HATPC/scenes/menu_scene.c

206 lines
6.5 KiB
C

#include "scene_impl.h"
#include "assets_tag.h"
#include "raymath.h"
#include <stdio.h>
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");
Sprite_t* title_spr = get_sprite(&scene->engine->assets, "title_board");
Sprite_t* title_select = get_sprite(&scene->engine->assets, "title_select");
Rectangle render_rec = scene->layers.render_layers[0].render_area;
BeginTextureMode(scene->layers.render_layers[0].layer_tex);
ClearBackground(RAYWHITE);
draw_sprite(spr, 0, (Vector2){0, 0}, 0, false);
draw_sprite(title_spr, 0, (Vector2){32, 10}, 0, false);
int title_width = MeasureText("Bunny's Spelunking Adventure", 32);
DrawText("Bunny's Spelunking Adventure", (render_rec.width - title_width) / 2, 20, 32, BLACK);
const char* OPTIONS[3] = {"Start", "Credits", "Exit"};
for (uint8_t i = 0; i < 3; ++i)
{
Vector2 pos = (Vector2){data->buttons[i].bbox.x, data->buttons[i].bbox.y};
pos = Vector2Add(
pos,
shift_bbox(
(Vector2){
data->buttons[i].bbox.width,data->buttons[i].bbox.height
},
title_select->frame_size,
AP_MID_CENTER
)
);
draw_sprite(title_select, 0, pos, 0, false);
UI_button(data->buttons + i, OPTIONS[i]);
}
EndTextureMode();
}
static void exec_component_function(Scene_t* scene, int sel)
{
switch(sel)
{
case 0:
change_scene(scene->engine, LEVEL_SELECT_SCENE);
break;
case 2:
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);
int button_x = scene->scene.engine->intended_window_size.x / 8;
int button_y = scene->scene.engine->intended_window_size.y / 3;
int spacing = 100;
scene->data.buttons[0] = (UIComp_t) {
.bbox = {button_x,button_y,125,30},
.state = STATE_NORMAL,
.alpha = 1.0
};
scene->data.buttons[1] = (UIComp_t) {
.bbox = {button_x,button_y+spacing,125,30},
.state = STATE_NORMAL,
.alpha = 1.0
};
scene->data.buttons[2] = (UIComp_t) {
.bbox = {button_x,button_y+spacing * 2,125,30},
.state = STATE_NORMAL,
.alpha = 1.0
};
scene->data.buttons[3] = (UIComp_t) {
.bbox = {button_x,button_y+spacing * 3,125,30},
.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);
}