Implement keyboard controls in UI
Changelog: - Add one more button for testing - Add up and down actions - Seperate out mouse mode and keyboard mode - Enter mouse mode by moving mode - Enter keyboard mode by keyboard input - May need an action to detect mouse movement - Add logic to cycle menu optionsscene_man
parent
e2eb787a8b
commit
c5937694e9
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@ -1,4 +1,6 @@
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#include "menu_impl.h"
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#include "raymath.h"
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#include <stdio.h>
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static void menu_scene_render_func(Scene_t *scene)
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@ -6,35 +8,87 @@ static void menu_scene_render_func(Scene_t *scene)
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MenuSceneData_t *data = (MenuSceneData_t *)scene->scene_data;
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DrawText("This is a game", 25, 220, 12, BLACK);
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UI_button(data->buttons, "Start");
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UI_button(data->buttons + 1, "Exit");
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UI_button(data->buttons + 1, "Continue");
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UI_button(data->buttons + 2, "Exit");
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}
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static void menu_do_action(Scene_t *scene, ActionType_t action, bool pressed)
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{
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MenuSceneData_t *data = (MenuSceneData_t *)scene->scene_data;
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int new_selection = data->selected_comp;
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if (!pressed)
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{
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if (data->mode == MOUSE_MODE)
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{
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data->mode = KEYBOARD_MODE;
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}
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else
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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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new_selection--;
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break;
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case ACTION_DOWN:
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new_selection++;
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break;
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case ACTION_LEFT:
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break;
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case ACTION_RIGHT:
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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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data->buttons[data->selected_comp].state = STATE_NORMAL;
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if (new_selection < 0) new_selection = data->max_comp - 1;
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if (new_selection >= data->max_comp) new_selection = 0;
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printf("new: %d, old %d\n", new_selection, data->selected_comp);
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data->buttons[new_selection].state = STATE_FOCUSED;
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data->selected_comp = new_selection;
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}
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}
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static void gui_loop(Scene_t* scene)
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{
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MenuSceneData_t *data = (MenuSceneData_t *)scene->scene_data;
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for (size_t i=0;i<2;i++)
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if (Vector2LengthSqr(GetMouseDelta()) > 1)
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{
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if ((data->buttons[i].state != STATE_DISABLED))
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data->mode = MOUSE_MODE;
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}
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if (data->mode == KEYBOARD_MODE)
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{
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}
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else
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{
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data->buttons[data->selected_comp].state = STATE_NORMAL;
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for (size_t i=0;i<data->max_comp;i++)
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{
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Vector2 mousePoint = GetMousePosition();
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// Check button state
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if (CheckCollisionPointRec(mousePoint, data->buttons[i].bbox))
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if ((data->buttons[i].state != STATE_DISABLED))
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{
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) data->buttons[i].state = STATE_PRESSED;
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else data->buttons[i].state = STATE_FOCUSED;
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Vector2 mousePoint = GetMousePosition();
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) data->buttons[i].pressed = true;
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}
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else
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{
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data->buttons[i].state = STATE_NORMAL;
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// Check button state
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if (CheckCollisionPointRec(mousePoint, data->buttons[i].bbox))
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{
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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data->buttons[i].state = STATE_PRESSED;
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}
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else
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{
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data->buttons[i].state = STATE_FOCUSED;
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}
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
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{
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data->buttons[i].pressed = true;
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}
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data->selected_comp = i;
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}
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}
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}
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}
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}
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@ -58,6 +112,20 @@ void init_menu_scene(MenuScene_t *scene)
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.state = STATE_NORMAL,
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.alpha = 1.0
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};
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scene->data.buttons[2] = (UIComp_t)
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{
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.bbox = {25,345,125,30},
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.state = STATE_NORMAL,
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.alpha = 1.0
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};
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scene->data.max_comp = 3;
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scene->data.selected_comp = 0;
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scene->data.mode = KEYBOARD_MODE;
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sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
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sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN);
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sc_map_put_64(&scene->scene.action_map, KEY_LEFT, ACTION_LEFT);
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sc_map_put_64(&scene->scene.action_map, KEY_RIGHT, ACTION_RIGHT);
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}
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void free_menu_scene(MenuScene_t *scene)
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@ -3,9 +3,18 @@
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#include "scene.h"
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#include "gui.h"
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typedef enum GuiMode
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{
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KEYBOARD_MODE,
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MOUSE_MODE
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}GuiMode_t;
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typedef struct MenuSceneData
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{
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UIComp_t buttons[2];
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UIComp_t buttons[3];
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int selected_comp;
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int max_comp;
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GuiMode_t mode;
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}MenuSceneData_t;
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typedef struct MenuScene
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