#include "scene_impl.h" #include "assets_tag.h" #include "raymath.h" #include #define START_X 300 static void menu_scene_render_func(Scene_t* scene) { MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data); Sprite_t* spr = get_sprite(&scene->engine->assets, "title_spr"); BeginTextureMode(scene->layers.render_layers[0].layer_tex); ClearBackground(RAYWHITE); DrawText("Bunny's Spelunking Adventure", START_X, 100, 32, BLACK); UI_button(data->buttons, "Start"); UI_button(data->buttons + 1, "Sandbox"); UI_button(data->buttons + 2, "Continue"); UI_button(data->buttons + 3, "Exit"); draw_sprite(spr, 0, (Vector2){START_X + 200, 120}, 0, false); EndTextureMode(); } static void exec_component_function(Scene_t* scene, int sel) { switch(sel) { case 0: change_scene(scene->engine, LEVEL_SELECT_SCENE); break; case 1: change_scene(scene->engine, SANDBOX_SCENE); break; case 3: scene->state = 0; break; default: break; } } static void menu_do_action(Scene_t* scene, ActionType_t action, bool pressed) { MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data); unsigned int new_selection = data->selected_comp; if (!pressed) { if (data->mode == MOUSE_MODE) { data->mode = KEYBOARD_MODE; } else { switch(action) { case ACTION_UP: if (new_selection == 0) { new_selection = data->max_comp - 1; } else { new_selection--; } break; case ACTION_DOWN: new_selection++; if (new_selection == data->max_comp) { new_selection = 0; } break; case ACTION_LEFT: break; case ACTION_RIGHT: break; default: break; } } data->buttons[data->selected_comp].state = STATE_NORMAL; printf("new: %u, old %u\n", new_selection, data->selected_comp); data->buttons[new_selection].state = STATE_FOCUSED; data->selected_comp = new_selection; if (action == ACTION_CONFIRM && scene->engine != NULL) { exec_component_function(scene, data->selected_comp); } } } static void gui_loop(Scene_t* scene) { MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data); if (Vector2LengthSqr(GetMouseDelta()) > 1) { data->mode = MOUSE_MODE; } if (data->mode == KEYBOARD_MODE) { } else { data->buttons[data->selected_comp].state = STATE_NORMAL; for (size_t i = 0;i < data->max_comp; i++) { if ((data->buttons[i].state != STATE_DISABLED)) { Vector2 mousePoint = GetMousePosition(); // Check button state if (CheckCollisionPointRec(mousePoint, data->buttons[i].bbox)) { if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { data->buttons[i].state = STATE_PRESSED; } else { data->buttons[i].state = STATE_FOCUSED; } if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) { data->buttons[i].pressed = true; if (scene->engine != NULL) { exec_component_function(scene, i); } } data->selected_comp = i; } } } } } void init_menu_scene(MenuScene_t* scene) { init_scene(&scene->scene, &menu_do_action, 0); sc_array_add(&scene->scene.systems, &gui_loop); sc_array_add(&scene->scene.systems, &menu_scene_render_func); scene->data.buttons[0] = (UIComp_t) { .bbox = {START_X,255,125,30}, .state = STATE_NORMAL, .alpha = 1.0 }; scene->data.buttons[1] = (UIComp_t) { .bbox = {START_X,300,125,30}, .state = STATE_NORMAL, .alpha = 1.0 }; scene->data.buttons[2] = (UIComp_t) { .bbox = {START_X,345,125,30}, .state = STATE_NORMAL, .alpha = 1.0 }; scene->data.buttons[3] = (UIComp_t) { .bbox = {START_X,390,125,30}, .state = STATE_NORMAL, .alpha = 1.0 }; scene->data.max_comp = 4; scene->data.selected_comp = 0; scene->data.mode = MOUSE_MODE; add_scene_layer( &scene->scene, scene->scene.engine->intended_window_size.x, scene->scene.engine->intended_window_size.y, (Rectangle){ 0, 0, scene->scene.engine->intended_window_size.x, scene->scene.engine->intended_window_size.y } ); sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP); sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN); sc_map_put_64(&scene->scene.action_map, KEY_LEFT, ACTION_LEFT); sc_map_put_64(&scene->scene.action_map, KEY_RIGHT, ACTION_RIGHT); sc_map_put_64(&scene->scene.action_map, KEY_ENTER, ACTION_CONFIRM); } void free_menu_scene(MenuScene_t* scene) { free_scene(&scene->scene); }