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Sectr Prototype

This prototype aims to flesh out ideas I've wanted to explore futher on code editing & related tooling.

The things to explore:

  • 2D canvas for laying out code visualized in various types of ASTs
  • WYSIWYG frontend ASTs
  • Making AST editing as versatile as text editing.
  • High-performance UI framework designed & built for AST editing.
  • Generating a large amount of UI widget boxes with proper auto-layout & no perceptible rendering-lag or input lag for interactions (frametimes stable).
  • Model-View-Controller interface between code managed by a 'backend' (both in memory and filesystem) and the UX composition (which has separate filesystem composition).
sectr_host_2025-01-04_20-25-56.mp4

The dependencies are:

  • Odin Compiler (Slightly custom fork)
    • Added #region, #endregion directives support for editors
    • I added support for 'monlithic packages' or 'uniform-across-subdirectories packages'. It allows me to organize the main package with sub-directories.
    • Added the ability to debug using statements on structs (fields get dumped to the stack as ptr refs)
    • Remove implicit assignments for container allocators in the Base and Core packages
      • I did not enjoy bug hunting a memory corruption because I mistakenly didn't properly initialize a core container with their designated initiatizer: new, make, or init.
      • See fork Readme for which procedures were changed..
  • Odin repo's base, core, and vendor(raylib) libaries
  • An ini parser
  • backtrace (not used yet)
  • freetype (not used yet)
  • harfbuzz
  • sokol
  • sokol-tools
  • Powershell (if you want to use my build scripts)

The project is so far in a "codebase boostrapping" phase. Most the work being done right now is setting up high performance linear zoom rendering for text and UI.

The project's is organized into 2 runtime modules sectr_host & sectr. The host module loads the main module & its memory. Hot-reloading it's dll when it detects a change.

Codebase organization:

  • App: General app config, state, and operations.
  • Engine: client interface for host, tick, update, rendering.
    • Has the following definitions: startup, shutdown, reload, tick, clean_frame (which host hooks up to when managing the client dll)
    • Will handle async ops.
  • Font Provider: Manages fonts.
    • Bulk of visualization must be able to render text effectively
    • Bulk of implementation maintained as a separate library: VEFontCache-Odin
  • Grime: Name speaks for itself, stuff not directly related to the target features to iterate upon for the prototype.
    • Defining dependency aliases or procedure overload tables, rolling own allocator, data structures, etc.
  • Input: All human input related features
    • Base input features (polling & related) are platform abstracted from sokol_app
    • Entirely user rebindable
  • Math: The usual for 2D/3D.
  • Parsers:
    • AST generation, editing, and serialization.
    • Parsers for different levels of "synatitic & semantic awareness", Formatting -> Domain Specific AST
    • Figure out pragmatic transformations between ASTs.
  • Project: Encpasulation of user config/context/state separate from persistent app's
    • Manages the codebase (database & model view controller)
    • Manages workspaces : View compositions of the codebase
  • UI: Core graphic user interface framework, AST visualzation & editing, backend visualization
    • PIMGUI (Persistent Immediate Mode User Interface)
    • Auto-layout
    • Supports heavy procedural generation of box widgets
    • Viewports
    • Docking/Tiling, Floating, Canvas

Due to the nature of the prototype there are 'sub-groups' such as the codebase being its own ordeal as well as the workspace. They'll be elaborated in their own documentation

Gallery

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