Big rework for menus.

This commit is contained in:
2026-09-15 07:59:52 +02:00
parent 86c792e39c
commit 133c328c32
+157 -42
View File
@@ -15,23 +15,149 @@ Scene_Type :: enum {
Scene :: struct { Scene :: struct {
type: Scene_Type, type: Scene_Type,
level: Maybe(Level), level: Maybe(Level),
canvas: Maybe(UI_Canvas), canvas: Maybe(Canvas),
winner_is_player: bool, // Store win state for rendering winner_is_player: bool,
} }
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
// UI Definitions // UI Definitions
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
UI_Canvas :: struct { UI_Menu :: struct {
bounds: rl.Rectangle, items: [8]cstring,
padding: f32, count: int,
item_height: f32, selected_index: int,
item_spaceing: f32, }
Canvas :: struct {
bounds: rl.Rectangle,
padding: f32,
item_height: f32,
item_spaceing: f32,
menu: Maybe(UI_Menu),
}
get_canvas_item_rec :: proc(canvas: Canvas, index: int, top_margin: f32 = 120) -> rl.Rectangle {
y_pos := (canvas.bounds.y + top_margin) + (f32(index) * (canvas.item_height + canvas.item_spaceing))
return rl.Rectangle{
x = canvas.bounds.x + canvas.padding,
y = y_pos,
width = canvas.bounds.width - (canvas.padding * 2.0),
height = canvas.item_height
}
}
render_main_menu :: proc(scene: Scene) {
canvas, ok := scene.canvas.?
// Assert or log error if canvas is unexpectedly missing
if !ok { return }
// Safely unwrap the embedded menu state
menu, menu_ok := canvas.menu.?
if !menu_ok { return }
// draw canvas base background
rl.DrawRectangleRec(canvas.bounds, rl.BLACK)
// draw the menu header
t_text: cstring = "PONG"
t_width := rl.MeasureText(t_text, 40)
t_x := i32(canvas.bounds.width * 0.5) - (t_width / 2)
rl.DrawText(t_text, t_x, i32(canvas.padding), 40, rl.WHITE)
// Iterate up to menu.count using the data inside UI_Menu
for i in 0 ..< menu.count {
item := menu.items[i]
item_rec := get_canvas_item_rec(canvas, i, top_margin = 150.0)
text_width := rl.MeasureText(item, 20)
text_x := i32(item_rec.x + (item_rec.width * 0.5)) - (text_width / 2)
text_y := i32(item_rec.y + (item_rec.height * 0.5)) - 10
// Highlight selected item box & text
is_selected := (i == menu.selected_index)
border_color := is_selected ? rl.ORANGE : rl.DARKGRAY
text_color := is_selected ? rl.ORANGE : rl.WHITE
rl.DrawRectangleLinesEx(item_rec, 3, border_color)
rl.DrawText(item, text_x, text_y, 20, text_color)
}
}
update_main_menu :: proc(scene: ^Scene, input: Input_Event) {
// pointer to Canvas
canvas, canvas_ok := &scene.canvas.?
if !canvas_ok do return
// pointer to UI_Menu
menu, menu_ok := &canvas.menu.?
if !menu_ok do return
// get some navigation events
if input.up_pressed {
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
}
if input.down_pressed {
menu.selected_index = (menu.selected_index + 1) % menu.count
}
if input.confirm_pressed {
switch menu.selected_index {
case 0: // Start Game
emit_event(Event{ type = .Game_Start })
case 1: // Options
// @todo open options scene/overlay
case 2: // Quit
emit_event(Event{ type = .Game_Quit })
}
}
}
// @todo
render_game_over :: proc(scene: Scene) {
rl.DrawRectangleRec(
rl.Rectangle{0, 0, f32(VIEWPORT_W), f32(VIEWPORT_H)},
rl.Color{0, 0, 0, 200},
)
msg :cstring = scene.winner_is_player ? "YOU WIN!" : "GAME OVER"
text_color := scene.winner_is_player ? rl.GREEN : rl.RED
rl.DrawText(msg, VIEWPORT_W / 2 - 100, VIEWPORT_H / 2 - 40, 40, text_color)
rl.DrawText("Press P to Play Again", VIEWPORT_W / 2 - 110, VIEWPORT_H / 2 + 10, 20, rl.LIGHTGRAY)
}
// @todo
render_pause_menu :: proc(scene: Scene) {
rl.DrawRectangleRec(
rl.Rectangle{0, 0, f32(VIEWPORT_W), f32(VIEWPORT_H)},
rl.Color{0, 0, 0, 140},
)
rl.DrawText("PAUSED", VIEWPORT_W / 2 - 80, VIEWPORT_H / 2 - 40, 40, rl.WHITE)
rl.DrawText("Press P to Resume", VIEWPORT_W / 2 - 90, VIEWPORT_H / 2 + 10, 20, rl.LIGHTGRAY)
} }
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
// Scene Constructors // Scene Constructors
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
make_main_menu :: proc() -> Scene {
return Scene{
type = .Main_Menu,
canvas = Canvas{
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
padding = 20,
item_height = 40,
item_spaceing = 15,
menu = UI_Menu{
items = {0 = "Start Game", 1 = "Options", 2 = "Quit"},
count = 3,
selected_index = 0,
},
},
}
}
// @todo
make_gameplay_scene :: proc() -> Scene { make_gameplay_scene :: proc() -> Scene {
return Scene{ return Scene{
type = .Gameplay, type = .Gameplay,
@@ -39,24 +165,19 @@ make_gameplay_scene :: proc() -> Scene {
} }
} }
// @todo
make_pause_overlay :: proc() -> Scene { make_pause_overlay :: proc() -> Scene {
return Scene{ return Scene{
type = .Pause_Menu, type = .Pause_Menu,
canvas = UI_Canvas{}, canvas = Canvas{},
}
}
make_main_menu :: proc() -> Scene {
return Scene{
type = .Main_Menu,
canvas = UI_Canvas{},
} }
} }
// @todo
make_game_over_overlay :: proc(winner_is_player: bool) -> Scene { make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
return Scene{ return Scene{
type = .Game_Over, type = .Game_Over,
canvas = UI_Canvas{}, canvas = Canvas{},
winner_is_player = winner_is_player, winner_is_player = winner_is_player,
} }
} }
@@ -72,6 +193,9 @@ scene_update :: proc(scene: ^Scene, game: ^Game, input: Input_Event, dt: f32) {
// dispatch scene behavior // dispatch scene behavior
#partial switch scene.type { #partial switch scene.type {
case .Main_Menu:
update_main_menu(scene, input)
case .Gameplay: case .Gameplay:
if input.pause_pressed { if input.pause_pressed {
game.overlay_scene = make_pause_overlay() game.overlay_scene = make_pause_overlay()
@@ -83,20 +207,27 @@ scene_update :: proc(scene: ^Scene, game: ^Game, input: Input_Event, dt: f32) {
} }
case .Game_Over: case .Game_Over:
if input.pause_pressed { // Press P or your start key to restart // Press P or your start key to restart
if input.pause_pressed {
game.overlay_scene = nil game.overlay_scene = nil
game.scene = make_gameplay_scene() // Reset the base level game.scene = make_gameplay_scene()
} }
case .Main_Menu:
// @todo: handle menu selection / start game
} }
// Loop over global frame events // Loop over global frame events
for event in GLOBAL_EVENTS { for event in GLOBAL_EVENTS {
#partial switch event.type { #partial switch event.type {
case .Game_Start:
// clear old state
game.overlay_scene = nil
// swap to the gameplay scene
// @todo consider different levels here?
game.scene = make_gameplay_scene()
case .Game_Over: case .Game_Over:
game.overlay_scene = make_game_over_overlay(event.winner_is_player) game.overlay_scene = make_game_over_overlay(event.winner_is_player)
case .Game_Quit:
game.should_close = true
} }
} }
} }
@@ -111,27 +242,11 @@ scene_render :: proc(scene: ^Scene) {
// render scene/overlay ui elements // render scene/overlay ui elements
#partial switch scene.type { #partial switch scene.type {
case .Pause_Menu: case .Pause_Menu:
rl.DrawRectangleRec( render_pause_menu(scene^)
rl.Rectangle{0, 0, f32(VIEWPORT_W), f32(VIEWPORT_H)},
rl.Color{0, 0, 0, 140},
)
rl.DrawText("PAUSED", VIEWPORT_W / 2 - 80, VIEWPORT_H / 2 - 40, 40, rl.WHITE)
rl.DrawText("Press P to Resume", VIEWPORT_W / 2 - 90, VIEWPORT_H / 2 + 10, 20, rl.LIGHTGRAY)
case .Game_Over: case .Game_Over:
rl.DrawRectangleRec( render_game_over(scene^)
rl.Rectangle{0, 0, f32(VIEWPORT_W), f32(VIEWPORT_H)},
rl.Color{0, 0, 0, 200},
)
msg :cstring = scene.winner_is_player ? "YOU WIN!" : "GAME OVER"
text_color := scene.winner_is_player ? rl.GREEN : rl.RED
rl.DrawText(msg, VIEWPORT_W / 2 - 100, VIEWPORT_H / 2 - 40, 40, text_color)
rl.DrawText("Press P to Play Again", VIEWPORT_W / 2 - 110, VIEWPORT_H / 2 + 10, 20, rl.LIGHTGRAY)
case .Main_Menu: case .Main_Menu:
rl.DrawText("PONG", VIEWPORT_W / 2 - 50, VIEWPORT_H / 3, 40, rl.WHITE) render_main_menu(scene^)
rl.DrawText("Press ENTER to Start", VIEWPORT_W / 2 - 110, VIEWPORT_H / 2, 20, rl.LIGHTGRAY)
} }
} }