Multiple scene rendering setup.
This commit is contained in:
+54
-53
@@ -2,26 +2,36 @@ package game
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import rl "vendor:raylib"
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// ------------------------------------------------------------------------------
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// Scene & Overlay Definitions
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// ------------------------------------------------------------------------------
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Scene_Gameplay :: struct {
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level: Level,
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}
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Scene_Menu :: struct {
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// @todo: ui_canvas layout state
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}
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Scene_PauseMenu :: struct {
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// @todo: pause option state
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}
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Scene :: union {
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Scene_Menu,
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Scene_Gameplay,
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}
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Scene_Menu :: struct {
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// Ui_Canvas
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// as in a struct so that we cleanly have either Level or Ui_Canvas
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}
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Scene_Gameplay :: struct {
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level: Level,
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Overlay_Scene :: union {
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Scene_PauseMenu,
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}
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// ------------------------------------------------------------------------------
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// Scene Dispatchers
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// Base Scene Dispatchers
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// ------------------------------------------------------------------------------
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scene_update :: proc(game: ^Game, input: Input_Event, dt: f32) {
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switch &s in game.scene {
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case Scene_Menu: // update_menu(&s, game, dt)
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case Scene_Menu: // update_menu(&s, game, input, dt)
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case Scene_Gameplay: update_gameplay(&s, game, input, dt)
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}
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}
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@@ -29,27 +39,45 @@ scene_update :: proc(game: ^Game, input: Input_Event, dt: f32) {
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scene_render :: proc(game: ^Game) {
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switch &s in game.scene {
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case Scene_Menu: // render_menu(s)
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case Scene_Gameplay: render_gameplay(s, game.viewport, game.paused)
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case Scene_Gameplay: render_gameplay(s)
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}
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}
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// ------------------------------------------------------------------------------
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// Menu Scene
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// Overlay Scene Dispatchers
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// ------------------------------------------------------------------------------
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// @TODO:
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// update_menu :: proc
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// if input.move_dir.y < 0 { // UP
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// menu.selected_option = max(0, menu.selected_option - 1)
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// } else if input.move_dir.y > 0 { // DOWN
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// menu.selected_option = min(MAX_OPTIONS - 1, menu.selected_option + 1)
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// }
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overlay_update :: proc(game: ^Game, input: Input_Event, dt: f32) -> bool {
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overlay := game.overlay_scene.? or_return
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// if input.confirm_pressed {
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// // Execute menu selection
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// }
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switch &o in overlay {
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case Scene_PauseMenu:
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if input.pause_pressed {
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game.overlay_scene = nil
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return true
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}
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// @todo: handle overlay menu option selection (resume, settings, quit)
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}
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return true
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}
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overlay_render :: proc(game: ^Game) -> bool {
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overlay := game.overlay_scene.? or_return
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switch &o in overlay {
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case Scene_PauseMenu:
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// Translucent dark tint across virtual canvas space
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rl.DrawRectangleRec(rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H}, rl.Color{0, 0, 0, 140})
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// Pause Menu UI elements
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rl.DrawText("PAUSED", VIEWPORT_W / 2 - 80, VIEWPORT_H / 2 - 40, 40, rl.WHITE)
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rl.DrawText("Press Q to Quit to Menu", VIEWPORT_W / 2 - 110, VIEWPORT_H / 2 + 10, 20, rl.LIGHTGRAY)
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}
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return true
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}
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// ------------------------------------------------------------------------------
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// Gameplay Scene
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// Gameplay Scene Procedures
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// ------------------------------------------------------------------------------
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init_gameplay_scene :: proc() -> Scene_Gameplay {
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return Scene_Gameplay{
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@@ -59,41 +87,14 @@ init_gameplay_scene :: proc() -> Scene_Gameplay {
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update_gameplay :: proc(scene: ^Scene_Gameplay, game: ^Game, input: Input_Event, dt: f32) {
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if input.pause_pressed {
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game.paused = !game.paused
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game.overlay_scene = Scene_PauseMenu{}
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return
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}
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if game.paused do return
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update_level(&scene.level, input, dt)
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}
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render_gameplay :: proc(scene: Scene_Gameplay, viewport_texture: rl.RenderTexture2D, is_paused: bool) {
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// Offscreen Pass: Render all game objects at low/fixed virtual resolution
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rl.BeginTextureMode(viewport_texture)
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rl.ClearBackground(rl.BLACK)
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render_gameplay :: proc(scene: Scene_Gameplay) {
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render_level(scene.level)
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if is_paused {
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// UI coordinates aligned relative to internal 1280x720 viewport space
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rl.DrawRectangleRec(rl.Rectangle{0,0, VIEWPORT_W, VIEWPORT_H}, rl.Color{0,0,0,140})
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rl.DrawText("PAUSED", VIEWPORT_W / 2 - 80, VIEWPORT_H / 2 - 40, 40, rl.WHITE)
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rl.DrawText("Press Q to Quit to Menu", VIEWPORT_W / 2 - 110, VIEWPORT_H / 2 + 10, 20, rl.LIGHTGRAY)
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}
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rl.EndTextureMode()
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// Upscale Pass: Stretch render buffer onto actual window display
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render_game_to_window(viewport_texture.texture)
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}
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render_game_to_window :: proc(texture: rl.Texture) {
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rl.DrawTexturePro(
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texture,
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// src: OpenGL render targets have inverted Y coordinates (-height flips it)
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rl.Rectangle{0, 0, f32(texture.width), -f32(texture.height)},
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// dst: Scales viewport canvas to fill window res (WINDOW_WIDTHxWINDOW_HEIGHT)
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rl.Rectangle{0, 0, f32(WINDOW_W), f32(WINDOW_H)},
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rl.Vector2{},
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0,
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rl.WHITE
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)
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render_hud(scene.level)
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}
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