Updated scene manager.

Scene manager now uses multiple event types.
UI updates, todo must move to its own file at some point.
This commit is contained in:
2026-09-21 07:32:28 +02:00
parent 4260b11fdb
commit 72c564b24a
+62 -38
View File
@@ -64,14 +64,11 @@ scene_update :: proc(scene: ^Scene, game: ^Game, input: Input_Event, dt: f32) {
update_level(level, input, dt) update_level(level, input, dt)
if input.pause_pressed { if input.pause_pressed {
emit_event(Event{ type = .Game_Pause }) emit_event(.Game_Pause)
} }
case .Game_Over:
update_game_over(scene, input)
} }
// Now handle any events triggered // Process events triggered during scene updates
process_events(game) process_events(game)
} }
@@ -114,9 +111,15 @@ UI_Slider :: struct {
step: f32, step: f32,
} }
UI_Selector :: struct {
label: cstring,
value_label: cstring,
}
UI_Item :: union { UI_Item :: union {
UI_Button, UI_Button,
UI_Slider, UI_Slider,
UI_Selector,
} }
UI_Menu :: struct { UI_Menu :: struct {
@@ -169,8 +172,17 @@ list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
minValue = 0.0, minValue = 0.0,
maxValue = 1.0, maxValue = 1.0,
) )
}
case UI_Selector:
// draw label left half
lbl_y := i32(item_rec.y + (item_rec.height * 0.5)) - 10
rl.DrawText(v.label, i32(item_rec.x + 15), lbl_y, 20, text_color)
display_str := fmt.ctprintf("< %s >", v.value_label)
str_w := rl.MeasureText(display_str, 20)
val_x := i32(item_rec.x + item_rec.width) - str_w - 15
rl.DrawText(display_str, val_x, lbl_y, 20, text_color)
}
} }
} }
@@ -226,21 +238,21 @@ update_main_menu :: proc(scene: ^Scene, input: Input_Event) {
if input.up_pressed { if input.up_pressed {
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
emit_event(Event{ type = .UI_Select }) emit_event(.UI_Select)
} }
if input.down_pressed { if input.down_pressed {
menu.selected_index = (menu.selected_index + 1) % menu.count menu.selected_index = (menu.selected_index + 1) % menu.count
emit_event(Event{ type = .UI_Select }) emit_event(.UI_Select)
} }
if input.confirm_pressed { if input.confirm_pressed {
switch menu.selected_index { switch menu.selected_index {
case 0: case 0:
emit_event(Event{ type = .Game_Start }) emit_event(.Game_Start)
case 1: case 1:
emit_event(Event { type = .Game_Settings }) emit_event(.Game_Settings)
case 2: case 2:
emit_event(Event{ type = .Game_Quit }) emit_event(.Game_Quit)
} }
} }
} }
@@ -278,7 +290,8 @@ render_pause_menu :: proc(scene: Scene) {
menu, menu_ok := canvas.menu.? menu, menu_ok := canvas.menu.?
assert(menu_ok, "render_pause_menu: Canvas is missing a UI_Menu component") assert(menu_ok, "render_pause_menu: Canvas is missing a UI_Menu component")
rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 220}) // Semi-transparent overlay so gameplay stays visible behind menu
rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 200})
t_text: cstring = "PAUSE MENU" t_text: cstring = "PAUSE MENU"
t_width := rl.MeasureText(t_text, 40) t_width := rl.MeasureText(t_text, 40)
@@ -297,36 +310,39 @@ update_pause_menu :: proc(scene: ^Scene, input: Input_Event) {
if input.up_pressed { if input.up_pressed {
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
emit_event(Event{ type = .UI_Select }) emit_event(.UI_Select)
} }
if input.down_pressed { if input.down_pressed {
menu.selected_index = (menu.selected_index + 1) % menu.count menu.selected_index = (menu.selected_index + 1) % menu.count
emit_event(Event{ type = .UI_Select }) emit_event(.UI_Select)
} }
if input.confirm_pressed { if input.confirm_pressed {
switch menu.selected_index { switch menu.selected_index {
case 0: case 0:
emit_event(Event{ type = .Game_Resume }) emit_event(.Game_Back)
case 1: case 1:
emit_event(Event { type = .Game_Settings }) emit_event(.Game_Settings)
case 2: case 2:
emit_event(Event{ type = .Game_Main_Menu }) emit_event(.Game_Main_Menu)
} }
} }
if input.pause_pressed { if input.pause_pressed {
emit_event(Event{ type = .Game_Resume }) emit_event(.Game_Back)
} }
} }
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
// Settings Menu // Settings Menu
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
make_settings_menu :: proc(audio: ^Audio_Manager) -> Scene { make_settings_menu :: proc(audio: ^Audio_Manager, current_res_label: cstring) -> Scene {
ui_items:[8]UI_Item = { ui_items:[8]UI_Item = {
0 = UI_Button{"Back"}, 0 = UI_Button{"Back"},
1 = UI_Button{"Resolution"}, 1 = UI_Selector{
label = "Resolution",
value_label = current_res_label,
},
2 = UI_Slider{ 2 = UI_Slider{
label = "Music Volume", label = "Music Volume",
value = &audio.user_music_vol, value = &audio.user_music_vol,
@@ -362,6 +378,7 @@ render_settings_menu :: proc(scene: Scene) {
menu, menu_ok := canvas.menu.? menu, menu_ok := canvas.menu.?
assert(menu_ok, "render_settings_menu: Canvas is missing a UI_Menu component") assert(menu_ok, "render_settings_menu: Canvas is missing a UI_Menu component")
// Dark semi-transparent overlay
rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 255}) rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 255})
t_text: cstring = "SETTINGS" t_text: cstring = "SETTINGS"
@@ -381,11 +398,11 @@ update_settings_menu :: proc(scene: ^Scene, input: Input_Event) {
if input.up_pressed { if input.up_pressed {
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
emit_event(Event{ type = .UI_Select }) emit_event(.UI_Select)
} }
if input.down_pressed { if input.down_pressed {
menu.selected_index = (menu.selected_index + 1) % menu.count menu.selected_index = (menu.selected_index + 1) % menu.count
emit_event(Event{ type = .UI_Select }) emit_event(.UI_Select)
} }
current_item := &menu.items[menu.selected_index] current_item := &menu.items[menu.selected_index]
@@ -395,22 +412,29 @@ update_settings_menu :: proc(scene: ^Scene, input: Input_Event) {
if input.confirm_pressed { if input.confirm_pressed {
switch menu.selected_index { switch menu.selected_index {
case 0: case 0:
emit_event(Event{ type = .Game_Main_Menu }) emit_event(.Game_Back)
} }
} }
case UI_Slider:
case UI_Selector:
if input.left_pressed { if input.left_pressed {
// Decrement value by step and keep within normalized 0.0 - 1.0 bounds emit_event(Change_Resolution_Data{-1})
}
if input.right_pressed {
emit_event(Change_Resolution_Data{1})
}
case UI_Slider:
if input.left_pressed {
v.value^ = clamp(v.value^ - v.step, 0.0, 1.0) v.value^ = clamp(v.value^ - v.step, 0.0, 1.0)
emit_event(Event{ type = .UI_Select }) emit_event(.UI_Select)
} }
if input.right_pressed { if input.right_pressed {
// Increment value by step and keep within normalized 0.0 - 1.0 bounds
v.value^ = clamp(v.value^ + v.step, 0.0, 1.0) v.value^ = clamp(v.value^ + v.step, 0.0, 1.0)
emit_event(Event{ type = .UI_Select }) emit_event(.UI_Select)
} }
} }
} }
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
@@ -423,7 +447,7 @@ make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
} }
return Scene{ return Scene{
type = .Game_Over, type = .Game_Over,
winner_is_player = winner_is_player, winner_is_player = winner_is_player,
canvas = Canvas{ canvas = Canvas{
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H}, bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
@@ -441,12 +465,12 @@ make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
render_game_over :: proc(scene: Scene) { render_game_over :: proc(scene: Scene) {
canvas, canvas_ok := scene.canvas.? canvas, canvas_ok := scene.canvas.?
assert(canvas_ok, "update_game_over: Scene is missing a Canvas component") assert(canvas_ok, "render_game_over: Scene is missing a Canvas component")
menu, menu_ok := canvas.menu.? menu, menu_ok := canvas.menu.?
assert(menu_ok, "update_game_over: Canvas is missing a UI_Menu component") assert(menu_ok, "render_game_over: Canvas is missing a UI_Menu component")
rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 255}) rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 220})
t_text: cstring = scene.winner_is_player ? "YOU WIN!" : "GAME OVER" t_text: cstring = scene.winner_is_player ? "YOU WIN!" : "GAME OVER"
t_width := rl.MeasureText(t_text, 40) t_width := rl.MeasureText(t_text, 40)
@@ -466,25 +490,25 @@ update_game_over :: proc(scene: ^Scene, input: Input_Event) {
if input.up_pressed { if input.up_pressed {
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
emit_event(Event{ type = .UI_Select }) emit_event(.UI_Select)
} }
if input.down_pressed { if input.down_pressed {
menu.selected_index = (menu.selected_index + 1) % menu.count menu.selected_index = (menu.selected_index + 1) % menu.count
emit_event(Event{ type = .UI_Select }) emit_event(.UI_Select)
} }
if input.confirm_pressed { if input.confirm_pressed {
switch menu.selected_index { switch menu.selected_index {
case 0: case 0:
emit_event(Event{ type = .Game_Start }) emit_event(.Game_Start)
case 1: case 1:
emit_event(Event{ type = .Game_Main_Menu }) emit_event(.Game_Main_Menu)
} }
} }
} }
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
// Game Play Scene // Gameplay Scene
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
make_gameplay_scene :: proc() -> Scene { make_gameplay_scene :: proc() -> Scene {
return Scene{ return Scene{