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:
+215
-15
@@ -9,6 +9,7 @@ Scene_Type :: enum {
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Main_Menu,
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Gameplay,
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Pause_Menu,
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Settings_Menu,
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Game_Over,
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}
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@@ -19,6 +20,55 @@ Scene :: struct {
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winner_is_player: bool,
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}
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// ------------------------------------------------------------------------------
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// Unified Scene Dispatchers
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// ------------------------------------------------------------------------------
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scene_render :: proc(scene: ^Scene) {
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if level, ok := scene.level.?; ok {
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render_level(level)
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render_hud(level)
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}
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#partial switch scene.type {
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case .Pause_Menu:
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render_pause_menu(scene^)
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case .Settings_Menu:
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render_settings_menu(scene^)
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case .Game_Over:
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render_game_over(scene^)
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case .Main_Menu:
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render_main_menu(scene^)
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}
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}
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scene_update :: proc(scene: ^Scene, game: ^Game, input: Input_Event, dt: f32) {
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#partial switch scene.type {
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case .Main_Menu:
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update_main_menu(scene, input)
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case .Pause_Menu:
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update_pause_menu(scene, input)
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case .Settings_Menu:
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update_settings_menu(scene, input)
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case .Gameplay:
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level, level_ok := &scene.level.?
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assert(level_ok, "scene_update: .Gameplay scene is missing a Level component")
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update_level(level, input, dt)
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if input.pause_pressed {
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emit_event(Event{ type = .Game_Pause })
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}
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case .Game_Over:
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update_game_over(scene, input)
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}
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// Now handle any events triggered
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process_events(game)
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}
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// ------------------------------------------------------------------------------
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// UI Definitions
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// ------------------------------------------------------------------------------
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@@ -30,8 +80,23 @@ Canvas :: struct {
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menu: Maybe(UI_Menu),
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}
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UI_Button :: struct {
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label: cstring,
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}
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UI_Slider :: struct {
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label: cstring,
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value: ^f32,
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step: f32,
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}
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UI_Item :: union {
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UI_Button,
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UI_Slider,
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}
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UI_Menu :: struct {
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items: [8]cstring,
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items: [8]UI_Item,
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count: int,
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selected_index: int,
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}
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@@ -53,16 +118,35 @@ list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
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item := menu.items[i]
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item_rec := get_canvas_item_rec(canvas, i, top_margin = 150.0)
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text_width := rl.MeasureText(item, 20)
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text_x := i32(item_rec.x + item_rec.width * 0.5) - (text_width / 2)
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text_y := i32(item_rec.y + (item_rec.height * 0.5)) - 10
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is_selected := (i == menu.selected_index)
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border_color := is_selected ? rl.ORANGE : rl.DARKGRAY
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text_color := is_selected ? rl.ORANGE : rl.WHITE
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rl.DrawRectangleLinesEx(item_rec, 3, border_color)
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rl.DrawText(item, text_x, text_y, 20, text_color)
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#partial switch v in item {
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case UI_Button:
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text_width := rl.MeasureText(v.label, 20)
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text_x := i32(item_rec.x + item_rec.width * 0.5) - (text_width / 2)
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text_y := i32(item_rec.y + (item_rec.height * 0.5)) - 10
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rl.DrawText(v.label, text_x, text_y, 20, text_color)
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case UI_Slider:
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slider_rec := item_rec
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text_width := rl.MeasureText(v.label, 20)
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slider_rec.x = slider_rec.x + f32(text_width)
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slider_rec.width = (slider_rec.width - f32(text_width))
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rl.GuiSlider(
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bounds = slider_rec,
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textLeft = v.label,
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textRight = nil,
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value = v.value,
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minValue = 0.0,
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maxValue = 1.0,
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)
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}
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}
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}
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@@ -70,6 +154,12 @@ list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
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// Main Menu
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// ------------------------------------------------------------------------------
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make_main_menu :: proc() -> Scene {
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ui_items:[8]UI_Item = {
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0 = UI_Button{"Start Game"},
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1 = UI_Button{"Options"},
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2 = UI_Button{"Quit"},
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}
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return Scene{
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type = .Main_Menu,
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canvas = Canvas{
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@@ -78,7 +168,7 @@ make_main_menu :: proc() -> Scene {
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item_height = 40,
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item_spaceing = 15,
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menu = UI_Menu{
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items = {0 = "Start Game", 1 = "Options", 2 = "Quit"},
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items = ui_items,
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count = 3,
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selected_index = 0,
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},
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@@ -112,9 +202,11 @@ update_main_menu :: proc(scene: ^Scene, input: Input_Event) {
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if input.up_pressed {
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menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
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emit_event(Event{ type = .UI_Select })
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}
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if input.down_pressed {
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menu.selected_index = (menu.selected_index + 1) % menu.count
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emit_event(Event{ type = .UI_Select })
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}
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if input.confirm_pressed {
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@@ -122,7 +214,7 @@ update_main_menu :: proc(scene: ^Scene, input: Input_Event) {
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case 0:
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emit_event(Event{ type = .Game_Start })
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case 1:
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// @todo open options
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emit_event(Event { type = .Game_Settings })
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case 2:
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emit_event(Event{ type = .Game_Quit })
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}
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@@ -133,6 +225,12 @@ update_main_menu :: proc(scene: ^Scene, input: Input_Event) {
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// Pause Menu
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// ------------------------------------------------------------------------------
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make_pause_overlay :: proc() -> Scene {
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ui_items:[8]UI_Item = {
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0 = UI_Button{"Resume Game"},
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1 = UI_Button{"Options"},
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2 = UI_Button{"Main Menu"},
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}
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return Scene{
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type = .Pause_Menu,
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canvas = Canvas{
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@@ -141,7 +239,7 @@ make_pause_overlay :: proc() -> Scene {
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item_height = 40,
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item_spaceing = 15,
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menu = UI_Menu{
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items = {0 = "Resume Game", 1 = "Options", 2 = "Main Menu"},
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items = ui_items,
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count = 3,
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selected_index = 0,
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},
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@@ -175,9 +273,11 @@ update_pause_menu :: proc(scene: ^Scene, input: Input_Event) {
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if input.up_pressed {
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menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
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emit_event(Event{ type = .UI_Select })
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}
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if input.down_pressed {
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menu.selected_index = (menu.selected_index + 1) % menu.count
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emit_event(Event{ type = .UI_Select })
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}
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if input.confirm_pressed {
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@@ -185,7 +285,7 @@ update_pause_menu :: proc(scene: ^Scene, input: Input_Event) {
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case 0:
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emit_event(Event{ type = .Game_Resume })
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case 1:
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// @todo open options
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emit_event(Event { type = .Game_Settings })
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case 2:
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emit_event(Event{ type = .Game_Main_Menu })
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}
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@@ -196,10 +296,108 @@ update_pause_menu :: proc(scene: ^Scene, input: Input_Event) {
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}
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}
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// ------------------------------------------------------------------------------
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// Settings Menu
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// ------------------------------------------------------------------------------
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make_settings_menu :: proc(audio: ^Audio_Manager) -> Scene {
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ui_items:[8]UI_Item = {
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0 = UI_Button{"Back"},
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1 = UI_Button{"Resolution"},
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2 = UI_Slider{
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label = "Music Volume",
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value = &audio.user_music_vol,
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step = 0.1,
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},
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3 = UI_Slider{
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label = "SFX Volume",
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value = &audio.sfx_vol,
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step = 0.1,
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},
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}
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return Scene{
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type = .Settings_Menu,
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canvas = Canvas{
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bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
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padding = 20,
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item_height = 40,
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item_spaceing = 15,
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menu = UI_Menu{
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items = ui_items,
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count = 4,
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selected_index = 0,
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},
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},
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}
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}
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render_settings_menu :: proc(scene: Scene) {
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canvas, canvas_ok := scene.canvas.?
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assert(canvas_ok, "render_settings_menu: Scene is missing a Canvas component")
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menu, menu_ok := canvas.menu.?
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assert(menu_ok, "render_settings_menu: Canvas is missing a UI_Menu component")
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rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 255})
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t_text: cstring = "SETTINGS"
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t_width := rl.MeasureText(t_text, 40)
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t_x := i32(canvas.bounds.width * 0.5) - (t_width / 2)
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rl.DrawText(t_text, t_x, i32(canvas.padding), 40, rl.WHITE)
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list_menu_items(canvas, menu)
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}
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update_settings_menu :: proc(scene: ^Scene, input: Input_Event) {
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canvas, canvas_ok := &scene.canvas.?
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assert(canvas_ok, "update_settings_menu: Scene is missing a Canvas component")
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menu, menu_ok := &canvas.menu.?
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assert(menu_ok, "update_settings_menu: Canvas is missing a UI_Menu component")
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if input.up_pressed {
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menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
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emit_event(Event{ type = .UI_Select })
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}
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if input.down_pressed {
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menu.selected_index = (menu.selected_index + 1) % menu.count
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emit_event(Event{ type = .UI_Select })
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}
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current_item := &menu.items[menu.selected_index]
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#partial switch v in current_item {
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case UI_Button:
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if input.confirm_pressed {
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switch menu.selected_index {
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case 0:
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emit_event(Event{ type = .Game_Main_Menu })
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}
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}
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case UI_Slider:
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if input.left_pressed {
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// Decrement value by step and keep within normalized 0.0 - 1.0 bounds
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v.value^ = clamp(v.value^ - v.step, 0.0, 1.0)
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emit_event(Event{ type = .UI_Select })
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}
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if input.right_pressed {
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// Increment value by step and keep within normalized 0.0 - 1.0 bounds
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v.value^ = clamp(v.value^ + v.step, 0.0, 1.0)
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emit_event(Event{ type = .UI_Select })
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}
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}
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}
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// ------------------------------------------------------------------------------
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// Game Over Menu
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// ------------------------------------------------------------------------------
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make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
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ui_items:[8]UI_Item = {
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0 = UI_Button{"Restart Game"},
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1 = UI_Button{"Main Menu"},
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}
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return Scene{
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type = .Game_Over,
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winner_is_player = winner_is_player,
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@@ -209,7 +407,7 @@ make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
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item_height = 40,
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item_spaceing = 15,
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menu = UI_Menu{
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items = {0 = "Restart Game", 1 = "Main Menu"},
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items = ui_items,
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count = 2,
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selected_index = 0,
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},
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@@ -219,10 +417,10 @@ make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
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render_game_over :: proc(scene: Scene) {
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canvas, canvas_ok := scene.canvas.?
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assert(canvas_ok, "render_pause_menu: Scene is missing a Canvas component")
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assert(canvas_ok, "update_game_over: Scene is missing a Canvas component")
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menu, menu_ok := canvas.menu.?
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assert(menu_ok, "render_pause_menu: Canvas is missing a UI_Menu component")
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assert(menu_ok, "update_game_over: Canvas is missing a UI_Menu component")
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rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 255})
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@@ -237,16 +435,18 @@ render_game_over :: proc(scene: Scene) {
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update_game_over :: proc(scene: ^Scene, input: Input_Event) {
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canvas, canvas_ok := &scene.canvas.?
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assert(canvas_ok, "update_pause_menu: Scene is missing a Canvas component")
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assert(canvas_ok, "update_game_over: Scene is missing a Canvas component")
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menu, menu_ok := &canvas.menu.?
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assert(menu_ok, "update_pause_menu: Canvas is missing a UI_Menu component")
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assert(menu_ok, "update_game_over: Canvas is missing a UI_Menu component")
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if input.up_pressed {
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menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
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emit_event(Event{ type = .UI_Select })
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}
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if input.down_pressed {
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menu.selected_index = (menu.selected_index + 1) % menu.count
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emit_event(Event{ type = .UI_Select })
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}
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if input.confirm_pressed {
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