Encapsulate scroll area as UI component

main
En Yi 2024-07-08 18:02:56 +08:00
parent 6dd185b6cd
commit 98b957a8ff
4 changed files with 132 additions and 44 deletions

View File

@ -623,6 +623,82 @@ float UI_slider(const UIComp_t* comp, const char *textLeft, const char *textRigh
return GuiSliderPro(comp, textLeft, textRight, value, minValue, maxValue, GuiGetStyle(SLIDER, SLIDER_WIDTH)); return GuiSliderPro(comp, textLeft, textRight, value, minValue, maxValue, GuiGetStyle(SLIDER, SLIDER_WIDTH));
} }
void vert_scrollarea_init(VertScrollArea_t* scroll_area, Rectangle display_area, Vector2 canvas_dims)
{
scroll_area->canvas = LoadRenderTexture(canvas_dims.x, canvas_dims.y);
scroll_area->scroll_pos = canvas_dims.y - display_area.height;
scroll_area->scroll_bounds = (Vector2){
0, scroll_area->scroll_pos
};
vert_scrollarea_set_item_dims(scroll_area, 12, 3);
scroll_area->curr_selection = 0;
scroll_area->display_area = display_area;
scroll_area->scroll_bar.alpha = 1;
scroll_area->scroll_bar.bbox = (Rectangle){
display_area.width + display_area.x, display_area.y,
0.1f * display_area.width, display_area.height,
};
scroll_area->scroll_bar.state = STATE_NORMAL;
scroll_area->comp.alpha = 1;
scroll_area->comp.bbox = display_area;
scroll_area->comp.bbox.width *= 1.1f;
scroll_area->scroll_bar.state = STATE_NORMAL;
}
void vert_scrollarea_set_item_dims(VertScrollArea_t* scroll_area, unsigned int item_height, unsigned int item_padding)
{
scroll_area->item_height = item_height;
scroll_area->item_padding = item_padding;
scroll_area->n_items = (scroll_area->canvas.texture.height - scroll_area->item_padding) / (scroll_area->item_height + scroll_area->item_padding);
}
void vert_scrollarea_insert_item(VertScrollArea_t* scroll_area, char* str, unsigned int item_idx)
{
if (item_idx >= scroll_area->n_items) return;
DrawText(str, 0, scroll_area->item_padding + (scroll_area->item_height + scroll_area->item_padding) * item_idx, scroll_area->item_height, BLACK);
}
void vert_scrollarea_render(VertScrollArea_t* scroll_area)
{
BeginScissorMode(scroll_area->comp.bbox.x, scroll_area->comp.bbox.y, scroll_area->comp.bbox.width, scroll_area->comp.bbox.height);
UI_vert_slider(&scroll_area->scroll_bar,
NULL,
NULL,
&scroll_area->scroll_pos,
scroll_area->scroll_bounds.x,
scroll_area->scroll_bounds.y
);
Rectangle draw_rec = (Rectangle){
0, scroll_area->scroll_pos,
scroll_area->display_area.width,
scroll_area->display_area.height
};
float selection_y = scroll_area->curr_selection * (scroll_area->item_height + scroll_area->item_padding) + scroll_area->item_padding;
DrawRectangle(
scroll_area->display_area.x, scroll_area->display_area.y + selection_y - (scroll_area->scroll_bounds.y - scroll_area->scroll_pos),
scroll_area->canvas.texture.width, scroll_area->item_height,
Fade(BLUE, 0.7)
);
Vector2 draw_pos = {scroll_area->display_area.x, scroll_area->display_area.y};
draw_rec.height *= -1;
DrawTextureRec(
scroll_area->canvas.texture,
draw_rec,
draw_pos,
WHITE
);
EndScissorMode();
}
void vert_scrollarea_free(VertScrollArea_t* scroll_area)
{
UnloadRenderTexture(scroll_area->canvas);
}
void init_UI(void) void init_UI(void)

View File

@ -3,6 +3,7 @@
#include "raylib.h" #include "raylib.h"
#include "raygui.h" #include "raygui.h"
// Generic Component
typedef struct UIComp { typedef struct UIComp {
Rectangle bbox; Rectangle bbox;
GuiState state; GuiState state;
@ -10,7 +11,36 @@ typedef struct UIComp {
bool pressed; bool pressed;
} UIComp_t; } UIComp_t;
typedef struct VertScrollArea {
UIComp_t comp; // Display area + scrollbar
Rectangle display_area; // Display dimension
RenderTexture2D canvas; // Complete canvas
unsigned int n_items;
unsigned int curr_selection;
unsigned int item_height;
unsigned int item_padding;
float scroll_pos;
Vector2 scroll_bounds;
UIComp_t scroll_bar;
} VertScrollArea_t;
void init_UI(void); void init_UI(void);
void vert_scrollarea_init(VertScrollArea_t* scroll_area, Rectangle display_area, Vector2 canvas_dims);
void vert_scrollarea_set_item_dims(VertScrollArea_t* scroll_area, unsigned int item_height, unsigned int item_padding);
void vert_scrollarea_insert_item(VertScrollArea_t* scroll_area, char* str, unsigned int item_idx);
void vert_scrollarea_render(VertScrollArea_t* scroll_area);
void vert_scrollarea_free(VertScrollArea_t* scroll_area);
static inline void ScrollAreaRenderBegin(VertScrollArea_t* scroll)
{
BeginTextureMode(scroll->canvas);
}
#define ScrollAreaRenderEnd() EndTextureMode()
void UI_button(const UIComp_t* bbox, const char* text); void UI_button(const UIComp_t* bbox, const char* text);
float UI_slider(const UIComp_t* comp, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); float UI_slider(const UIComp_t* comp, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue);
float UI_vert_slider(const UIComp_t* comp, const char *textTop, const char *textBottom, float* value, float minValue, float maxValue); float UI_vert_slider(const UIComp_t* comp, const char *textTop, const char *textBottom, float* value, float minValue, float maxValue);

View File

@ -13,35 +13,9 @@
static void level_select_render_func(Scene_t* scene) static void level_select_render_func(Scene_t* scene)
{ {
LevelSelectSceneData_t* data = &(CONTAINER_OF(scene, LevelSelectScene_t, scene)->data); LevelSelectSceneData_t* data = &(CONTAINER_OF(scene, LevelSelectScene_t, scene)->data);
UIComp_t test_comp = {
.bbox = {data->level_display.texture.width + 50, 50, 25,
scene->layers.render_layers[0].render_area.height - 50
},
.state = STATE_NORMAL,
.alpha = 1.0f,
};
BeginTextureMode(scene->layers.render_layers[0].layer_tex); BeginTextureMode(scene->layers.render_layers[0].layer_tex);
ClearBackground(BLANK); ClearBackground(BLANK);
UI_vert_slider(&test_comp, vert_scrollarea_render(&data->scroll_area);
NULL,
NULL,
&data->scroll,
0, HIDDEN_AREA_HEIGHT
);
Rectangle draw_rec = (Rectangle){
0, data->scroll,
data->level_display.texture.width,
scene->layers.render_layers[0].render_area.height
};
Vector2 draw_pos = {50, 50};
draw_rec.height *= -1;
DrawTextureRec(
data->level_display.texture,
draw_rec,
draw_pos,
WHITE
);
EndTextureMode(); EndTextureMode();
} }
@ -53,15 +27,15 @@ static void level_select_do_action(Scene_t* scene, ActionType_t action, bool pre
case ACTION_UP: case ACTION_UP:
if (pressed) if (pressed)
{ {
data->scroll += 3; data->scroll_area.scroll_pos += 3;
data->scroll = Clamp(data->scroll, 0, 400); data->scroll_area.scroll_pos = Clamp(data->scroll_area.scroll_pos,data->scroll_area.scroll_bounds.x, data->scroll_area.scroll_bounds.y);
} }
break; break;
case ACTION_DOWN: case ACTION_DOWN:
if (pressed) if (pressed)
{ {
data->scroll -= 3; data->scroll_area.scroll_pos -= 3;
data->scroll = Clamp(data->scroll, 0, 400); data->scroll_area.scroll_pos = Clamp(data->scroll_area.scroll_pos,data->scroll_area.scroll_bounds.x, data->scroll_area.scroll_bounds.y);
} }
break; break;
case ACTION_EXIT: case ACTION_EXIT:
@ -70,6 +44,14 @@ static void level_select_do_action(Scene_t* scene, ActionType_t action, bool pre
change_scene(scene->engine, MAIN_MENU_SCENE); change_scene(scene->engine, MAIN_MENU_SCENE);
} }
break; break;
case ACTION_CONFIRM:
if (data->level_pack != NULL && data->scroll_area.curr_selection < data->level_pack->n_levels)
{
// TODO: Need to load the current level
change_scene(scene->engine, LEVEL_SELECT_SCENE);
}
break;
default: default:
break; break;
} }
@ -82,32 +64,31 @@ void init_level_select_scene(LevelSelectScene_t* scene)
&scene->scene, 400, DISPLAY_AREA_HEIGHT, &scene->scene, 400, DISPLAY_AREA_HEIGHT,
(Rectangle){0, 0, 400, DISPLAY_AREA_HEIGHT} (Rectangle){0, 0, 400, DISPLAY_AREA_HEIGHT}
); );
scene->data.level_display = LoadRenderTexture(200, SCROLL_TOTAL_HEIGHT); vert_scrollarea_init(&scene->data.scroll_area, (Rectangle){50, 50, 150, DISPLAY_AREA_HEIGHT - 50}, (Vector2){150, SCROLL_TOTAL_HEIGHT});
scene->data.scroll = scene->data.level_display.texture.height - DISPLAY_AREA_HEIGHT; vert_scrollarea_set_item_dims(&scene->data.scroll_area, FONT_SIZE, TEXT_PADDING);
const unsigned int n_elems = SCROLL_TOTAL_HEIGHT / TEXT_HEIGHT;
char buf[32]; char buf[32];
BeginTextureMode(scene->data.level_display); ScrollAreaRenderBegin(&scene->data.scroll_area);
ClearBackground(GRAY); ClearBackground(BLANK);
if (scene->data.level_pack != NULL) if (scene->data.level_pack != NULL)
{ {
for (unsigned int i = 0; i < scene->data.level_pack->n_levels; ++i) for (unsigned int i = 0; i < scene->data.level_pack->n_levels; ++i)
{ {
DrawText(scene->data.level_pack->levels[i].level_name, 0, TEXT_HEIGHT * i, FONT_SIZE, BLACK); vert_scrollarea_insert_item(&scene->data.scroll_area, scene->data.level_pack->levels[i].level_name, i);
} }
for (unsigned int i = scene->data.level_pack->n_levels; i < n_elems; ++i) for (unsigned int i = scene->data.level_pack->n_levels; i < scene->data.scroll_area.n_items; ++i)
{ {
DrawText("---", 0, TEXT_HEIGHT * i, FONT_SIZE, BLACK); vert_scrollarea_insert_item(&scene->data.scroll_area, "---", i);
} }
} }
else else
{ {
for (unsigned int i = 0; i < n_elems; ++i) for (unsigned int i = 0; i < scene->data.scroll_area.n_items; ++i)
{ {
sprintf(buf, "Level %u", i); sprintf(buf, "Level %u", i);
DrawText(buf, 0, TEXT_HEIGHT * i, FONT_SIZE, BLACK); vert_scrollarea_insert_item(&scene->data.scroll_area, buf, i);
} }
} }
EndTextureMode(); ScrollAreaRenderEnd();
sc_array_add(&scene->scene.systems, &level_select_render_func); sc_array_add(&scene->scene.systems, &level_select_render_func);
sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP); sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
@ -116,5 +97,7 @@ void init_level_select_scene(LevelSelectScene_t* scene)
} }
void free_level_select_scene(LevelSelectScene_t* scene) void free_level_select_scene(LevelSelectScene_t* scene)
{ {
vert_scrollarea_free(&scene->data.scroll_area);
free_scene(&scene->scene); free_scene(&scene->scene);
} }

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@ -87,8 +87,7 @@ typedef struct MenuScene {
} MenuScene_t; } MenuScene_t;
typedef struct LevelSelectSceneData { typedef struct LevelSelectSceneData {
RenderTexture2D level_display; VertScrollArea_t scroll_area;
float scroll;
LevelPack_t* level_pack; LevelPack_t* level_pack;
} LevelSelectSceneData_t; } LevelSelectSceneData_t;