Add simplified grid and flex layout calculation

This commit is contained in:
2023-12-19 14:40:11 +01:00
parent 33b28b620d
commit ebda550bf2
3 changed files with 203 additions and 0 deletions

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@@ -28,6 +28,8 @@ add_executable(PixelDefense
game/systems_entity.c
game/systems_input.c
game/systems_ui.c
game/ui.c
game/ui.h
game/unit_actions.c
game/unit_actions.h
game/unit_ai.c

152
game/ui.c Normal file
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@@ -0,0 +1,152 @@
#include "ui.h"
UIGrid uiGridFromRoot(i32 width, i32 height) {
return (UIGrid) {.bounds = {0, 0, width, height}};
}
UIGrid uiGridFromGrid(const UIGrid grid, i32 row, i32 col) {
return uiGridFromGridSpan(grid, row, col, 1, 1);
}
UIGrid uiGridFromGridSpan(const UIGrid grid, i32 row, i32 col, i32 rowSpan, i32 colSpan) {
Rectangle bounds = uiGridCellSpan(grid, row, col, rowSpan, colSpan);
return (UIGrid) {
.rowPadding = grid.rowPadding,
.cellPadding = grid.cellPadding,
.bounds = bounds
};
}
Rectangle uiGridCell(const UIGrid grid, i32 row, i32 col) {
return uiGridCellSpan(grid, row, col, 1, 1);
}
Rectangle uiGridCellSpan(const UIGrid grid, i32 row, i32 col, i32 rowSpan, i32 colSpan) {
BZ_ASSERT(grid.rows > 0 && grid.cols > 0);
BZ_ASSERT(rowSpan > 0 && colSpan > 0);
BZ_ASSERT(row >= 0 && col >= 0);
BZ_ASSERT(row + rowSpan <= grid.rows);
BZ_ASSERT(col + colSpan <= grid.cols);
f32 cellWidth = (grid.bounds.width - (grid.cols - 1) * grid.cellPadding) / grid.cols;
f32 cellHeight = (grid.bounds.height - (grid.rows - 1) * grid.rowPadding) / grid.rows;
Rectangle cellBounds = {
.width = cellWidth * colSpan,
.height = cellHeight * rowSpan,
.x = (cellWidth + grid.cellPadding) * col,
.y = (cellHeight + grid.rowPadding) * row,
};
return cellBounds;
}
void uiGridDrawCells(const UIGrid grid) {
BZ_ASSERT(grid.rows > 0 && grid.cols > 0);
DrawRectangleLines(grid.bounds.x, grid.bounds.y, grid.bounds.width, grid.bounds.height, RED);
for (i32 rowIdx = 0; rowIdx < grid.rows; rowIdx++) {
for (i32 colIdx = 0; colIdx < grid.cols; colIdx++) {
Rectangle rec = uiGridCell(grid, rowIdx, colIdx);
DrawRectangleLines(rec.x, rec.y, rec.width, rec.height, BLUE);
}
}
}
static f32 getX(const Rectangle rec) {
return rec.x;
}
static f32 getY(const Rectangle rec) {
return rec.y;
}
static f32 getWidth(const Rectangle rec) {
return rec.width;
}
static f32 getHeight(const Rectangle rec) {
return rec.height;
}
typedef f32 (*FlexBoxGetFunc)(const Rectangle rec);
void uiFlexBoxCalc(const FlexBoxDesc *desc, i32 numElements, ...) {
if (numElements <= 0) return;
f32 totalWidth = 0;
f32 totalHeight = 0;
UIFlexBoxFlag flags = desc->flags;
// Calculate total size of elements in the main axis
va_list ap;
va_start(ap, numElements);
for (i32 i = 0; i < numElements; i++) {
const Rectangle *rec = va_arg(ap, Rectangle *);
totalWidth += rec->width;
totalHeight += rec->height;
}
va_end(ap);
// Default: DIR_ROW
FlexBoxGetFunc axisX = getX, axisY = getY, axisWidth = getWidth, axisHeight = getHeight;
FlexBoxGetFunc crossX = getY, crossY = getX, crossWidth = getHeight, crossHeight = getWidth;
f32 mainAxisSize = totalWidth;
if (flags & UI_FLEX_DIR_COLUMN) {
axisX = getY;
axisY = getX;
axisWidth = getHeight;
axisHeight = getWidth;
crossX = getX;
crossY = getY;
crossWidth = getWidth;
crossHeight = getHeight;
mainAxisSize = totalHeight;
}
f32 spacingWidth = 0.0f;
f32 spacingHeight = 0.0f;
f32 mainAxisTotalSpacing = getWidth(desc->window) - mainAxisSize;
f32 mainAxisPadding = desc->padding * (numElements - 1);
f32 mainAxisSpacing = mainAxisTotalSpacing - mainAxisPadding;
if (mainAxisSpacing < 0) mainAxisSpacing = 0;
// Default: JUSTIFY_START
f32 mainAxisOffset = 0;
if (flags & UI_FLEX_JUSTIFY_CENTER) {
mainAxisOffset = mainAxisSpacing * 0.5f;
} else if (flags & UI_FLEX_JUSTIFY_END) {
mainAxisOffset = mainAxisSpacing;
}
bool rowDir = flags & UI_FLEX_DIR_ROW;
f32 offsetX = desc->window.x;
f32 offsetY = desc->window.y;
if (rowDir) offsetX += mainAxisOffset;
else offsetY += mainAxisOffset;
va_start(ap, numElements);
for (i32 i = 0; i < numElements; i++) {
f32 x = offsetX;
f32 y = offsetY;
Rectangle *rec = va_arg(ap, Rectangle *);
f32 crossOffset = 0;
if (flags & UI_FLEX_ALIGN_CENTER) {
crossOffset = (getHeight(desc->window) - getHeight(*rec)) * 0.5f;
} else if (flags & UI_FLEX_ALIGN_END) {
crossOffset = (getHeight(desc->window) - getHeight(*rec));
}
if (rowDir) {
offsetX += rec->width + spacingWidth + desc->padding;
y += crossOffset;
} else {
offsetY += rec->height + spacingHeight + desc->padding;
x += crossOffset;
}
rec->x = x;
rec->y = y;
}
va_end(ap);
}

49
game/ui.h Normal file
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#ifndef PIXELDEFENSE_UI_H
#define PIXELDEFENSE_UI_H
#include <breeze.h>
#include <raygui.h>
typedef struct UIGrid {
i32 rows;
i32 cols;
f32 rowPadding;
f32 cellPadding;
Rectangle bounds;
} UIGrid;
UIGrid uiGridFromRoot(i32 width, i32 height);
UIGrid uiGridFromGrid(const UIGrid grid, i32 row, i32 col);
UIGrid uiGridFromGridSpan(const UIGrid grid, i32 row, i32 col, i32 rowSpan, i32 colSpan);
Rectangle uiGridCell(const UIGrid grid, i32 row, i32 col);
Rectangle uiGridCellSpan(const UIGrid grid, i32 row, i32 col, i32 rowSpan, i32 colSpan);
void uiGridDrawCells(const UIGrid grid);
typedef enum UIFlexBoxFlag {
UI_FLEX_NONE = 0,
UI_FLEX_DIR_ROW = 0b1,
UI_FLEX_DIR_COLUMN = 0b10,
UI_FLEX_ALIGN_START = 0b100,
UI_FLEX_ALIGN_CENTER = 0b1000,
UI_FLEX_ALIGN_END = 0b10000,
UI_FLEX_JUSTIFY_START = 0b100000,
UI_FLEX_JUSTIFY_CENTER = 0b1000000,
UI_FLEX_JUSTIFY_END = 0b10000000,
} UIFlexBoxFlag;
typedef struct FlexBoxDesc {
Rectangle window;
UIFlexBoxFlag flags;
f32 padding;
} FlexBoxDesc;
void uiFlexBoxCalc(const FlexBoxDesc *desc, i32 numElements, ...);
static f32 uiScale() {
return GetScreenHeight() / 720.0f;
}
#endif //PIXELDEFENSE_UI_H