}
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engine_entity_flags :: bit_set[engine_entity_flags_enum]
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Engine_Entity_Flags :: bit_set[Engine_Entity_Flags_Enum]
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engine_entity_def :: struct {
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Engine_Entity_Def :: struct {
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body_def : b2.BodyDef,
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shape_def : b2.ShapeDef,
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shape_type : b2.ShapeType,
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@@ -44,9 +44,9 @@ engine_entity_def :: struct {
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vertices : [dynamic; b2.MAX_POLYGON_VERTICES]b2.Vec2,
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name_buf : [255]u8 `fmt:"-" cbor:"-"`,
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entity_flags : engine_entity_flags,
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entity_flags : Engine_Entity_Flags,
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index : static_index,
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index : Static_Index,
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//For chain bodies
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//It will replicate itself to the body count and connect themselves with rev_joints
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@@ -58,9 +58,9 @@ engine_entity_def :: struct {
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link_length_array : [dynamic]b2.Vec2,
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}
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default_engine_entity_def :: proc() -> engine_entity_def
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default_engine_entity_def :: proc() -> Engine_Entity_Def
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{
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ret : engine_entity_def
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ret : Engine_Entity_Def
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ret.body_def = b2.DefaultBodyDef()
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ret.shape_def = b2.DefaultShapeDef()
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ret.shape_type = .polygonShape
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@@ -85,7 +85,7 @@ default_engine_entity_def :: proc() -> engine_entity_def
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}
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compare_engine_entity_def :: proc(a, b : engine_entity_def) -> bool
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compare_engine_entity_def :: proc(a, b : Engine_Entity_Def) -> bool
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{
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ret := false
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@@ -122,14 +122,14 @@ engine_entity :: struct {
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bodies : [dynamic]b2.BodyId,
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shapes : [dynamic]b2.ShapeId,
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joints : [dynamic]b2.JointId,
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entity_flags : engine_entity_flags,
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index : ^static_index,
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entity_flags : Engine_Entity_Flags,
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index : ^Static_Index,
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joint_id : b2.JointId,
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}
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engine_entity_single_body :: proc(def : ^engine_entity_def, world_id: b2.WorldId, index : i32) -> engine_entity
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engine_entity_single_body :: proc(def : ^Engine_Entity_Def, world_id: b2.WorldId, index : i32) -> engine_entity
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{
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def := def
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@@ -139,7 +139,7 @@ engine_entity_single_body :: proc(def : ^engine_entity_def, world_id: b2.WorldId
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if def.index != 0
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{
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new_entity.index = new(static_index)
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new_entity.index = new(Static_Index)
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new_entity.index^ = def.index
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}
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@@ -267,7 +267,7 @@ engine_entity_single_body :: proc(def : ^engine_entity_def, world_id: b2.WorldId
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}
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engine_create_chain_shape :: proc(
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def : ^engine_entity_def,
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def : ^Engine_Entity_Def,
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world_id : b2.WorldId,
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index : i32
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) -> engine_entity
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@@ -308,7 +308,7 @@ engine_create_chain_shape :: proc(
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engine_create_entity :: proc(
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def : ^engine_entity_def,
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def : ^Engine_Entity_Def,
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world_id : b2.WorldId,
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index : i32
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) -> engine_entity
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