Rework scene rendering function
Split off- and on-screen rendering. Off-screen rendering would be a system nowscene_man
parent
7b2c48524d
commit
290dafdf86
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@ -119,7 +119,9 @@ inline void update_scene(Scene_t* scene)
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inline void render_scene(Scene_t* scene)
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{
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BeginDrawing();
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scene->render_function(scene);
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EndDrawing();
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}
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inline void do_action(Scene_t* scene, ActionType_t action, bool pressed)
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@ -81,6 +81,106 @@ static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap)
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static RenderTexture2D selection_section;
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static void level_scene_render_func(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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Entity_t* p_ent;
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Rectangle draw_rec = data->game_rec;
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draw_rec.x = 0;
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draw_rec.y = 0;
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draw_rec.height *= -1;
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static char buffer[512];
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ClearBackground(LIGHTGRAY);
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DrawTextureRec(
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data->game_viewport.texture,
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draw_rec,
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(Vector2){data->game_rec.x, data->game_rec.y},
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WHITE
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);
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draw_rec.width = SELECTION_REGION_WIDTH;
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draw_rec.height = -(SELECTION_REGION_HEIGHT * 2 + 10);
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Vector2 draw_pos = {data->game_rec.x, data->game_rec.y + data->game_rec.height + SELECTION_GAP};
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DrawTextureRec(
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selection_section.texture,
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draw_rec,
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draw_pos,
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WHITE
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);
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draw_pos.x = data->game_rec.x + current_spawn_selection * SELECTION_TILE_SIZE;
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DrawRectangleLines(
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draw_pos.x, draw_pos.y,
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SELECTION_TILE_SIZE, SELECTION_TILE_SIZE, GREEN
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);
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draw_pos.x = data->game_rec.x + (MAX_SPAWN_TYPE + 1) * SELECTION_TILE_SIZE;
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sprintf(buffer, "Selection: %s", get_spawn_selection_string(current_spawn_selection));
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DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK);
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draw_pos.y += SELECTION_TILE_SIZE + 5;
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sprintf(buffer, "Crate %s on spawn", crate_activation? "active" : "inactive");
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DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK);
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// For DEBUG
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const int gui_x = data->game_rec.x + data->game_rec.width + 10;
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int gui_y = 15;
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#if !defined(PLATFORM_WEB)
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
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{
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CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
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CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T);
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CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
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CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T);
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CAirTimer_t* p_air = get_component(p_ent, CAIRTIMER_T);
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sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
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sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
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DrawText(buffer, gui_x + 80, gui_y, 12, BLACK);
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gui_y += 45;
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sprintf(buffer, "Jumps: %u, %u, %u", p_cjump->jumps, p_cjump->jump_released, p_cjump->coyote_timer);
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
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gui_y += 30;
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sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
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gui_y += 30;
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sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
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gui_y += 30;
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sprintf(buffer, "Ladder: %u", p_pstate->ladder_state);
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
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gui_y += 30;
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Vector2 air_pos = {data->game_rec.x + data->game_rec.width - 16, data->game_rec.y + data->game_rec.height - 16};
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for (uint8_t i = 0; i < p_air->curr_count; i++)
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{
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DrawCircleV(air_pos, 16, BLUE);
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air_pos.x -= 32;
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}
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}
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#endif
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//sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection));
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//DrawText(buffer, gui_x, 240, 12, BLACK);
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sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
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gui_y += 30;
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sprintf(buffer, "FPS: %u", GetFPS());
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
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gui_y += 30;
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print_mempool_stats(buffer);
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
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gui_y += 300;
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sprintf(buffer, "Chests: %u / %u", data->coins.current, data->coins.total);
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DrawText(buffer, gui_x, gui_y, 24, BLACK);
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}
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static void render_editor_game_scene(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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@ -383,102 +483,6 @@ static void level_scene_render_func(Scene_t* scene)
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}
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EndMode2D();
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EndTextureMode();
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Rectangle draw_rec = data->game_rec;
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draw_rec.x = 0;
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draw_rec.y = 0;
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draw_rec.height *= -1;
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BeginDrawing();
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ClearBackground(LIGHTGRAY);
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DrawTextureRec(
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data->game_viewport.texture,
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draw_rec,
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(Vector2){data->game_rec.x, data->game_rec.y},
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WHITE
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);
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draw_rec.width = SELECTION_REGION_WIDTH;
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draw_rec.height = -(SELECTION_REGION_HEIGHT * 2 + 10);
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Vector2 draw_pos = {data->game_rec.x, data->game_rec.y + data->game_rec.height + SELECTION_GAP};
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DrawTextureRec(
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selection_section.texture,
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draw_rec,
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draw_pos,
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WHITE
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);
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draw_pos.x = data->game_rec.x + current_spawn_selection * SELECTION_TILE_SIZE;
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DrawRectangleLines(
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draw_pos.x, draw_pos.y,
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SELECTION_TILE_SIZE, SELECTION_TILE_SIZE, GREEN
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);
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draw_pos.x = data->game_rec.x + (MAX_SPAWN_TYPE + 1) * SELECTION_TILE_SIZE;
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sprintf(buffer, "Selection: %s", get_spawn_selection_string(current_spawn_selection));
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DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK);
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draw_pos.y += SELECTION_TILE_SIZE + 5;
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sprintf(buffer, "Crate %s on spawn", crate_activation? "active" : "inactive");
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DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK);
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// For DEBUG
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const int gui_x = data->game_rec.x + data->game_rec.width + 10;
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int gui_y = 15;
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#if !defined(PLATFORM_WEB)
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
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{
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CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
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CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T);
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CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
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CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T);
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CAirTimer_t* p_air = get_component(p_ent, CAIRTIMER_T);
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sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
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sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
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DrawText(buffer, gui_x + 80, gui_y, 12, BLACK);
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gui_y += 45;
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sprintf(buffer, "Jumps: %u, %u, %u", p_cjump->jumps, p_cjump->jump_released, p_cjump->coyote_timer);
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
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gui_y += 30;
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sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
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gui_y += 30;
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sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
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gui_y += 30;
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sprintf(buffer, "Ladder: %u", p_pstate->ladder_state);
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
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gui_y += 30;
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Vector2 air_pos = {data->game_rec.x + data->game_rec.width - 16, data->game_rec.y + data->game_rec.height - 16};
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for (uint8_t i = 0; i < p_air->curr_count; i++)
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{
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DrawCircleV(air_pos, 16, BLUE);
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air_pos.x -= 32;
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}
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}
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#endif
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//sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection));
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//DrawText(buffer, gui_x, 240, 12, BLACK);
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sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
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gui_y += 30;
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sprintf(buffer, "FPS: %u", GetFPS());
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
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gui_y += 30;
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static char mempool_stats[512];
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print_mempool_stats(mempool_stats);
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DrawText(mempool_stats, gui_x, gui_y, 12, BLACK);
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gui_y += 300;
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sprintf(buffer, "Chests: %u / %u", data->coins.current, data->coins.total);
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DrawText(buffer, gui_x, gui_y, 24, BLACK);
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EndDrawing();
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}
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static void spawn_chest(Scene_t* scene, unsigned int tile_idx)
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@ -1004,6 +1008,7 @@ void init_sandbox_scene(LevelScene_t* scene)
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sc_array_add(&scene->scene.systems, &player_respawn_system);
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sc_array_add(&scene->scene.systems, &level_end_detection_system);
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sc_array_add(&scene->scene.systems, &toggle_block_system);
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sc_array_add(&scene->scene.systems, &render_editor_game_scene);
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// This avoid graphical glitch, not essential
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//sc_array_add(&scene->scene.systems, &update_tilemap_system);
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@ -13,6 +13,92 @@ static Tile_t all_tiles[MAX_N_TILES] = {0};
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static void level_scene_render_func(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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Rectangle draw_rec = data->game_rec;
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draw_rec.x = 0;
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draw_rec.y = 0;
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draw_rec.height *= -1;
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static char buffer[512];
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ClearBackground(LIGHTGRAY);
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DrawTextureRec(
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data->game_viewport.texture,
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draw_rec,
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(Vector2){data->game_rec.x, data->game_rec.y},
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WHITE
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);
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// For DEBUG
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const int gui_x = data->game_rec.x + data->game_rec.width + 10;
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//sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection));
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//DrawText(buffer, gui_x, 240, 12, BLACK);
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sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
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DrawText(buffer, gui_x, 270, 12, BLACK);
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sprintf(buffer, "FPS: %u", GetFPS());
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DrawText(buffer, gui_x, 320, 12, BLACK);
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print_mempool_stats(buffer);
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DrawText(buffer, gui_x, 350, 12, BLACK);
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}
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static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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CPlayerState_t* p_playerstate;
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sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
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{
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switch(action)
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{
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case ACTION_UP:
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p_playerstate->player_dir.y = (pressed)? -1 : 0;
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break;
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case ACTION_DOWN:
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p_playerstate->player_dir.y = (pressed)? 1 : 0;
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break;
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case ACTION_LEFT:
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p_playerstate->player_dir.x = (pressed)? -1 : 0;
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break;
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case ACTION_RIGHT:
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p_playerstate->player_dir.x = (pressed)? 1 : 0;
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break;
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case ACTION_JUMP:
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p_playerstate->jump_pressed = pressed;
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break;
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default:
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break;
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}
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}
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if (!pressed)
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{
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switch (action)
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{
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case ACTION_RESTART:
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reload_level_tilemap((LevelScene_t*)scene);
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break;
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case ACTION_NEXTLEVEL:
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load_next_level_tilemap((LevelScene_t*)scene);
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break;
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case ACTION_PREVLEVEL:
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load_prev_level_tilemap((LevelScene_t*)scene);
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break;
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case ACTION_EXIT:
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if(scene->engine != NULL)
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{
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change_scene(scene->engine, 0);
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}
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break;
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default:
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break;
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}
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}
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}
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static void render_regular_game_scene(Scene_t* scene)
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{
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// This function will render the game scene outside of the intended draw function
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// Just for clarity and separation of logic
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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Entity_t* p_ent;
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@ -31,7 +117,6 @@ static void level_scene_render_func(Scene_t* scene)
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max.x = (int)fmin(tilemap.width, max.x + 1);
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max.y = (int)fmin(tilemap.height, max.y + 1);
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BeginTextureMode(data->game_viewport);
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ClearBackground(WHITE);
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BeginMode2D(data->camera.cam);
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@ -115,7 +200,6 @@ static void level_scene_render_func(Scene_t* scene)
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}
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}
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char buffer[64] = {0};
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
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@ -245,115 +329,6 @@ static void level_scene_render_func(Scene_t* scene)
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DrawLine(0, val, tilemap.width * TILE_SIZE, val, BLACK);
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EndMode2D();
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EndTextureMode();
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Rectangle draw_rec = data->game_rec;
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draw_rec.x = 0;
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draw_rec.y = 0;
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draw_rec.height *= -1;
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BeginDrawing();
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ClearBackground(LIGHTGRAY);
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DrawTextureRec(
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data->game_viewport.texture,
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draw_rec,
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(Vector2){data->game_rec.x, data->game_rec.y},
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WHITE
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);
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// For DEBUG
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const int gui_x = data->game_rec.x + data->game_rec.width + 10;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
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{
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CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
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CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T);
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CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
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CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T);
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CAirTimer_t* p_air = get_component(p_ent, CAIRTIMER_T);
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sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
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DrawText(buffer, gui_x, 15, 12, BLACK);
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sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
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DrawText(buffer, gui_x + 80, 15, 12, BLACK);
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//sprintf(buffer, "Accel: %.3f\n %.3f", p_ct->accel.x, p_ct->accel.y);
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//DrawText(buffer, tilemap.width * TILE_SIZE + 128, 60, 12, BLACK);
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sprintf(buffer, "Jumps: %u", p_cjump->jumps);
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DrawText(buffer, gui_x, 60, 12, BLACK);
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sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
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DrawText(buffer, gui_x, 90, 12, BLACK);
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sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
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DrawText(buffer, gui_x, 120, 12, BLACK);
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sprintf(buffer, "Ladder: %u", p_pstate->ladder_state);
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DrawText(buffer, gui_x, 150, 12, BLACK);
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Vector2 air_pos = {data->game_rec.x + data->game_rec.width - 16, data->game_rec.y + data->game_rec.height - 16};
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for (uint8_t i = 0; i < p_air->curr_count; i++)
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{
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DrawCircleV(air_pos, 16, BLUE);
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air_pos.x -= 32;
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}
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}
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//sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection));
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//DrawText(buffer, gui_x, 240, 12, BLACK);
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||||
sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
|
||||
DrawText(buffer, gui_x, 270, 12, BLACK);
|
||||
sprintf(buffer, "FPS: %u", GetFPS());
|
||||
DrawText(buffer, gui_x, 320, 12, BLACK);
|
||||
|
||||
static char mempool_stats[512];
|
||||
print_mempool_stats(mempool_stats);
|
||||
DrawText(mempool_stats, gui_x, 350, 12, BLACK);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
|
||||
{
|
||||
CPlayerState_t* p_playerstate;
|
||||
sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
|
||||
{
|
||||
switch(action)
|
||||
{
|
||||
case ACTION_UP:
|
||||
p_playerstate->player_dir.y = (pressed)? -1 : 0;
|
||||
break;
|
||||
case ACTION_DOWN:
|
||||
p_playerstate->player_dir.y = (pressed)? 1 : 0;
|
||||
break;
|
||||
case ACTION_LEFT:
|
||||
p_playerstate->player_dir.x = (pressed)? -1 : 0;
|
||||
break;
|
||||
case ACTION_RIGHT:
|
||||
p_playerstate->player_dir.x = (pressed)? 1 : 0;
|
||||
break;
|
||||
case ACTION_JUMP:
|
||||
p_playerstate->jump_pressed = pressed;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (!pressed)
|
||||
{
|
||||
switch (action)
|
||||
{
|
||||
case ACTION_RESTART:
|
||||
reload_level_tilemap((LevelScene_t*)scene);
|
||||
break;
|
||||
case ACTION_NEXTLEVEL:
|
||||
load_next_level_tilemap((LevelScene_t*)scene);
|
||||
break;
|
||||
case ACTION_PREVLEVEL:
|
||||
load_prev_level_tilemap((LevelScene_t*)scene);
|
||||
break;
|
||||
case ACTION_EXIT:
|
||||
if(scene->engine != NULL)
|
||||
{
|
||||
change_scene(scene->engine, 0);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void init_game_scene(LevelScene_t* scene)
|
||||
|
@ -397,7 +372,7 @@ void init_game_scene(LevelScene_t* scene)
|
|||
sc_array_add(&scene->scene.systems, &player_dir_reset_system);
|
||||
sc_array_add(&scene->scene.systems, &player_respawn_system);
|
||||
sc_array_add(&scene->scene.systems, &update_water_runner_system);
|
||||
|
||||
sc_array_add(&scene->scene.systems, &render_regular_game_scene);
|
||||
// This avoid graphical glitch, not essential
|
||||
//sc_array_add(&scene->scene.systems, &update_tilemap_system);
|
||||
|
||||
|
|
|
@ -6,14 +6,12 @@
|
|||
static void menu_scene_render_func(Scene_t* scene)
|
||||
{
|
||||
MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data);
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
DrawText("This is a game", 25, 220, 12, BLACK);
|
||||
UI_button(data->buttons, "Start");
|
||||
UI_button(data->buttons + 1, "Sandbox");
|
||||
UI_button(data->buttons + 2, "Continue");
|
||||
UI_button(data->buttons + 3, "Exit");
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
static void exec_component_function(Scene_t* scene, int sel)
|
||||
|
|
Loading…
Reference in New Issue