Move UI code into s_ui

This commit is contained in:
2024-01-15 11:28:17 +01:00
parent dda24cd530
commit e2684fc496
5 changed files with 327 additions and 327 deletions

View File

@@ -51,90 +51,6 @@ bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) {
return true;
}
void terrainRender(BzTileMap *map, BzTileLayer *layer) {
BzTileset *tileset = bzTileLayerGetTileset(map, layer);
Vector2 drawPos = {layer->offsetX, layer->offsetY};
static f32 elapsed = 0.0f;
elapsed += GetFrameTime();
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile tile = bzTileLayerGetTile(layer, x, y);
tile = bzTilesetGetTileID(tileset, tile);
if (tile != -1) {
if (terrainHasAnimation(tile)) {
f32 frameDuration = terrainGetAnimationFrame(tile, 0).duration;
i32 numFrames = terrainGetAnimationSequence(tile).frameCount;
i32 frameIdx = (i32) (elapsed / frameDuration) % numFrames;
tile = terrainGetAnimationFrame(tile, frameIdx).frame;
}
Rectangle rec = bzTilesetGetTileRegion(tileset, tile);
DrawTextureRec(tileset->tiles, rec, drawPos, WHITE);
}
drawPos.x += (float) tileset->tileWidth;
}
drawPos.x = layer->offsetX;
drawPos.y += (float) tileset->tileHeight;
}
}
void unloadMap(Game *game) {
ecs_delete_with(ECS, GameEntity);
if (game->map.isValid) {
bzTileMapDestroy(&game->map);
game->map.isValid = false;
}
if (game->entityGrid) {
bzSpatialGridDestroy(game->entityGrid);
game->entityGrid = NULL;
}
}
void loadMap(Game *game, const char *path) {
game->map = bzTileMapCreate(&(BzTileMapDesc) {
.path=path,
.collisionMap=true,
.tilesets[0]=game->tileset,
.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"terrain", .renderer=terrainRender, .applyColliders=true},
.layers[LAYER_ROCKS]=(BzTileLayerDesc) {"rocks"},
.layers[LAYER_ROCKS2]=(BzTileLayerDesc) {"rocks_s"},
.layers[LAYER_TREES]=(BzTileLayerDesc) {"trees", BZ_TILE_LAYER_SKIP_RENDER},
.layers[LAYER_TREES2]=(BzTileLayerDesc) {"trees_s", BZ_TILE_LAYER_SKIP_RENDER},
.layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"buildings", BZ_TILE_LAYER_SKIP_RENDER},
.layers[LAYER_BUILDING_OWNER]=(BzTileLayerDesc) {"building_ownership", BZ_TILE_LAYER_SKIP_RENDER},
.objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"game"},
.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"entities"}
});
game->entityGrid = bzSpatialGridCreate(&(BzSpatialGridDesc) {
.maxWidth=game->map.width * game->map.tileWidth,
.maxHeight=game->map.height * game->map.tileHeight,
.cellWidth=game->map.tileWidth * 4,
.cellHeight=game->map.tileHeight * 4,
.userDataSize=sizeof(ecs_entity_t)
});
game->camera = (Camera2D){ 0 };
game->camera.target = (Vector2) {0, 0};
game->camera.offset = (Vector2) { GetScreenWidth() * 0.5f, GetScreenHeight() * 0.5f };
game->camera.rotation = 0.0f;
game->camera.zoom = 3.0f;
bzTileMapAddLayerCollisions(&game->map, LAYER_TERRAIN, COLL_LAYER_TERRAIN);
bzTileMapOverrideLayer(&game->map, LAYER_TREES, initTreesLayer);
bzTileMapOverrideLayer(&game->map, LAYER_TREES2, initTreesLayer);
bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, initBuildingsLayer);
bzTileMapOverrideLayer(&game->map, LAYER_BUILDINGS, BZ_TILE_LAYER_CLEAR);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, initGameObjectsLayer);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
}
int cmpDrawData(const void *a, const void *b) {
const DrawData *lhs = (DrawData *) a;
const DrawData *rhs = (DrawData *) b;
@@ -520,240 +436,9 @@ static void renderGame(Game *game, float dt) {
EndMode2D();
}
static void renderGameMenu(Game *game, float dt) {
// UI
i32 width = GetScreenWidth();
i32 height = GetScreenHeight();
bzUIBegin(UI, width, height);
bzUISetParentLayout(UI, (BzUILayout) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_COLUMN |
BZ_UI_FLEX_JUSTIFY_SPACE_BETWEEN |
BZ_UI_FLEX_ALIGN_CENTER
});
// top bar
f32 topBarHeight = 0.05f;
BzUINode *topBar = uiPushDivParentPercentage(1.0f, topBarHeight);
bzUISetParentLayout(UI, (BzUILayout) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_ROW |
BZ_UI_FLEX_ALIGN_CENTER |
BZ_UI_FLEX_JUSTIFY_START
});
Color topBarBG = {0, 0, 0, 50};
bzUISetBackgroundStyle(UI, topBar, (BzUIBackgroundStyle) {
.normal = topBarBG,
.hover = topBarBG,
.active = topBarBG,
});
BzTileset *tileset = &game->tileset;
Rectangle woodRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_WOOD));
Rectangle stoneRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_STONE));
Rectangle foodRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_APPLE));
Rectangle goldRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_GOLD));
Rectangle popRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_POP));
uiGameResCount(100, -1, woodRec, tileset->tiles);
uiGameResCount(100, -1, stoneRec, tileset->tiles);
uiGameResCount(100, -1, foodRec, tileset->tiles);
uiGameResCount(250, -1, goldRec, tileset->tiles);
uiGameResCount(1, 10, popRec, tileset->tiles);
bzUIPopParent(UI);
uiPushDivParentPercentage(1.0f, 0.20f);
InputState *input = ecs_singleton_get_mut(ECS, InputState);
const BuildingType buildingOrder[] = {
BUILDING_HOUSE_01,
BUILDING_GRANARY,
BUILDING_WAREHOUSE,
BUILDING_MARKET,
BUILDING_MILL,
BUILDING_HOUSE_02, // placeholder for farm
BUILDING_BARRACS,
BUILDING_ARCHERY_RANGE
};
const char *buildingNames[] = {
"House",
"Granary",
"Warehouse",
"Market",
"Mill",
"Farm",
"Barracks",
"Archery Range"
};
i32 numBuildings = sizeof(buildingOrder) / sizeof(*buildingOrder);
switch (input->state) {
case INPUT_NONE:
case INPUT_BUILDING:
bzUISetParentLayout(UI, (BzUILayout) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_ROW | BZ_UI_FLEX_ALIGN_CENTER | BZ_UI_FLEX_JUSTIFY_START
});
for (i32 i = 0; i < numBuildings; i++) {
BuildingType buildingType = buildingOrder[i];
Rectangle rec = bzTilesetGetTileRegion(tileset, getBuildingTile(buildingType));
// Adjust for size
i32 sizeX = 1, sizeY = 1;
getBuildingSize(buildingType, &sizeX, &sizeY);
rec.width *= sizeX;
rec.height *= sizeY;
Texture2D tex = tileset->tiles;
bool selected = input->building == buildingOrder[i];
uiGameBuild(buildingNames[i], rec, tex, &selected);
if (selected) {
input->building = buildingOrder[i];
input->state = INPUT_BUILDING;
}
}
break;
case INPUT_SELECTED_UNITS:
break;
case INPUT_SELECTED_OBJECT:
break;
case INPUT_SELECTED_BUILDING:
break;
}
bzUISetDebugMode(UI, true);
bzUIEnd(UI);
bzUISetDebugMode(UI, false);
}
static void renderPauseMenu(Game *game, float dt) {
i32 width = GetScreenWidth();
i32 height = GetScreenHeight();
bzUIBegin(UI, width, height);
bzUISetParentLayout(UI, (BzUILayout) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_COLUMN
});
uiPushDivParentPercentage(1.0f, 0.4f);
bzUISetParentLayout(UI, (BzUILayout) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
});
uiMainMenuLabel("Paused");
bzUIPopParent(UI);
uiPushDivParentPercentage(1.0f, 0.6f);
bzUISetParentLayout(UI, (BzUILayout) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_ALIGN_CENTER
});
if (uiMainMenuButton("Resume")) {
setScreen(game, SCREEN_GAME);
}
if (uiMainMenuButton("Exit")) {
setScreen(game, SCREEN_MAIN_MENU);
unloadMap(game);
loadMap(game, "assets/maps/main_menu_01.tmj");
}
bzUIPopParent(UI);
bzUIEnd(UI);
}
static void renderMainMenu(Game *game, float dt) {
i32 width = GetScreenWidth();
i32 height = GetScreenHeight();
game->camera.zoom = 3 * uiGetScale();
bzUIBegin(UI, width, height);
bzUISetParentLayout(UI, (BzUILayout) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_COLUMN
});
uiPushDivParentPercentage(1.0f, 0.4f);
bzUISetParentLayout(UI, (BzUILayout) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
});
uiMainMenuLabel("Pixel Defense");
bzUIPopParent(UI);
uiPushDivParentPercentage(1.0f, 0.6f);
bzUISetParentLayout(UI, (BzUILayout) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_ALIGN_CENTER
});
if (uiMainMenuButton("Play")) {
setScreen(game, SCREEN_GAME);
unloadMap(game);
loadMap(game, "assets/maps/tree_test.tmj");
}
if (uiMainMenuButton("Settings")) {
setScreen(game, SCREEN_SETTINGS);
}
if (uiMainMenuButton("Exit")) {
bzGameExit();
}
bzUIPopParent(UI);
bzUIEnd(UI);
}
static void renderSettings(Game *game, float dt) {
i32 width = GetScreenWidth();
i32 height = GetScreenHeight();
game->camera.zoom = 3 * uiGetScale();
bzUIBegin(UI, width, height);
bzUISetParentLayout(UI, (BzUILayout) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
});
bzUIPushDiv(UI, (BzUISize) { BZ_UI_SIZE_REL_PARENT, 0.8f},
(BzUISize) { BZ_UI_SIZE_REL_PARENT, 0.8f});
bzUISetParentLayout(UI, (BzUILayout) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
});
static Options opts;
if (game->screenPrevFrame != SCREEN_SETTINGS)
opts = game->options;
uiSettingsLabel("Video");
uiSettingsCheckbox("Fullscreen", &opts.fullscreen);
uiSettingsCheckbox("V-Sync", &opts.vsync);
uiSettingsLabel("Audio");
uiSettingsSlider("Master: ", &opts.master);
uiSettingsSlider("Music: ", &opts.music);
uiSettingsSlider("Sound: ", &opts.sound);
bzUIPopParent(UI);
bzUIPushDiv(UI, (BzUISize) {BZ_UI_SIZE_REL_PARENT, 0.8f},
(BzUISize) {BZ_UI_SIZE_REL_PARENT, 0.2f});
bzUISetParentLayout(UI, (BzUILayout) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_ROW | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
});
if (uiSettingsButton("Back")) {
setScreen(game, SCREEN_MAIN_MENU);
}
if (uiSettingsButton("Reset")) {
opts = game->options;
}
if (uiSettingsButton("Apply")) {
game->options = opts;
setScreen(game, SCREEN_MAIN_MENU);
}
bzUIEnd(UI);
}
void render(float dt, void *userData) {
BZ_UNUSED(userData);
Game *game = ecs_singleton_get_mut(ECS, Game);
const InputState *input = ecs_singleton_get(ECS, InputState);;
Color shadow = BLACK;
shadow.a = 35;
@@ -761,23 +446,22 @@ void render(float dt, void *userData) {
switch (game->screen) {
case SCREEN_GAME:
renderGame(game, dt);
renderGameMenu(game, dt);
drawGameUI(game, dt);
break;
case SCREEN_PAUSE_MENU:
renderGame(game, dt);
drawOverScreen(shadow);
renderPauseMenu(game, dt);
drawPauseUI(game, dt);
break;
case SCREEN_MAIN_MENU:
renderGame(game, dt);
drawOverScreen(shadow);
renderMainMenu(game, dt);
drawMainMenuUI(game, dt);
break;
case SCREEN_SETTINGS:
renderGame(game, dt);
drawOverScreen(shadow);
renderSettings(game, dt);
game->screenPrevFrame = SCREEN_SETTINGS;
drawSettingsUI(game, dt);
break;
}
}