Partially done item choose grid

main
Cameron Murphy Reikes 2 years ago
parent de2f8db1df
commit bb004730d7

270
main.c

@ -247,6 +247,8 @@ void play_audio(AudioSample *sample, float volume)
// on web it disables event handling so the button up event isn't received
bool keydown[SAPP_KEYCODE_MENU] = {0};
bool choosing_item_grid = false;
// set to true when should receive text input from the web input box
// or desktop text input
bool receiving_text_input = false;
@ -257,7 +259,6 @@ bool is_receiving_text_input()
return receiving_text_input;
}
#ifdef DESKTOP
Sentence text_input_buffer = {0};
#else
@ -739,6 +740,11 @@ void reset_level()
}
update_player_from_entities();
BUFF_APPEND(&player->held_items, ITEM_WhiteSquare);
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)
@ -927,6 +933,11 @@ SwordToDamage entity_sword_to_do_damage(Entity *from, Overlapping o)
#define GREEN ((Color){0.0f, 1.0f, 0.0f, 1.0f})
#define BROWN (colhex(0x4d3d25))
Color oflightness(float dark)
{
return (Color){dark, dark, dark, 1.0f};
}
Color colhex(uint32_t hex)
{
int r = (hex & 0xff0000) >> 16;
@ -2391,7 +2402,28 @@ bool imbutton_key(Vec2 upper_left, Vec2 size, float text_scale, const char *text
return to_return;
}
#define imbutton(...) imbutton_key(__VA_ARGS__, __LINE__, dt, false)
#define imbutton(...) imbutton_key(__VA_ARGS__, __LINE__, unwarped_dt, false)
void draw_item(bool world_space, ItemKind kind, AABB in_aabb, float alpha)
{
Quad drawn = quad_aabb(in_aabb);
if(kind == ITEM_Tripod)
{
draw_quad((DrawParams){world_space, drawn, IMG(image_tripod), blendalpha(WHITE, alpha), .y_coord_sorting = Y_COORD_IN_FRONT});
}
else if(kind == ITEM_Boots)
{
draw_quad((DrawParams){world_space, drawn, IMG(image_boots), blendalpha(WHITE, alpha), .y_coord_sorting = Y_COORD_IN_FRONT});
}
else if(kind == ITEM_WhiteSquare)
{
colorquad(world_space, drawn, blendalpha(WHITE, alpha));
}
else
{
assert(false);
}
}
void frame(void)
{
@ -3491,90 +3523,6 @@ F cost: G + H
}
pressed = before_gameplay_loops;
PROFILE_SCOPE("dialog menu") // big dialog panel
{
static float on_screen = 0.0f;
Entity *talking_to = gete(player->talking_to);
on_screen = Lerp(on_screen, dt*9.0f, talking_to ? 1.0f : 0.0f);
{
float panel_width = screen_size().x * 0.4f * on_screen;
AABB panel_aabb = (AABB){.upper_left = V2(0.0f, screen_size().y), .lower_right = V2(panel_width, 0.0f)};
float alpha = 1.0f;
if(aabb_is_valid(panel_aabb))
{
if(pressed.mouse_down && !has_point(panel_aabb, mouse_pos))
{
player->state = CHARACTER_IDLE;
}
draw_quad((DrawParams){false, quad_aabb(panel_aabb), IMG(image_white_square), blendalpha(BLACK, 0.7f)});
// apply padding
float padding = 0.1f * screen_size().y;
panel_width -= padding * 2.0f;
panel_aabb.upper_left = AddV2(panel_aabb.upper_left, V2(padding, -padding));
panel_aabb.lower_right = AddV2(panel_aabb.lower_right, V2(-padding, padding));
// draw button
float space_btwn_buttons = 20.0f;
float text_scale = 1.0f;
const float num_buttons = 2.0f;
Vec2 button_size = V2(
(panel_width - (num_buttons - 1.0f)*space_btwn_buttons)/num_buttons,
(panel_aabb.upper_left.y - panel_aabb.lower_right.y)*0.2f
);
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__, dt, receiving_text_input))
{
begin_text_input();
}
float button_grid_height = button_size.y;
cur_upper_left.x += button_size.x + space_btwn_buttons;
imbutton(cur_upper_left, button_size, text_scale, "Give Item");
const float dialog_text_scale = 1.0f;
AABB dialog_text_aabb = panel_aabb;
dialog_text_aabb.lower_right.y += button_grid_height + 20.0f; // a little bit of padding because the buttons go up
float new_line_height = dialog_text_aabb.lower_right.y;
if(talking_to)
{
Dialog dialog = produce_dialog(talking_to, true);
if(dialog.cur_index > 0)
{
for(int i = dialog.cur_index - 1; i >= 0; i--)
{
DialogElement *it = &dialog.data[i];
{
Color *colors = calloc(sizeof(*colors), it->s.cur_index);
for(int char_i = 0; char_i < it->s.cur_index; char_i++)
{
if(it->is_player)
{
colors[char_i] = WHITE;
}
else
{
colors[char_i] = colhex(0x34e05c);
}
colors[char_i] = blendalpha(colors[char_i], alpha);
}
float measured_line_height = draw_wrapped_text((WrappedTextParams){true, V2(dialog_text_aabb.upper_left.X, new_line_height), dialog_text_aabb.lower_right.X - dialog_text_aabb.upper_left.X, it->s.data, colors, dialog_text_scale, dialog_text_aabb, .screen_space = true});
new_line_height += (new_line_height - measured_line_height);
draw_wrapped_text((WrappedTextParams){false, V2(dialog_text_aabb.upper_left.X, new_line_height), dialog_text_aabb.lower_right.X - dialog_text_aabb.upper_left.X, it->s.data, colors, dialog_text_scale, dialog_text_aabb, .screen_space = true});
free(colors);
}
}
}
}
}
}
}
PROFILE_SCOPE("render player")
{
@ -3801,23 +3749,7 @@ F cost: G + H
}
else if (it->is_item)
{
Quad drawn = quad_centered(it->pos, V2(15.0f, 15.0f));
if(it->item_kind == ITEM_Tripod)
{
draw_quad((DrawParams){true, drawn, IMG(image_tripod), WHITE});
}
else if(it->item_kind == ITEM_Boots)
{
draw_quad((DrawParams){true, drawn, IMG(image_boots), WHITE});
}
else if(it->item_kind == ITEM_WhiteSquare)
{
colorquad(true, drawn, WHITE);
}
else
{
assert(false);
}
draw_item(true, it->item_kind, centered_aabb(it->pos,V2(15.0f, 15.0f)), 1.0f);
}
else if (it->is_bullet)
{
@ -3864,9 +3796,141 @@ F cost: G + H
}
}
PROFILE_SCOPE("dialog menu") // big dialog panel draw big dialog panel
{
static float on_screen = 0.0f;
Entity *talking_to = gete(player->talking_to);
on_screen = Lerp(on_screen, unwarped_dt*9.0f, talking_to ? 1.0f : 0.0f);
{
float panel_width = screen_size().x * 0.4f * on_screen;
AABB panel_aabb = (AABB){.upper_left = V2(0.0f, screen_size().y), .lower_right = V2(panel_width, 0.0f)};
float alpha = 1.0f;
if(aabb_is_valid(panel_aabb))
{
if(!choosing_item_grid && pressed.mouse_down && !has_point(panel_aabb, mouse_pos))
{
player->state = CHARACTER_IDLE;
}
draw_quad((DrawParams){false, quad_aabb(panel_aabb), IMG(image_white_square), blendalpha(BLACK, 0.7f)});
// apply padding
float padding = 0.1f * screen_size().y;
panel_width -= padding * 2.0f;
panel_aabb.upper_left = AddV2(panel_aabb.upper_left, V2(padding, -padding));
panel_aabb.lower_right = AddV2(panel_aabb.lower_right, V2(-padding, padding));
// draw button
float space_btwn_buttons = 20.0f;
float text_scale = 1.0f;
const float num_buttons = 2.0f;
Vec2 button_size = V2(
(panel_width - (num_buttons - 1.0f)*space_btwn_buttons)/num_buttons,
(panel_aabb.upper_left.y - panel_aabb.lower_right.y)*0.2f
);
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))
{
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"))
{
choosing_item_grid = true;
}
const float dialog_text_scale = 1.0f;
AABB dialog_text_aabb = panel_aabb;
dialog_text_aabb.lower_right.y += button_grid_height + 20.0f; // a little bit of padding because the buttons go up
float new_line_height = dialog_text_aabb.lower_right.y;
if(talking_to)
{
Dialog dialog = produce_dialog(talking_to, true);
if(dialog.cur_index > 0)
{
for(int i = dialog.cur_index - 1; i >= 0; i--)
{
DialogElement *it = &dialog.data[i];
{
Color *colors = calloc(sizeof(*colors), it->s.cur_index);
for(int char_i = 0; char_i < it->s.cur_index; char_i++)
{
if(it->is_player)
{
colors[char_i] = WHITE;
}
else
{
colors[char_i] = colhex(0x34e05c);
}
colors[char_i] = blendalpha(colors[char_i], alpha);
}
float measured_line_height = draw_wrapped_text((WrappedTextParams){true, V2(dialog_text_aabb.upper_left.X, new_line_height), dialog_text_aabb.lower_right.X - dialog_text_aabb.upper_left.X, it->s.data, colors, dialog_text_scale, dialog_text_aabb, .screen_space = true});
new_line_height += (new_line_height - measured_line_height);
draw_wrapped_text((WrappedTextParams){false, V2(dialog_text_aabb.upper_left.X, new_line_height), dialog_text_aabb.lower_right.X - dialog_text_aabb.upper_left.X, it->s.data, colors, dialog_text_scale, dialog_text_aabb, .screen_space = true});
free(colors);
}
}
}
}
}
}
}
// translucent
draw_all_translucent();
// item grid modal draw item grid
{
static float visible = 0.0f;
float target = 0.0f;
if(choosing_item_grid) target = 1.0f;
visible = Lerp(visible, unwarped_dt*9.0f, target);
if(player->state != CHARACTER_TALKING)
{
choosing_item_grid = false;
}
draw_quad((DrawParams){false, quad_at(V2(0.0,screen_size().y), screen_size()), IMG(image_white_square), blendalpha(oflightness(0.2f), visible*0.4f), .y_coord_sorting = Y_COORD_IN_FRONT});
Vec2 grid_panel_size = LerpV2(V2(0.0f, 0.0f), visible, V2(screen_size().x*0.75f, screen_size().y * 0.75f));
AABB grid_aabb = centered_aabb(MulV2F(screen_size(), 0.5f), grid_panel_size);
if(choosing_item_grid && pressed.mouse_down && !has_point(grid_aabb, mouse_pos))
{
choosing_item_grid = false;
}
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});
Vec2 cursor = AddV2(grid_aabb.upper_left, V2(padding, -padding));
BUFF_ITER(ItemKind, &player->held_items)
{
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)
{
cursor.y += item_icon_size.y + padding;
cursor.x = grid_aabb.upper_left.x + padding;
}
}
}
}
// ui
#define HELPER_SIZE 250.0f
if(!mobile_controls)

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