Encapsulate scroll area as UI component
parent
6dd185b6cd
commit
98b957a8ff
76
engine/gui.c
76
engine/gui.c
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@ -623,6 +623,82 @@ float UI_slider(const UIComp_t* comp, const char *textLeft, const char *textRigh
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return GuiSliderPro(comp, textLeft, textRight, value, minValue, maxValue, GuiGetStyle(SLIDER, SLIDER_WIDTH));
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}
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void vert_scrollarea_init(VertScrollArea_t* scroll_area, Rectangle display_area, Vector2 canvas_dims)
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{
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scroll_area->canvas = LoadRenderTexture(canvas_dims.x, canvas_dims.y);
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scroll_area->scroll_pos = canvas_dims.y - display_area.height;
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scroll_area->scroll_bounds = (Vector2){
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0, scroll_area->scroll_pos
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};
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vert_scrollarea_set_item_dims(scroll_area, 12, 3);
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scroll_area->curr_selection = 0;
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scroll_area->display_area = display_area;
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scroll_area->scroll_bar.alpha = 1;
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scroll_area->scroll_bar.bbox = (Rectangle){
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display_area.width + display_area.x, display_area.y,
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0.1f * display_area.width, display_area.height,
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};
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scroll_area->scroll_bar.state = STATE_NORMAL;
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scroll_area->comp.alpha = 1;
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scroll_area->comp.bbox = display_area;
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scroll_area->comp.bbox.width *= 1.1f;
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scroll_area->scroll_bar.state = STATE_NORMAL;
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}
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void vert_scrollarea_set_item_dims(VertScrollArea_t* scroll_area, unsigned int item_height, unsigned int item_padding)
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{
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scroll_area->item_height = item_height;
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scroll_area->item_padding = item_padding;
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scroll_area->n_items = (scroll_area->canvas.texture.height - scroll_area->item_padding) / (scroll_area->item_height + scroll_area->item_padding);
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}
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void vert_scrollarea_insert_item(VertScrollArea_t* scroll_area, char* str, unsigned int item_idx)
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{
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if (item_idx >= scroll_area->n_items) return;
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DrawText(str, 0, scroll_area->item_padding + (scroll_area->item_height + scroll_area->item_padding) * item_idx, scroll_area->item_height, BLACK);
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}
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void vert_scrollarea_render(VertScrollArea_t* scroll_area)
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{
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BeginScissorMode(scroll_area->comp.bbox.x, scroll_area->comp.bbox.y, scroll_area->comp.bbox.width, scroll_area->comp.bbox.height);
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UI_vert_slider(&scroll_area->scroll_bar,
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NULL,
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NULL,
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&scroll_area->scroll_pos,
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scroll_area->scroll_bounds.x,
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scroll_area->scroll_bounds.y
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);
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Rectangle draw_rec = (Rectangle){
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0, scroll_area->scroll_pos,
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scroll_area->display_area.width,
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scroll_area->display_area.height
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};
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float selection_y = scroll_area->curr_selection * (scroll_area->item_height + scroll_area->item_padding) + scroll_area->item_padding;
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DrawRectangle(
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scroll_area->display_area.x, scroll_area->display_area.y + selection_y - (scroll_area->scroll_bounds.y - scroll_area->scroll_pos),
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scroll_area->canvas.texture.width, scroll_area->item_height,
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Fade(BLUE, 0.7)
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);
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Vector2 draw_pos = {scroll_area->display_area.x, scroll_area->display_area.y};
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draw_rec.height *= -1;
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DrawTextureRec(
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scroll_area->canvas.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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EndScissorMode();
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}
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void vert_scrollarea_free(VertScrollArea_t* scroll_area)
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{
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UnloadRenderTexture(scroll_area->canvas);
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}
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void init_UI(void)
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30
engine/gui.h
30
engine/gui.h
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@ -3,6 +3,7 @@
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#include "raylib.h"
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#include "raygui.h"
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// Generic Component
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typedef struct UIComp {
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Rectangle bbox;
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GuiState state;
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@ -10,7 +11,36 @@ typedef struct UIComp {
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bool pressed;
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} UIComp_t;
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typedef struct VertScrollArea {
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UIComp_t comp; // Display area + scrollbar
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Rectangle display_area; // Display dimension
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RenderTexture2D canvas; // Complete canvas
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unsigned int n_items;
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unsigned int curr_selection;
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unsigned int item_height;
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unsigned int item_padding;
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float scroll_pos;
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Vector2 scroll_bounds;
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UIComp_t scroll_bar;
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} VertScrollArea_t;
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void init_UI(void);
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void vert_scrollarea_init(VertScrollArea_t* scroll_area, Rectangle display_area, Vector2 canvas_dims);
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void vert_scrollarea_set_item_dims(VertScrollArea_t* scroll_area, unsigned int item_height, unsigned int item_padding);
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void vert_scrollarea_insert_item(VertScrollArea_t* scroll_area, char* str, unsigned int item_idx);
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void vert_scrollarea_render(VertScrollArea_t* scroll_area);
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void vert_scrollarea_free(VertScrollArea_t* scroll_area);
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static inline void ScrollAreaRenderBegin(VertScrollArea_t* scroll)
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{
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BeginTextureMode(scroll->canvas);
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}
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#define ScrollAreaRenderEnd() EndTextureMode()
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void UI_button(const UIComp_t* bbox, const char* text);
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float UI_slider(const UIComp_t* comp, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue);
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float UI_vert_slider(const UIComp_t* comp, const char *textTop, const char *textBottom, float* value, float minValue, float maxValue);
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@ -13,35 +13,9 @@
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static void level_select_render_func(Scene_t* scene)
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{
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LevelSelectSceneData_t* data = &(CONTAINER_OF(scene, LevelSelectScene_t, scene)->data);
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UIComp_t test_comp = {
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.bbox = {data->level_display.texture.width + 50, 50, 25,
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scene->layers.render_layers[0].render_area.height - 50
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},
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.state = STATE_NORMAL,
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.alpha = 1.0f,
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};
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BeginTextureMode(scene->layers.render_layers[0].layer_tex);
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ClearBackground(BLANK);
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UI_vert_slider(&test_comp,
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NULL,
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NULL,
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&data->scroll,
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0, HIDDEN_AREA_HEIGHT
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);
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Rectangle draw_rec = (Rectangle){
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0, data->scroll,
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data->level_display.texture.width,
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scene->layers.render_layers[0].render_area.height
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};
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Vector2 draw_pos = {50, 50};
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draw_rec.height *= -1;
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DrawTextureRec(
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data->level_display.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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vert_scrollarea_render(&data->scroll_area);
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EndTextureMode();
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}
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@ -53,15 +27,15 @@ static void level_select_do_action(Scene_t* scene, ActionType_t action, bool pre
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case ACTION_UP:
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if (pressed)
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{
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data->scroll += 3;
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data->scroll = Clamp(data->scroll, 0, 400);
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data->scroll_area.scroll_pos += 3;
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data->scroll_area.scroll_pos = Clamp(data->scroll_area.scroll_pos,data->scroll_area.scroll_bounds.x, data->scroll_area.scroll_bounds.y);
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}
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break;
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case ACTION_DOWN:
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if (pressed)
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{
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data->scroll -= 3;
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data->scroll = Clamp(data->scroll, 0, 400);
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data->scroll_area.scroll_pos -= 3;
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data->scroll_area.scroll_pos = Clamp(data->scroll_area.scroll_pos,data->scroll_area.scroll_bounds.x, data->scroll_area.scroll_bounds.y);
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}
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break;
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case ACTION_EXIT:
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@ -70,6 +44,14 @@ static void level_select_do_action(Scene_t* scene, ActionType_t action, bool pre
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change_scene(scene->engine, MAIN_MENU_SCENE);
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}
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break;
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case ACTION_CONFIRM:
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if (data->level_pack != NULL && data->scroll_area.curr_selection < data->level_pack->n_levels)
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{
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// TODO: Need to load the current level
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change_scene(scene->engine, LEVEL_SELECT_SCENE);
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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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@ -82,32 +64,31 @@ void init_level_select_scene(LevelSelectScene_t* scene)
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&scene->scene, 400, DISPLAY_AREA_HEIGHT,
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(Rectangle){0, 0, 400, DISPLAY_AREA_HEIGHT}
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);
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scene->data.level_display = LoadRenderTexture(200, SCROLL_TOTAL_HEIGHT);
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scene->data.scroll = scene->data.level_display.texture.height - DISPLAY_AREA_HEIGHT;
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const unsigned int n_elems = SCROLL_TOTAL_HEIGHT / TEXT_HEIGHT;
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vert_scrollarea_init(&scene->data.scroll_area, (Rectangle){50, 50, 150, DISPLAY_AREA_HEIGHT - 50}, (Vector2){150, SCROLL_TOTAL_HEIGHT});
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vert_scrollarea_set_item_dims(&scene->data.scroll_area, FONT_SIZE, TEXT_PADDING);
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char buf[32];
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BeginTextureMode(scene->data.level_display);
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ClearBackground(GRAY);
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ScrollAreaRenderBegin(&scene->data.scroll_area);
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ClearBackground(BLANK);
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if (scene->data.level_pack != NULL)
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{
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for (unsigned int i = 0; i < scene->data.level_pack->n_levels; ++i)
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{
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DrawText(scene->data.level_pack->levels[i].level_name, 0, TEXT_HEIGHT * i, FONT_SIZE, BLACK);
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vert_scrollarea_insert_item(&scene->data.scroll_area, scene->data.level_pack->levels[i].level_name, i);
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}
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for (unsigned int i = scene->data.level_pack->n_levels; i < n_elems; ++i)
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for (unsigned int i = scene->data.level_pack->n_levels; i < scene->data.scroll_area.n_items; ++i)
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{
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DrawText("---", 0, TEXT_HEIGHT * i, FONT_SIZE, BLACK);
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vert_scrollarea_insert_item(&scene->data.scroll_area, "---", i);
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}
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}
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else
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{
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for (unsigned int i = 0; i < n_elems; ++i)
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for (unsigned int i = 0; i < scene->data.scroll_area.n_items; ++i)
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{
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sprintf(buf, "Level %u", i);
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DrawText(buf, 0, TEXT_HEIGHT * i, FONT_SIZE, BLACK);
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vert_scrollarea_insert_item(&scene->data.scroll_area, buf, i);
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}
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}
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EndTextureMode();
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ScrollAreaRenderEnd();
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sc_array_add(&scene->scene.systems, &level_select_render_func);
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sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
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@ -116,5 +97,7 @@ void init_level_select_scene(LevelSelectScene_t* scene)
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}
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void free_level_select_scene(LevelSelectScene_t* scene)
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{
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vert_scrollarea_free(&scene->data.scroll_area);
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free_scene(&scene->scene);
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}
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@ -87,8 +87,7 @@ typedef struct MenuScene {
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} MenuScene_t;
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typedef struct LevelSelectSceneData {
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RenderTexture2D level_display;
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float scroll;
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VertScrollArea_t scroll_area;
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LevelPack_t* level_pack;
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} LevelSelectSceneData_t;
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