HATPC/scenes/level_select_scene.c

146 lines
5.4 KiB
C

#include "scene_impl.h"
#include "assets_tag.h"
#include "gui.h"
#include "raymath.h"
#include <stdio.h>
static void level_select_render_func(Scene_t* scene)
{
LevelSelectSceneData_t* data = &(CONTAINER_OF(scene, LevelSelectScene_t, scene)->data);
BeginTextureMode(scene->layers.render_layers[0].layer_tex);
ClearBackground(BLANK);
DrawText("Level Select", 10, 10, 40, BLACK);
vert_scrollarea_render(&data->scroll_area);
EndTextureMode();
}
static void level_select_do_action(Scene_t* scene, ActionType_t action, bool pressed)
{
LevelSelectSceneData_t* data = &(CONTAINER_OF(scene, LevelSelectScene_t, scene)->data);
switch(action)
{
case ACTION_UP:
if (!pressed)
{
if (data->scroll_area.curr_selection > 0)
{
data->scroll_area.curr_selection--;
vert_scrollarea_refocus(&data->scroll_area);
}
}
break;
case ACTION_DOWN:
if (!pressed)
{
if (data->scroll_area.curr_selection < data->scroll_area.n_items - 1)
{
data->scroll_area.curr_selection++;
vert_scrollarea_refocus(&data->scroll_area);
}
}
break;
case ACTION_EXIT:
if (!pressed)
{
if(scene->engine != NULL)
{
change_scene(scene->engine, MAIN_MENU_SCENE);
}
}
break;
case ACTION_NEXT_SPAWN:
if (!pressed)
{
unsigned int prev_sel = data->scroll_area.curr_selection;
if (vert_scrollarea_set_pos(&data->scroll_area, scene->mouse_pos) != data->scroll_area.n_items)
{
vert_scrollarea_refocus(&data->scroll_area);
if (prev_sel == data->scroll_area.curr_selection)
{
if (data->level_pack != NULL && data->scroll_area.curr_selection < data->level_pack->n_levels)
{
// TODO: Need to load the current level
LevelScene_t* level_scene = (LevelScene_t*)change_scene(scene->engine, GAME_SCENE);
level_scene->data.level_pack = data->level_pack;
level_scene->data.current_level = data->scroll_area.curr_selection;
reload_level_tilemap(level_scene);
}
}
}
}
break;
case ACTION_CONFIRM:
if (!pressed)
{
if (data->level_pack != NULL && data->scroll_area.curr_selection < data->level_pack->n_levels)
{
// TODO: Need to load the current level
LevelScene_t* level_scene = (LevelScene_t*)change_scene(scene->engine, GAME_SCENE);
level_scene->data.level_pack = data->level_pack;
level_scene->data.current_level = data->scroll_area.curr_selection;
reload_level_tilemap(level_scene);
}
}
break;
default:
break;
}
}
#define START_X 300
#define START_Y 100
#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);
add_scene_layer(
&scene->scene, 400, 800,
(Rectangle){START_X, START_Y, 400, 800}
);
vert_scrollarea_init(&scene->data.scroll_area, (Rectangle){50, 100, 150, DISPLAY_AREA_HEIGHT - 100}, (Vector2){150, SCROLL_TOTAL_HEIGHT});
vert_scrollarea_set_item_dims(&scene->data.scroll_area, FONT_SIZE, TEXT_PADDING);
char buf[32];
ScrollAreaRenderBegin(&scene->data.scroll_area);
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);
}
for (unsigned int i = scene->data.level_pack->n_levels; i < scene->data.scroll_area.n_items; ++i)
{
vert_scrollarea_insert_item(&scene->data.scroll_area, "---", i);
}
}
else
{
for (unsigned int i = 0; i < scene->data.scroll_area.n_items; ++i)
{
sprintf(buf, "Level %u", i);
vert_scrollarea_insert_item(&scene->data.scroll_area, buf, i);
}
}
ScrollAreaRenderEnd();
sc_array_add(&scene->scene.systems, &level_select_render_func);
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_Q, ACTION_EXIT);
sc_map_put_64(&scene->scene.action_map, KEY_ENTER, ACTION_CONFIRM);
sc_map_put_64(&scene->scene.action_map, MOUSE_LEFT_BUTTON, ACTION_NEXT_SPAWN); // Abuse an unused action
}
void free_level_select_scene(LevelSelectScene_t* scene)
{
vert_scrollarea_free(&scene->data.scroll_area);
free_scene(&scene->scene);
}