Major refactor.

Moved dispatchers to the top, to separate ui and scene code.
Added a settigns menu.
Updated UI code to have multi element types.
This commit is contained in:
2026-09-18 07:25:15 +02:00
parent d78117441c
commit 777e9c511f
+215 -15
View File
@@ -9,6 +9,7 @@ Scene_Type :: enum {
Main_Menu,
Gameplay,
Pause_Menu,
Settings_Menu,
Game_Over,
}
@@ -19,6 +20,55 @@ Scene :: struct {
winner_is_player: bool,
}
// ------------------------------------------------------------------------------
// Unified Scene Dispatchers
// ------------------------------------------------------------------------------
scene_render :: proc(scene: ^Scene) {
if level, ok := scene.level.?; ok {
render_level(level)
render_hud(level)
}
#partial switch scene.type {
case .Pause_Menu:
render_pause_menu(scene^)
case .Settings_Menu:
render_settings_menu(scene^)
case .Game_Over:
render_game_over(scene^)
case .Main_Menu:
render_main_menu(scene^)
}
}
scene_update :: proc(scene: ^Scene, game: ^Game, input: Input_Event, dt: f32) {
#partial switch scene.type {
case .Main_Menu:
update_main_menu(scene, input)
case .Pause_Menu:
update_pause_menu(scene, input)
case .Settings_Menu:
update_settings_menu(scene, input)
case .Gameplay:
level, level_ok := &scene.level.?
assert(level_ok, "scene_update: .Gameplay scene is missing a Level component")
update_level(level, input, dt)
if input.pause_pressed {
emit_event(Event{ type = .Game_Pause })
}
case .Game_Over:
update_game_over(scene, input)
}
// Now handle any events triggered
process_events(game)
}
// ------------------------------------------------------------------------------
// UI Definitions
// ------------------------------------------------------------------------------
@@ -30,8 +80,23 @@ Canvas :: struct {
menu: Maybe(UI_Menu),
}
UI_Button :: struct {
label: cstring,
}
UI_Slider :: struct {
label: cstring,
value: ^f32,
step: f32,
}
UI_Item :: union {
UI_Button,
UI_Slider,
}
UI_Menu :: struct {
items: [8]cstring,
items: [8]UI_Item,
count: int,
selected_index: int,
}
@@ -53,16 +118,35 @@ list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
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
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)
#partial switch v in item {
case UI_Button:
text_width := rl.MeasureText(v.label, 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
rl.DrawText(v.label, text_x, text_y, 20, text_color)
case UI_Slider:
slider_rec := item_rec
text_width := rl.MeasureText(v.label, 20)
slider_rec.x = slider_rec.x + f32(text_width)
slider_rec.width = (slider_rec.width - f32(text_width))
rl.GuiSlider(
bounds = slider_rec,
textLeft = v.label,
textRight = nil,
value = v.value,
minValue = 0.0,
maxValue = 1.0,
)
}
}
}
@@ -70,6 +154,12 @@ list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
// Main Menu
// ------------------------------------------------------------------------------
make_main_menu :: proc() -> Scene {
ui_items:[8]UI_Item = {
0 = UI_Button{"Start Game"},
1 = UI_Button{"Options"},
2 = UI_Button{"Quit"},
}
return Scene{
type = .Main_Menu,
canvas = Canvas{
@@ -78,7 +168,7 @@ make_main_menu :: proc() -> Scene {
item_height = 40,
item_spaceing = 15,
menu = UI_Menu{
items = {0 = "Start Game", 1 = "Options", 2 = "Quit"},
items = ui_items,
count = 3,
selected_index = 0,
},
@@ -112,9 +202,11 @@ update_main_menu :: proc(scene: ^Scene, input: Input_Event) {
if input.up_pressed {
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
emit_event(Event{ type = .UI_Select })
}
if input.down_pressed {
menu.selected_index = (menu.selected_index + 1) % menu.count
emit_event(Event{ type = .UI_Select })
}
if input.confirm_pressed {
@@ -122,7 +214,7 @@ update_main_menu :: proc(scene: ^Scene, input: Input_Event) {
case 0:
emit_event(Event{ type = .Game_Start })
case 1:
// @todo open options
emit_event(Event { type = .Game_Settings })
case 2:
emit_event(Event{ type = .Game_Quit })
}
@@ -133,6 +225,12 @@ update_main_menu :: proc(scene: ^Scene, input: Input_Event) {
// Pause Menu
// ------------------------------------------------------------------------------
make_pause_overlay :: proc() -> Scene {
ui_items:[8]UI_Item = {
0 = UI_Button{"Resume Game"},
1 = UI_Button{"Options"},
2 = UI_Button{"Main Menu"},
}
return Scene{
type = .Pause_Menu,
canvas = Canvas{
@@ -141,7 +239,7 @@ make_pause_overlay :: proc() -> Scene {
item_height = 40,
item_spaceing = 15,
menu = UI_Menu{
items = {0 = "Resume Game", 1 = "Options", 2 = "Main Menu"},
items = ui_items,
count = 3,
selected_index = 0,
},
@@ -175,9 +273,11 @@ update_pause_menu :: proc(scene: ^Scene, input: Input_Event) {
if input.up_pressed {
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
emit_event(Event{ type = .UI_Select })
}
if input.down_pressed {
menu.selected_index = (menu.selected_index + 1) % menu.count
emit_event(Event{ type = .UI_Select })
}
if input.confirm_pressed {
@@ -185,7 +285,7 @@ update_pause_menu :: proc(scene: ^Scene, input: Input_Event) {
case 0:
emit_event(Event{ type = .Game_Resume })
case 1:
// @todo open options
emit_event(Event { type = .Game_Settings })
case 2:
emit_event(Event{ type = .Game_Main_Menu })
}
@@ -196,10 +296,108 @@ update_pause_menu :: proc(scene: ^Scene, input: Input_Event) {
}
}
// ------------------------------------------------------------------------------
// Settings Menu
// ------------------------------------------------------------------------------
make_settings_menu :: proc(audio: ^Audio_Manager) -> Scene {
ui_items:[8]UI_Item = {
0 = UI_Button{"Back"},
1 = UI_Button{"Resolution"},
2 = UI_Slider{
label = "Music Volume",
value = &audio.user_music_vol,
step = 0.1,
},
3 = UI_Slider{
label = "SFX Volume",
value = &audio.sfx_vol,
step = 0.1,
},
}
return Scene{
type = .Settings_Menu,
canvas = Canvas{
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
padding = 20,
item_height = 40,
item_spaceing = 15,
menu = UI_Menu{
items = ui_items,
count = 4,
selected_index = 0,
},
},
}
}
render_settings_menu :: proc(scene: Scene) {
canvas, canvas_ok := scene.canvas.?
assert(canvas_ok, "render_settings_menu: Scene is missing a Canvas component")
menu, menu_ok := canvas.menu.?
assert(menu_ok, "render_settings_menu: Canvas is missing a UI_Menu component")
rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 255})
t_text: cstring = "SETTINGS"
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)
list_menu_items(canvas, menu)
}
update_settings_menu :: proc(scene: ^Scene, input: Input_Event) {
canvas, canvas_ok := &scene.canvas.?
assert(canvas_ok, "update_settings_menu: Scene is missing a Canvas component")
menu, menu_ok := &canvas.menu.?
assert(menu_ok, "update_settings_menu: Canvas is missing a UI_Menu component")
if input.up_pressed {
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
emit_event(Event{ type = .UI_Select })
}
if input.down_pressed {
menu.selected_index = (menu.selected_index + 1) % menu.count
emit_event(Event{ type = .UI_Select })
}
current_item := &menu.items[menu.selected_index]
#partial switch v in current_item {
case UI_Button:
if input.confirm_pressed {
switch menu.selected_index {
case 0:
emit_event(Event{ type = .Game_Main_Menu })
}
}
case UI_Slider:
if input.left_pressed {
// Decrement value by step and keep within normalized 0.0 - 1.0 bounds
v.value^ = clamp(v.value^ - v.step, 0.0, 1.0)
emit_event(Event{ type = .UI_Select })
}
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)
emit_event(Event{ type = .UI_Select })
}
}
}
// ------------------------------------------------------------------------------
// Game Over Menu
// ------------------------------------------------------------------------------
make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
ui_items:[8]UI_Item = {
0 = UI_Button{"Restart Game"},
1 = UI_Button{"Main Menu"},
}
return Scene{
type = .Game_Over,
winner_is_player = winner_is_player,
@@ -209,7 +407,7 @@ make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
item_height = 40,
item_spaceing = 15,
menu = UI_Menu{
items = {0 = "Restart Game", 1 = "Main Menu"},
items = ui_items,
count = 2,
selected_index = 0,
},
@@ -219,10 +417,10 @@ make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
render_game_over :: proc(scene: Scene) {
canvas, canvas_ok := scene.canvas.?
assert(canvas_ok, "render_pause_menu: Scene is missing a Canvas component")
assert(canvas_ok, "update_game_over: Scene is missing a Canvas component")
menu, menu_ok := canvas.menu.?
assert(menu_ok, "render_pause_menu: Canvas is missing a UI_Menu component")
assert(menu_ok, "update_game_over: Canvas is missing a UI_Menu component")
rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 255})
@@ -237,16 +435,18 @@ render_game_over :: proc(scene: Scene) {
update_game_over :: proc(scene: ^Scene, input: Input_Event) {
canvas, canvas_ok := &scene.canvas.?
assert(canvas_ok, "update_pause_menu: Scene is missing a Canvas component")
assert(canvas_ok, "update_game_over: Scene is missing a Canvas component")
menu, menu_ok := &canvas.menu.?
assert(menu_ok, "update_pause_menu: Canvas is missing a UI_Menu component")
assert(menu_ok, "update_game_over: Canvas is missing a UI_Menu component")
if input.up_pressed {
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
emit_event(Event{ type = .UI_Select })
}
if input.down_pressed {
menu.selected_index = (menu.selected_index + 1) % menu.count
emit_event(Event{ type = .UI_Select })
}
if input.confirm_pressed {