Multiple scene rendering setup.

This commit is contained in:
2026-09-11 07:51:38 +02:00
parent 115b42f00d
commit fb1702190d
+55 -54
View File
@@ -2,26 +2,36 @@ package game
import rl "vendor:raylib"
// ------------------------------------------------------------------------------
// Scene & Overlay Definitions
// ------------------------------------------------------------------------------
Scene_Gameplay :: struct {
level: Level,
}
Scene_Menu :: struct {
// @todo: ui_canvas layout state
}
Scene_PauseMenu :: struct {
// @todo: pause option state
}
Scene :: union {
Scene_Menu,
Scene_Gameplay,
}
Scene_Menu :: struct {
// Ui_Canvas
// as in a struct so that we cleanly have either Level or Ui_Canvas
}
Scene_Gameplay :: struct {
level: Level,
Overlay_Scene :: union {
Scene_PauseMenu,
}
// ------------------------------------------------------------------------------
// Scene Dispatchers
// Base Scene Dispatchers
// ------------------------------------------------------------------------------
scene_update :: proc(game: ^Game, input: Input_Event, dt: f32) {
switch &s in game.scene {
case Scene_Menu: // update_menu(&s, game, dt)
case Scene_Menu: // update_menu(&s, game, input, dt)
case Scene_Gameplay: update_gameplay(&s, game, input, dt)
}
}
@@ -29,27 +39,45 @@ scene_update :: proc(game: ^Game, input: Input_Event, dt: f32) {
scene_render :: proc(game: ^Game) {
switch &s in game.scene {
case Scene_Menu: // render_menu(s)
case Scene_Gameplay: render_gameplay(s, game.viewport, game.paused)
case Scene_Gameplay: render_gameplay(s)
}
}
// ------------------------------------------------------------------------------
// Menu Scene
// Overlay Scene Dispatchers
// ------------------------------------------------------------------------------
// @TODO:
// update_menu :: proc
// if input.move_dir.y < 0 { // UP
// menu.selected_option = max(0, menu.selected_option - 1)
// } else if input.move_dir.y > 0 { // DOWN
// menu.selected_option = min(MAX_OPTIONS - 1, menu.selected_option + 1)
// }
overlay_update :: proc(game: ^Game, input: Input_Event, dt: f32) -> bool {
overlay := game.overlay_scene.? or_return
// if input.confirm_pressed {
// // Execute menu selection
// }
switch &o in overlay {
case Scene_PauseMenu:
if input.pause_pressed {
game.overlay_scene = nil
return true
}
// @todo: handle overlay menu option selection (resume, settings, quit)
}
return true
}
overlay_render :: proc(game: ^Game) -> bool {
overlay := game.overlay_scene.? or_return
switch &o in overlay {
case Scene_PauseMenu:
// Translucent dark tint across virtual canvas space
rl.DrawRectangleRec(rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H}, rl.Color{0, 0, 0, 140})
// Pause Menu UI elements
rl.DrawText("PAUSED", VIEWPORT_W / 2 - 80, VIEWPORT_H / 2 - 40, 40, rl.WHITE)
rl.DrawText("Press Q to Quit to Menu", VIEWPORT_W / 2 - 110, VIEWPORT_H / 2 + 10, 20, rl.LIGHTGRAY)
}
return true
}
// ------------------------------------------------------------------------------
// Gameplay Scene
// Gameplay Scene Procedures
// ------------------------------------------------------------------------------
init_gameplay_scene :: proc() -> Scene_Gameplay {
return Scene_Gameplay{
@@ -59,41 +87,14 @@ init_gameplay_scene :: proc() -> Scene_Gameplay {
update_gameplay :: proc(scene: ^Scene_Gameplay, game: ^Game, input: Input_Event, dt: f32) {
if input.pause_pressed {
game.paused = !game.paused
game.overlay_scene = Scene_PauseMenu{}
return
}
if game.paused do return
update_level(&scene.level, input, dt)
}
render_gameplay :: proc(scene: Scene_Gameplay, viewport_texture: rl.RenderTexture2D, is_paused: bool) {
// Offscreen Pass: Render all game objects at low/fixed virtual resolution
rl.BeginTextureMode(viewport_texture)
rl.ClearBackground(rl.BLACK)
render_level(scene.level)
if is_paused {
// UI coordinates aligned relative to internal 1280x720 viewport space
rl.DrawRectangleRec(rl.Rectangle{0,0, VIEWPORT_W, 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 Q to Quit to Menu", VIEWPORT_W / 2 - 110, VIEWPORT_H / 2 + 10, 20, rl.LIGHTGRAY)
}
rl.EndTextureMode()
// Upscale Pass: Stretch render buffer onto actual window display
render_game_to_window(viewport_texture.texture)
}
render_game_to_window :: proc(texture: rl.Texture) {
rl.DrawTexturePro(
texture,
// src: OpenGL render targets have inverted Y coordinates (-height flips it)
rl.Rectangle{0, 0, f32(texture.width), -f32(texture.height)},
// dst: Scales viewport canvas to fill window res (WINDOW_WIDTHxWINDOW_HEIGHT)
rl.Rectangle{0, 0, f32(WINDOW_W), f32(WINDOW_H)},
rl.Vector2{},
0,
rl.WHITE
)
render_gameplay :: proc(scene: Scene_Gameplay) {
render_level(scene.level)
render_hud(scene.level)
}