Ensure all items in item grid, clipping flag. Broken transparency sorting on button

main
Cameron Murphy Reikes 2 years ago
parent bb004730d7
commit a1c8bb9090

@ -741,10 +741,10 @@ void reset_level()
update_player_from_entities();
BUFF_APPEND(&player->held_items, ITEM_WhiteSquare);
BUFF_APPEND(&player->held_items, ITEM_Boots);
for(int i = 0; i < 30; i++)
BUFF_APPEND(&player->held_items, ITEM_Boots);
BUFF_APPEND(&player->held_items, ITEM_Tripod);
// noceckin delete this
ENTITIES_ITER(gs.entities)
{
if(it->npc_kind == NPC_TheBlacksmith)
@ -1414,6 +1414,9 @@ typedef struct DrawParams
float y_coord_sorting; // Y_COORD_IN_BACK, or the smallest value, is all the way in the back, Y_COORD_IN_FRONT is in the front
float alpha_clip_threshold;
bool queue_for_translucent;
bool do_clipping;
} DrawParams;
BUFF(DrawParams, 1024*2) translucent_queue = {0};
@ -1434,7 +1437,8 @@ void draw_quad(DrawParams d)
params.tint[2] = d.tint.B;
params.tint[3] = d.tint.A;
params.alpha_clip_threshold = d.alpha_clip_threshold;
if(aabb_is_valid(d.clip_to) && LenV2(aabb_size(d.clip_to)) > 0.1)
if(d.do_clipping &&
aabb_is_valid(d.clip_to) && LenV2(aabb_size(d.clip_to)) > 0.1)
{
if(d.world_space)
{
@ -1614,6 +1618,7 @@ void colorquad(bool world_space, Quad q, Color col)
// in world coordinates
bool in_screen_space = false;
void line(Vec2 from, Vec2 to, float line_width, Color color)
{
Vec2 normal = rotate_counter_clockwise(NormV2(SubV2(to, from)));
@ -1625,7 +1630,7 @@ void line(Vec2 from, Vec2 to, float line_width, Color color)
AddV2(from, MulV2F(normal, -line_width)), // lower left
}
};
colorquad(true, line_quad, color);
colorquad(!in_screen_space, line_quad, color);
}
#ifdef DEVTOOLS
@ -1742,6 +1747,7 @@ typedef struct TextParams
float scale;
AABB clip_to; // if in world space, in world space. In space of pos given
Color *colors; // color per character, if not null must be array of same length as text
bool do_clipping;
} TextParams;
// returns bounds. To measure text you can set dry run to true and get the bounds
@ -1815,6 +1821,7 @@ AABB draw_text(TextParams t)
{
col = t.colors[i];
}
if(false) // drop shadow, don't really like it
if(t.world_space)
{
@ -1823,9 +1830,10 @@ AABB draw_text(TextParams t)
{
shadow_quad.points[i] = AddV2(shadow_quad.points[i], V2(0.0, -1.0));
}
draw_quad((DrawParams){t.world_space, shadow_quad, image_font, font_atlas_region, (Color){0.0f,0.0f,0.0f,0.4f}, t.clip_to, .y_coord_sorting = Y_COORD_IN_FRONT, .queue_for_translucent = true});
draw_quad((DrawParams){t.world_space, shadow_quad, image_font, font_atlas_region, (Color){0.0f,0.0f,0.0f,0.4f}, t.clip_to, .y_coord_sorting = Y_COORD_IN_FRONT, .queue_for_translucent = true, .do_clipping = t.do_clipping});
}
draw_quad((DrawParams){t.world_space, to_draw, image_font, font_atlas_region, col, t.clip_to, .y_coord_sorting = Y_COORD_IN_FRONT, .queue_for_translucent = true});
draw_quad((DrawParams){t.world_space, to_draw, image_font, font_atlas_region, col, t.clip_to, .y_coord_sorting = Y_COORD_IN_FRONT, .queue_for_translucent = true, .do_clipping = t.do_clipping});
}
}
}
@ -2364,13 +2372,14 @@ typedef struct
struct { int key; IMState value; } *imui_state = 0;
bool imbutton_key(Vec2 upper_left, Vec2 size, float text_scale, const char *text, int key, float dt, bool force_down)
bool imbutton_key(AABB button_aabb, float text_scale, const char *text, int key, float dt, bool force_down)
{
IMState state = hmget(imui_state, key);
upper_left.y += Lerp(0.0f, state.pressed_amount, 5.0f);
float raise = Lerp(0.0f, state.pressed_amount, 5.0f);
button_aabb.upper_left.y += raise;
button_aabb.lower_right.y += raise;
AABB button_aabb = aabb_at(upper_left, size);
bool to_return = false;
float pressed_target = 0.5f;
if(has_point(button_aabb, mouse_pos))
@ -2394,8 +2403,8 @@ bool imbutton_key(Vec2 upper_left, Vec2 size, float text_scale, const char *text
if(aabb_is_valid(button_aabb))
{
draw_quad((DrawParams){false, quad_aabb(button_aabb), IMG(image_white_square), blendalpha(WHITE, button_alpha)});
draw_centered_text((TextParams){false, false, text, aabb_center(button_aabb), BLACK, text_scale, .clip_to = button_aabb});
draw_quad((DrawParams){false, quad_aabb(button_aabb), IMG(image_white_square), blendalpha(WHITE, button_alpha), .y_coord_sorting = Y_COORD_IN_FRONT});
draw_centered_text((TextParams){false, false, text, aabb_center(button_aabb), BLACK, text_scale, .clip_to = button_aabb, .do_clipping = true});
}
hmput(imui_state, key, state);
@ -3832,14 +3841,14 @@ F cost: G + H
);
float button_grid_width = button_size.x*num_buttons + space_btwn_buttons * (num_buttons - 1.0f);
Vec2 cur_upper_left = V2((panel_aabb.upper_left.x + panel_aabb.lower_right.x)/2.0f - button_grid_width/2.0f, panel_aabb.lower_right.y + button_size.y);
if(imbutton_key(cur_upper_left, button_size, text_scale, "Speak", __LINE__, unwarped_dt, receiving_text_input))
if(imbutton_key(aabb_at(cur_upper_left, button_size), text_scale, "Speak", __LINE__, unwarped_dt, receiving_text_input))
{
begin_text_input();
}
float button_grid_height = button_size.y;
cur_upper_left.x += button_size.x + space_btwn_buttons;
if(imbutton(cur_upper_left, button_size, text_scale, "Give Item"))
if(imbutton(aabb_at(cur_upper_left, button_size), text_scale, "Give Item"))
{
choosing_item_grid = true;
}
@ -3884,8 +3893,8 @@ F cost: G + H
}
}
}
// translucent
// translucent
draw_all_translucent();
// item grid modal draw item grid
@ -3910,26 +3919,47 @@ F cost: G + H
}
if(aabb_is_valid(grid_aabb))
{
const float padding = 30.0f; // between border of panel and item icons
Vec2 item_icon_size = V2(60.0f, 60.0f);
draw_quad((DrawParams){false, quad_aabb(grid_aabb), IMG(image_white_square), blendalpha(BLACK, visible * 0.7f), .y_coord_sorting = Y_COORD_IN_FRONT});
if(imbutton(centered_aabb(AddV2(grid_aabb.upper_left, V2(aabb_size(grid_aabb).x/2.0f, -aabb_size(grid_aabb).y)), V2(100.f*visible, 50.0f*visible)), 1.0f, "Cancel"))
{
choosing_item_grid = false;
}
const float padding = 30.0f; // between border of panel and the items
const float padding_btwn_items = 10.0f;
const int horizontal_item_count = 10;
const int vertical_item_count = 6;
assert(ARRLEN(player->held_items.data) < horizontal_item_count * vertical_item_count);
Vec2 space_for_items = SubV2(aabb_size(grid_aabb), V2(padding*2.0f, padding*2.0f));
float item_icon_width = (space_for_items.x - (horizontal_item_count - 1)*padding_btwn_items) / horizontal_item_count;
Vec2 item_icon_size = V2(item_icon_width, item_icon_width);
Vec2 cursor = AddV2(grid_aabb.upper_left, V2(padding, -padding));
BUFF_ITER(ItemKind, &player->held_items)
BUFF_ITER_I(ItemKind, &player->held_items, i)
{
AABB item_icon = aabb_at(cursor, item_icon_size);
draw_item(false, *it, item_icon, clamp01(visible*visible));
cursor.x += item_icon_size.x + padding;
if(cursor.x + item_icon_size.x + padding >= grid_aabb.lower_right.x)
if(aabb_is_valid(item_icon))
{
in_screen_space = true;
dbgrect(item_icon);
in_screen_space = false;
draw_item(false, *it, item_icon, clamp01(visible*visible));
}
cursor.x += item_icon_size.x + padding_btwn_items;
if((i + 1) % horizontal_item_count == 0 && i != 0)
{
cursor.y += item_icon_size.y + padding;
cursor.y -= item_icon_size.y + padding_btwn_items;
cursor.x = grid_aabb.upper_left.x + padding;
}
}
}
}
// ui
#define HELPER_SIZE 250.0f

@ -195,7 +195,7 @@ typedef struct Entity
BUFF(EntityRef, 8) done_damage_to_this_swing; // only do damage once, but hitbox stays around
// npcs and player
BUFF(ItemKind, 8) held_items;
BUFF(ItemKind, 32) held_items;
bool is_bullet;

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