Add feedback UI for selecting and placing units

This commit is contained in:
2023-11-23 12:21:25 +01:00
parent 0dc8046d8f
commit 5ff0fbb26f
4 changed files with 86 additions and 121 deletions

View File

@@ -31,6 +31,7 @@ typedef struct InputState {
TileSize buildingSize;
// SELECTED_UNITS
ecs_entity_t *entities;
Position *unitPositions;
// SELECTED_OBJECT
// SELECTED_BUILDING
} InputState;

View File

@@ -72,6 +72,7 @@ bool init(void *userData) {
input->CLICK_LIMIT = 0.2f;
input->entities = bzArrayCreate(ecs_entity_t, 16);
input->unitPositions = bzArrayCreate(Position, 16);
// init pools
@@ -177,6 +178,7 @@ void deinit(void *userData) {
ECS = NULL;
bzArrayDestroy(inputCopy.entities);
bzArrayDestroy(inputCopy.unitPositions);
bzObjectPoolDestroy(gameCopy.pools.pathData);
bzSpatialGridDestroy(gameCopy.entityGrid);
}
@@ -202,116 +204,7 @@ void render(float dt, void *userData) {
bzTileMapDraw(&game->map);
Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
switch (input->state) {
case INPUT_NONE:
if (IsMouseButtonDown(input->LMB) && input->mouseDownElapsed > input->CLICK_LIMIT) {
Vector2 start = input->mouseDownWorld;
Vector2 end = worldPos;
if (start.x > end.x) {
f32 tmp = start.x;
start.x = end.x;
end.x = tmp;
}
if (start.y > end.y) {
f32 tmp = start.y;
start.y = end.y;
end.y = tmp;
}
Rectangle area = {start.x, start.y, end.x - start.x, end.y - start.y};
DrawRectangleLines(area.x, area.y, area.width, area.height, RED);
}
break;
case INPUT_BUILDING: {
Color placeColor = input->buildingCanPlace ?
(Color) {0, 255, 0, 200} :
(Color) {255, 0, 0, 200};
BzTile width = game->map.tileWidth;
BzTile height = game->map.tileHeight;
DrawRectangleLines(input->buildingPos.x * width,
input->buildingPos.y * height,
input->buildingSize.sizeX * width,
input->buildingSize.sizeY * height, placeColor);
break;
}
case INPUT_SELECTED_UNITS:
break;
case INPUT_SELECTED_OBJECT:
break;
case INPUT_SELECTED_BUILDING:
break;
}
#if 0
Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
int tileX = (int) worldPos.x / 16;
int tileY = (int) worldPos.y / 16;
i32 numUnits = 240;
static Vector2 *units = NULL;
if (!units) units = bzArrayCreate(Vector2, 3);
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && game->input.mouseDownElapsed > 0.1) {
Vector2 start = game->input.mouseDownWorld;
Vector2 end = worldPos;
//bzArrayClear(units);
placeUnits(numUnits, 3.5f, start, end, &game->map, &units);
if (start.x > end.x) {
f32 tmp = start.x;
start.x = end.x;
end.x = tmp;
}
if (start.y > end.y) {
f32 tmp = start.y;
start.y = end.y;
end.y = tmp;
}
Vector2 size = Vector2Subtract(end, start);
DrawRectangleLines(start.x, start.y, size.x, size.y, RED);
BzSpatialGridIter it = bzSpatialGridIter(game->entityGrid, start.x, start.y, size.x, size.y);
i32 count = 0;
while (bzSpatialGridQueryNext(&it)) {
ecs_entity_t *e = it.data;
count++;
}
bzLogInfo("%d", count);
//bzArrayClear(units);
//placeUnits(numUnits, 3.5f, start, end, &game->map, &units);
}
static PathNode *heap = NULL;
if (!heap)
heap = bzHeapCreate(PathNode, game->map.width * game->map.height);
if (!ecs_has(ECS, game->entity, Path) && IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
Path path = {};
clock_t begin = clock();
const Position *start = ecs_get(ECS, game->entity, Position);
findPath(&(PathfindingDesc) {
.start=(TilePosition) {
(int) (start->x / game->map.tileWidth),
(int) (start->y / game->map.tileHeight)
},
.target=(TilePosition) {tileX, tileY},
.map=&game->map,
.openSet=heap,
.outPath=&path,
.pool=game->pools.pathData
});
if (path.paths) {
ecs_set_ptr(ECS, game->entity, Path, &path);
}
clock_t end = clock();
double timeSpent = (double) (end - begin) / CLOCKS_PER_SEC;
timeSpent *= 1000;
bzLogInfo("A* took: %.3fms", timeSpent);
}
#endif
drawPlayerInputUI(NULL);
ecs_progress(ECS, dt);
ecs_enable(ECS, renderDebugPathSystem, game->debugDraw.path);

View File

@@ -73,7 +73,7 @@ void renderDebugPath(ecs_iter_t *it);
/**********************************
* Entity Systems
* Input systems
**********************************/
/*
@@ -83,4 +83,15 @@ void renderDebugPath(ecs_iter_t *it);
*/
void updatePlayerInput(ecs_iter_t *it);
/*
* Task:
* 0: Game (singleton)
* 0: InputState (singleton)
*/
void drawPlayerInputUI(ecs_iter_t *it);
/**********************************
* UI systems
**********************************/
#endif //PIXELDEFENSE_SYSTEMS_H

View File

@@ -5,6 +5,7 @@
#include <rlImGui.h>
#include <raymath.h>
bool getEntityBounds(ecs_entity_t entity, Position *outPos, Size *outSize, Rectangle *outBounds);
void pickEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t **outEntities);
void pickEntities(BzSpatialGrid *entityGrid, Rectangle area, ecs_entity_t **outEntities);
@@ -116,14 +117,14 @@ void updatePlayerInput(ecs_iter_t *it) {
// TODO: For click it should just move them
i32 numUnits = bzArraySize(input->entities);
f32 unitSpacing = 3.5f;
Vector2 *unitPositions = bzArrayCreate(Position, numUnits);
bzArrayClear(input->unitPositions);
placeUnits(numUnits, unitSpacing, input->mouseDownWorld, worldPos,
map, &unitPositions);
map, &input->unitPositions);
BZ_ASSERT(bzArraySize(unitPositions) == numUnits);
BZ_ASSERT(bzArraySize(input->unitPositions) == numUnits);
bzArrayFor(unitPositions, i) {
Position target = bzArrayGet(unitPositions, i);
bzArrayFor(input->unitPositions, i) {
Position target = bzArrayGet(input->unitPositions, i);
ecs_entity_t entity = bzArrayGet(input->entities, i);
const Position *start = ecs_get(ECS, entity, Position);
@@ -139,9 +140,6 @@ void updatePlayerInput(ecs_iter_t *it) {
ecs_set_ptr(ECS, entity, Path, &path);
input->state = INPUT_NONE;
}
bzArrayDestroy(unitPositions);
} else if (wasInputClicked(input)) {
bzArrayFor(input->entities, i) {
ecs_entity_t entity = bzArrayGet(input->entities, i);
@@ -170,8 +168,70 @@ void updatePlayerInput(ecs_iter_t *it) {
}
}
static bool getEntityBounds(ecs_entity_t entity, Position *outPos, Size *outSize,
Rectangle *outBounds) {
void drawPlayerInputUI(ecs_iter_t *it) {
Game *game = ecs_singleton_get_mut(ECS, Game);
InputState *input = ecs_singleton_get_mut(ECS, InputState);
Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
switch (input->state) {
case INPUT_NONE:
if (IsMouseButtonDown(input->LMB) && input->mouseDownElapsed > input->CLICK_LIMIT) {
Vector2 start = input->mouseDownWorld;
Vector2 end = worldPos;
if (start.x > end.x) {
f32 tmp = start.x;
start.x = end.x;
end.x = tmp;
}
if (start.y > end.y) {
f32 tmp = start.y;
start.y = end.y;
end.y = tmp;
}
Rectangle area = {start.x, start.y, end.x - start.x, end.y - start.y};
DrawRectangleLines(area.x, area.y, area.width, area.height, RED);
}
break;
case INPUT_BUILDING: {
Color placeColor = input->buildingCanPlace ?
(Color) {0, 255, 0, 200} :
(Color) {255, 0, 0, 200};
BzTile width = game->map.tileWidth;
BzTile height = game->map.tileHeight;
DrawRectangleLines(input->buildingPos.x * width,
input->buildingPos.y * height,
input->buildingSize.sizeX * width,
input->buildingSize.sizeY * height, placeColor);
break;
}
case INPUT_SELECTED_UNITS: {
bzArrayFor(input->entities, i) {
ecs_entity_t entity = bzArrayGet(input->entities, i);
Position pos = {0};
if (!getEntityBounds(entity, &pos, NULL, NULL))
continue;
DrawCircleLines(pos.x, pos.y, 4.5f, GREEN);
}
break;
}
case INPUT_SELECTED_OBJECT:
break;
case INPUT_SELECTED_BUILDING:
break;
}
bzArrayFor(input->unitPositions, i) {
Position pos = bzArrayGet(input->unitPositions, i);
DrawCircle(pos.x, pos.y, 2.0f, ORANGE);
}
}
bool getEntityBounds(ecs_entity_t entity, Position *outPos, Size *outSize, Rectangle *outBounds) {
if (!ecs_is_alive(ECS, entity))
return false;
const Position *pos = ecs_get(ECS, entity, Position);