Add proper level selection actions

Internal Changelog:
- Scroll area will auto scroll to make selection completely visible
main
En Yi 2024-07-08 18:42:29 +08:00
parent 41f3656ba1
commit eff3d090df
2 changed files with 30 additions and 14 deletions

View File

@ -678,12 +678,25 @@ void vert_scrollarea_render(VertScrollArea_t* scroll_area)
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;
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);
DrawRectangle(
scroll_area->display_area.x, scroll_area->display_area.y + selection_y - (scroll_area->scroll_bounds.y - scroll_area->scroll_pos),
scroll_area->display_area.x,
scroll_area->display_area.y + selection_y,
scroll_area->canvas.texture.width, scroll_area->item_height,
Fade(BLUE, 0.7)
);
// Auto adjust scroll based on selection
if (selection_y < 0)
{
scroll_area->scroll_pos -= selection_y;
}
else if (selection_y + scroll_area->item_height + scroll_area->item_padding > scroll_area->display_area.height)
{
scroll_area->scroll_pos -= selection_y + scroll_area->item_height + scroll_area->item_padding - scroll_area->display_area.height;
}
Vector2 draw_pos = {scroll_area->display_area.x, scroll_area->display_area.y};
draw_rec.height *= -1;
DrawTextureRec(

View File

@ -4,12 +4,6 @@
#include "raymath.h"
#include <stdio.h>
#define FONT_SIZE 30
#define TEXT_PADDING 3
#define TEXT_HEIGHT (FONT_SIZE+TEXT_PADDING)
#define DISPLAY_AREA_HEIGHT 400
#define SCROLL_TOTAL_HEIGHT 800
#define HIDDEN_AREA_HEIGHT (SCROLL_TOTAL_HEIGHT - DISPLAY_AREA_HEIGHT)
static void level_select_render_func(Scene_t* scene)
{
LevelSelectSceneData_t* data = &(CONTAINER_OF(scene, LevelSelectScene_t, scene)->data);
@ -25,17 +19,21 @@ static void level_select_do_action(Scene_t* scene, ActionType_t action, bool pre
switch(action)
{
case ACTION_UP:
if (pressed)
if (!pressed)
{
data->scroll_area.scroll_pos += 3;
data->scroll_area.scroll_pos = Clamp(data->scroll_area.scroll_pos,data->scroll_area.scroll_bounds.x, data->scroll_area.scroll_bounds.y);
if (data->scroll_area.curr_selection > 0)
{
data->scroll_area.curr_selection--;
}
}
break;
case ACTION_DOWN:
if (pressed)
if (!pressed)
{
data->scroll_area.scroll_pos -= 3;
data->scroll_area.scroll_pos = Clamp(data->scroll_area.scroll_pos,data->scroll_area.scroll_bounds.x, data->scroll_area.scroll_bounds.y);
if (data->scroll_area.curr_selection < data->scroll_area.n_items - 1)
{
data->scroll_area.curr_selection++;
}
}
break;
case ACTION_EXIT:
@ -66,6 +64,10 @@ static void level_select_do_action(Scene_t* scene, ActionType_t action, bool pre
}
}
#define FONT_SIZE 30
#define TEXT_PADDING 3
#define DISPLAY_AREA_HEIGHT 400
#define SCROLL_TOTAL_HEIGHT 800
void init_level_select_scene(LevelSelectScene_t* scene)
{
init_scene(&scene->scene, &level_select_do_action);
@ -80,6 +82,7 @@ void init_level_select_scene(LevelSelectScene_t* scene)
ClearBackground(BLANK);
if (scene->data.level_pack != NULL)
{
scene->data.scroll_area.n_items = scene->data.level_pack->n_levels;
for (unsigned int i = 0; i < scene->data.level_pack->n_levels; ++i)
{
vert_scrollarea_insert_item(&scene->data.scroll_area, scene->data.level_pack->levels[i].level_name, i);