Add proper level selection actions
Internal Changelog: - Scroll area will auto scroll to make selection completely visiblemain
parent
41f3656ba1
commit
eff3d090df
17
engine/gui.c
17
engine/gui.c
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@ -678,12 +678,25 @@ void vert_scrollarea_render(VertScrollArea_t* scroll_area)
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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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float selection_y = scroll_area->curr_selection * (scroll_area->item_height + scroll_area->item_padding) + scroll_area->item_padding - (scroll_area->scroll_bounds.y - scroll_area->scroll_pos);
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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->display_area.x,
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scroll_area->display_area.y + selection_y,
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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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// Auto adjust scroll based on selection
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if (selection_y < 0)
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{
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scroll_area->scroll_pos -= selection_y;
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}
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else if (selection_y + scroll_area->item_height + scroll_area->item_padding > scroll_area->display_area.height)
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{
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scroll_area->scroll_pos -= selection_y + scroll_area->item_height + scroll_area->item_padding - scroll_area->display_area.height;
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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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@ -4,12 +4,6 @@
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#include "raymath.h"
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#include <stdio.h>
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#define FONT_SIZE 30
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#define TEXT_PADDING 3
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#define TEXT_HEIGHT (FONT_SIZE+TEXT_PADDING)
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#define DISPLAY_AREA_HEIGHT 400
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#define SCROLL_TOTAL_HEIGHT 800
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#define HIDDEN_AREA_HEIGHT (SCROLL_TOTAL_HEIGHT - DISPLAY_AREA_HEIGHT)
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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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@ -25,17 +19,21 @@ static void level_select_do_action(Scene_t* scene, ActionType_t action, bool pre
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switch(action)
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{
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case ACTION_UP:
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if (pressed)
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if (!pressed)
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{
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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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if (data->scroll_area.curr_selection > 0)
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{
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data->scroll_area.curr_selection--;
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}
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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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if (!pressed)
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{
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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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if (data->scroll_area.curr_selection < data->scroll_area.n_items - 1)
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{
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data->scroll_area.curr_selection++;
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}
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}
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break;
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case ACTION_EXIT:
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@ -66,6 +64,10 @@ static void level_select_do_action(Scene_t* scene, ActionType_t action, bool pre
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}
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}
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#define FONT_SIZE 30
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#define TEXT_PADDING 3
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#define DISPLAY_AREA_HEIGHT 400
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#define SCROLL_TOTAL_HEIGHT 800
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void init_level_select_scene(LevelSelectScene_t* scene)
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{
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init_scene(&scene->scene, &level_select_do_action);
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@ -80,6 +82,7 @@ void init_level_select_scene(LevelSelectScene_t* scene)
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ClearBackground(BLANK);
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if (scene->data.level_pack != NULL)
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{
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scene->data.scroll_area.n_items = scene->data.level_pack->n_levels;
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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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vert_scrollarea_insert_item(&scene->data.scroll_area, scene->data.level_pack->levels[i].level_name, i);
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