add basic button ui
This commit is contained in:
parent
28b5a476bf
commit
f7e3698cb1
@ -3,6 +3,7 @@ const std = @import("std");
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const Allocator = std.mem.Allocator;
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const assert = std.debug.assert;
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const PlayerInput = @import("player-input.zig");
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const UI = @import("./ui.zig");
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const friction = 0.99;
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const walkForce = 4000;
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@ -51,12 +52,20 @@ const Enemy = struct {
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return Enemy{
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.position = position,
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.health = 5.0,
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.color = rl.ORANGE,
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.color = rl.GOLD,
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.size = 50.0,
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.acceleration = 3000,
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.maxSpeed = 50,
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};
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}
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fn vulnerable(self: Enemy) bool {
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return self.invincibility == 0;
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}
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fn alive(self: Enemy) bool {
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return self.health > 0;
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}
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};
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const Player = struct {
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@ -64,6 +73,24 @@ const Player = struct {
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velocity: rl.Vector2 = rl.Vector2.zero(),
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acceleration: rl.Vector2 = rl.Vector2.zero(),
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handDirection: rl.Vector2 = rl.Vector2{ .x = 1, .y = 0 },
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input: PlayerInput = PlayerInput.init(),
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health: u32 = 3,
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dead: bool = false,
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invincibility: f32 = 0,
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fn getHandPosition(self: *const Player) rl.Vector2 {
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return self.position.add(self.handDirection.scale(handDistance));
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}
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fn alive(self: Player) bool {
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return self.health > 0;
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}
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fn vulnerable(self: Player) bool {
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return self.invincibility == 0;
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}
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};
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const Rope = struct {
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@ -153,6 +180,14 @@ const Rope = struct {
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pos.* = pos.add(offset.scale(0.01));
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}
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}
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fn lastNodePosition(self: *Rope) rl.Vector2 {
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return self.nodePositions.get(self.nodePositions.len-1);
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}
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fn lastNodeVelocity(self: *Rope) rl.Vector2 {
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return self.nodeVelocities.get(self.nodeVelocities.len-1);
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}
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};
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allocator: Allocator,
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@ -161,9 +196,12 @@ prng: std.rand.DefaultPrng,
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enemyTimer: f32 = 0,
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spawnedEnemiesCount: u32 = 0,
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killCount: u32 = 0,
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timePassed: f32 = 0,
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enemies: std.ArrayList(Enemy),
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player: Player,
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rope: Rope,
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ui: UI,
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should_close: bool = false,
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camera: rl.Camera2D,
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@ -173,14 +211,17 @@ pub fn init(allocator: Allocator) Self {
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var playerPosition = rl.Vector2{ .x = 0, .y = 0 };
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var ropeSize: f32 = 200;
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var handPosition = playerPosition.add(rl.Vector2{ .x = handDistance, .y = 0});
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var player = Player{ .position = playerPosition };
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player.input.activate();
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return Self {
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.allocator = allocator,
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.prng = std.rand.DefaultPrng.init(@bitCast(std.time.timestamp())),
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.enemies = std.ArrayList(Enemy).init(allocator),
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.player = .{ .position = playerPosition },
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.player = player,
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.rope = Rope.init(handPosition, handPosition.add(.{ .x = ropeSize, .y = 0.002 }), 10),
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.camera = .{ .target = playerPosition }
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.camera = .{ .target = playerPosition },
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.ui = UI.init()
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};
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}
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@ -189,10 +230,40 @@ pub fn reset(self: *Self) void {
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self.* = Self.init(self.allocator);
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}
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pub fn deinit(self: Self) void {
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pub fn deinit(self: *Self) void {
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self.player.input.deactivate();
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self.enemies.deinit();
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}
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fn tickPlayer(self: *Self) void {
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const dt = rl.GetFrameTime();
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var player = &self.player;
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var rope = &self.rope;
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player.acceleration = rl.Vector2.zero();
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if (player.alive()) {
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player.handDirection = player.input.getHandPosition();
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const moveDir = player.input.getWalkDirection();
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player.acceleration = moveDir;
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player.acceleration = rl.Vector2Scale(player.acceleration, walkForce);
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}
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player.velocity = rl.Vector2Add(player.velocity, rl.Vector2Scale(player.acceleration, dt));
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player.velocity = rl.Vector2ClampValue(player.velocity, 0, maxSpeed);
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player.velocity = rl.Vector2Scale(player.velocity, std.math.pow(f32, (1 - friction), dt));
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player.position = rl.Vector2Add(player.position, rl.Vector2Scale(player.velocity, dt));
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const handPosition = player.getHandPosition();
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const rope_root_node: rl.Vector2 = rope.nodePositions.get(0);
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rope.nodePositions.set(0, rope_root_node.lerp(handPosition, 0.25));
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rope.update(dt);
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}
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fn tickEnemies(self: *Self) !void {
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var rng = self.prng.random();
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const dt = rl.GetFrameTime();
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@ -205,21 +276,41 @@ fn tickEnemies(self: *Self) !void {
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self.enemyTimer = 0.5 + rng.float(f32) * 2;
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self.spawnedEnemiesCount += 1;
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const enemyPosition = rl.Vector2.randomOnUnitCircle(rng).scale(400);
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try enemies.append(Enemy.initNormal(enemyPosition));
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try enemies.append(Enemy.initStrong(enemyPosition));
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}
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const deathBallPosition = rope.lastNodePosition();
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for (enemies.items) |*enemy| {
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const toPlayer = player.position.sub(enemy.position);
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if (toPlayer.length() <= playerSize + enemy.size) {
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self.reset();
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return;
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if (player.vulnerable() and toPlayer.length() <= playerSize + enemy.size) {
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self.damagePlayer();
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}
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if (enemy.vulnerable() and rl.Vector2Distance(enemy.position, deathBallPosition) < enemy.size + deathBallSize) {
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self.damageEnemy(enemy);
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}
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var acceleration = rl.Vector2.zero();
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if (enemy.stunned == 0) {
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const directionToPlayer = toPlayer.normalize();
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enemy.velocity = enemy.velocity.add(directionToPlayer.scale(enemy.acceleration * dt));
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acceleration = acceleration.add(directionToPlayer);
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}
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var enemyPushForce = rl.Vector2.zero();
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for (enemies.items) |*otherEnemy| {
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if (otherEnemy == enemy) continue;
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const difference = enemy.position.sub(otherEnemy.position);
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const enemyDistance = difference.length();
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if (otherEnemy.size + enemy.size > enemyDistance*1.2) {
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enemyPushForce = enemyPushForce.add(difference.normalize());
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}
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}
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acceleration = acceleration.add(enemyPushForce);
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enemy.velocity = enemy.velocity.add(acceleration.scale(enemy.acceleration * dt));
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enemy.velocity = rl.Vector2ClampValue(enemy.velocity, 0, enemy.maxSpeed);
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enemy.velocity = rl.Vector2Scale(enemy.velocity, std.math.pow(f32, (1 - enemyFriction), dt));
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enemy.position = enemy.position.add(enemy.velocity.scale(dt));
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@ -228,27 +319,15 @@ fn tickEnemies(self: *Self) !void {
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enemy.stunned = @max(0, enemy.stunned - dt);
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}
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const deathBallPosition = rope.nodePositions.get(rope.nodePositions.len-1);
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const deathBallVelocity = rope.nodeVelocities.get(rope.nodePositions.len-1);
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{
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{ // Remove dead enemies
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var i: usize = 0;
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while (i < enemies.items.len) {
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const enemy = &enemies.items[i];
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if (enemy.invincibility == 0) {
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if (rl.Vector2Distance(enemy.position, deathBallPosition) < enemy.size + deathBallSize) {
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enemy.health -= 1;
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enemy.invincibility = 0.5;
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enemy.stunned = 0.75;
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enemy.velocity = deathBallVelocity.scale(20000);
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}
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if (enemy.health == 0) {
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self.killCount += 1;
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_ = enemies.swapRemove(i);
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continue;
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}
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if (enemy.health == 0) {
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self.killCount += 1;
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_ = enemies.swapRemove(i);
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continue;
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}
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i += 1;
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@ -256,55 +335,202 @@ fn tickEnemies(self: *Self) !void {
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}
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}
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fn damagePlayer(self: *Self) void {
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if (self.player.alive()) {
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self.player.health -= 1;
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}
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if (!self.player.alive()) {
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self.player.input.deactivate();
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}
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}
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fn damageEnemy(self: *Self, enemy: *Enemy) void {
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const deathBallVelocity = self.rope.lastNodeVelocity();
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if (enemy.alive()) {
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enemy.health -= 1;
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}
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enemy.invincibility = 0.5;
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enemy.stunned = 0.75;
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enemy.velocity = deathBallVelocity.scale(20000);
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}
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fn getScreenSize() rl.Vector2 {
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return rl.Vector2{
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.x = @floatFromInt(rl.GetScreenWidth()),
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.y = @floatFromInt(rl.GetScreenHeight())
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};
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}
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fn allocDrawText(
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allocator: Allocator,
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comptime fmt: []const u8,
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fmt_args: anytype,
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x: i32,
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y: i32,
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font_size: i32,
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color: rl.Color,
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) !void {
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const text = try std.fmt.allocPrintZ(allocator, fmt, fmt_args);
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defer allocator.free(text);
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rl.DrawText(text, x, y, font_size, color);
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}
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const UIBox = struct {
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x: f32,
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y: f32,
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width: f32,
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height: f32,
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fn init(x: f32, y: f32, width: f32, height: f32) UIBox {
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return UIBox{
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.x = x,
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.y = y,
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.width = width,
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.height = height,
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};
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}
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fn initScreen() UIBox {
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const width: f32 = @floatFromInt(rl.GetScreenWidth());
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const height: f32 = @floatFromInt(rl.GetScreenHeight());
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return UIBox.init(0, 0, width, height);
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}
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fn box(self: UIBox, x: f32, y: f32, width: f32, height: f32) UIBox {
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return UIBox.init(self.x + x, self.y + y, width, height);
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}
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fn rect(self: UIBox) rl.Rectangle {
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return rl.Rectangle{
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.x = self.x,
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.y = self.y,
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.width = self.width,
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.height = self.height,
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};
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}
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fn left(self: UIBox) f32 {
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return self.x;
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}
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fn center(self: UIBox) f32 {
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return self.x + self.width/2;
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}
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fn right(self: UIBox) f32 {
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return self.x + self.width;
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}
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fn top(self: UIBox) f32 {
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return self.y;
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}
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fn middle(self: UIBox) f32 {
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return self.y + self.height/2;
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}
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fn bottom(self: UIBox) f32 {
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return self.y + self.height;
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}
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fn center_top(self: UIBox) rl.Vector2 {
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return rl.Vector2{ .x = self.center(), .y = self.top() };
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}
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fn center_middle(self: UIBox) rl.Vector {
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return rl.Vector2{ .x = self.center(), .y = self.middle() };
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}
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fn margin(self: UIBox, amount: f32) UIBox {
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return UIBox.init(self.x + amount, self.y + amount, self.width - 2*amount, self.height - 2*amount);
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}
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};
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fn tickUI(self: *Self) !void {
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self.ui.begin();
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defer self.ui.end();
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var allocator = self.allocator;
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const screen_box = UIBox.initScreen();
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const font = rl.GetFontDefault();
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try allocDrawText(allocator, "{d}", .{self.spawnedEnemiesCount}, 10, 10, 24, rl.RED);
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try allocDrawText(allocator, "{d}", .{self.killCount}, 10, 30, 24, rl.GREEN);
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const minutes_text = try std.fmt.allocPrint(allocator, "{d:.0}", .{self.timePassed/60});
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defer allocator.free(minutes_text);
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const seconds_text = try std.fmt.allocPrint(allocator, "{d:.3}", .{@mod(self.timePassed, 60)});
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defer allocator.free(seconds_text);
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const time_passed_text = try std.mem.concatWithSentinel(allocator, u8, &.{ minutes_text, ":", seconds_text }, 0);
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defer allocator.free(time_passed_text);
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const minutes_text_z = try std.mem.concatWithSentinel(allocator, u8, &.{ minutes_text }, 0);
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defer allocator.free(minutes_text_z);
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const font_size = 48;
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const time_passed_width: f32 = @floatFromInt(rl.MeasureText(minutes_text_z, font_size) + rl.MeasureText(":000", font_size));
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const time_passed_pos = screen_box.center_top().add(.{ .x = -time_passed_width/2, .y = 30 });
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rl.DrawTextEx(
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font,
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time_passed_text,
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time_passed_pos,
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font_size,
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4.8,
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rl.GREEN
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);
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if (!self.player.alive()) {
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const modal_size = rl.Vector2{ .x = 200, .y = 400 };
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const modal = screen_box.box(
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screen_box.center() - modal_size.x/2,
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screen_box.middle() - modal_size.y/2,
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modal_size.x,
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modal_size.y
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);
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const content = modal.margin(10);
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rl.DrawRectangleRec(modal.rect(), rl.RAYWHITE);
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UI.drawTextAligned(
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font,
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"You died!",
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content.center_top().add(.{ .x = 0, .y = 30 }),
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30,
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rl.BLACK
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);
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if (self.ui.button("Restart?", content.left(), content.top() + 70, content.width, 30)) {
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self.reset();
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}
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if (self.ui.button("Exit?", content.left(), content.top() + 120, content.width, 30)) {
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self.should_close = true;
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}
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}
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}
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pub fn tick(self: *Self) !void {
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rl.ClearBackground(rl.BLACK);
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const screenWidth: f32 = @floatFromInt(rl.GetScreenWidth());
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const screenHeight: f32 = @floatFromInt(rl.GetScreenHeight());
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const screenSize = getScreenSize();
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self.camera.offset.x = screenWidth/2;
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self.camera.offset.y = screenHeight/2;
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self.camera.offset.x = screenSize.x/2;
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self.camera.offset.y = screenSize.y/2;
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self.camera.target = self.player.position;
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const dt = rl.GetFrameTime();
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var player = &self.player;
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var enemies = &self.enemies;
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var rope = &self.rope;
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var allocator = self.allocator;
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player.handDirection = PlayerInput.getHandPosition();
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const moveDir = PlayerInput.getWalkDirection();
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player.acceleration = moveDir;
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player.acceleration = rl.Vector2Scale(player.acceleration, walkForce);
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player.velocity = rl.Vector2Add(player.velocity, rl.Vector2Scale(player.acceleration, dt));
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player.velocity = rl.Vector2ClampValue(player.velocity, 0, maxSpeed);
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player.velocity = rl.Vector2Scale(player.velocity, std.math.pow(f32, (1 - friction), dt));
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player.position = rl.Vector2Add(player.position, rl.Vector2Scale(player.velocity, dt));
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const handPosition = player.position.add(player.handDirection.scale(handDistance));
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const rope_root_node: rl.Vector2 = rope.nodePositions.get(0);
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rope.nodePositions.set(0, rope_root_node.lerp(handPosition, 0.25));
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rope.update(dt);
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const deathBallPosition = rope.nodePositions.get(rope.nodePositions.len-1);
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self.tickPlayer();
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try self.tickEnemies();
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{ // UI
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const enemyCountText = try std.fmt.allocPrintZ(allocator, "{d}", .{self.spawnedEnemiesCount});
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defer allocator.free(enemyCountText);
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rl.DrawText(enemyCountText, 10, 10, 24, rl.RED);
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const killCountText = try std.fmt.allocPrintZ(allocator, "{d}", .{self.killCount});
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defer allocator.free(killCountText);
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rl.DrawText(killCountText, 10, 30, 24, rl.GREEN);
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if (self.player.alive()) {
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self.timePassed += rl.GetFrameTime();
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}
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const deathBallPosition = rope.nodePositions.get(rope.nodePositions.len-1);
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const handPosition = player.getHandPosition();
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rl.BeginMode2D(self.camera);
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{
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rl.DrawCircle(0, 0, 5, rl.GOLD);
|
||||
@ -329,13 +555,6 @@ pub fn tick(self: *Self) !void {
|
||||
rl.GREEN
|
||||
);
|
||||
|
||||
rl.DrawCircle(
|
||||
@intFromFloat(player.position.x + moveDir.x * maxSpeed),
|
||||
@intFromFloat(player.position.y + moveDir.y * maxSpeed),
|
||||
5,
|
||||
rl.GREEN
|
||||
);
|
||||
|
||||
for (enemies.items) |*enemy| {
|
||||
var color = enemy.color;
|
||||
if (enemy.invincibility > 0 and @rem(enemy.invincibility, 0.2) < 0.1) {
|
||||
@ -380,4 +599,6 @@ pub fn tick(self: *Self) !void {
|
||||
);
|
||||
}
|
||||
rl.EndMode2D();
|
||||
|
||||
try self.tickUI();
|
||||
}
|
||||
|
@ -10,13 +10,13 @@ pub fn main() !void {
|
||||
|
||||
rl.SetTargetFPS(60);
|
||||
rl.InitWindow(1200, 1200, "Step kill");
|
||||
rl.DisableCursor();
|
||||
rl.SetExitKey(.KEY_NULL);
|
||||
defer rl.CloseWindow();
|
||||
|
||||
var scene = MainScene.init(allocator);
|
||||
defer scene.deinit();
|
||||
|
||||
while (!rl.WindowShouldClose()) {
|
||||
while (!rl.WindowShouldClose() and !scene.should_close) {
|
||||
rl.BeginDrawing();
|
||||
defer rl.EndDrawing();
|
||||
|
||||
|
@ -1,11 +1,18 @@
|
||||
const rl = @import("raylib");
|
||||
const std = @import("std");
|
||||
|
||||
const gamepad: i32 = 0;
|
||||
gamepad: i32 = 0,
|
||||
active: bool = false,
|
||||
|
||||
last_hand_position: rl.Vector2 = rl.Vector2.zero(),
|
||||
mouse_hand_position: rl.Vector2 = rl.Vector2.zero(),
|
||||
|
||||
var mouseHandPosition: rl.Vector2 = .{ .x = 0, .y = 0 };
|
||||
const mouseHandRadius = 100.0;
|
||||
|
||||
pub fn init() @This() {
|
||||
return @This(){};
|
||||
}
|
||||
|
||||
fn clampVector(vec: rl.Vector2) rl.Vector2 {
|
||||
if (vec.length2() > 1) {
|
||||
return vec.normalize();
|
||||
@ -30,10 +37,10 @@ fn getKeyboardWalkDirection() rl.Vector2 {
|
||||
dx += 1;
|
||||
}
|
||||
|
||||
return rl.Vector2{ .x = dx, .y = dy };
|
||||
return (rl.Vector2{ .x = dx, .y = dy }).normalize();
|
||||
}
|
||||
|
||||
fn getGamepadWalkDirection() ?rl.Vector2 {
|
||||
fn getGamepadWalkDirection(gamepad: i32) ?rl.Vector2 {
|
||||
if (!rl.IsGamepadAvailable(gamepad)) {
|
||||
return null;
|
||||
}
|
||||
@ -48,16 +55,20 @@ fn getGamepadWalkDirection() ?rl.Vector2 {
|
||||
return clampVector(.{ .x = x, .y = y });
|
||||
}
|
||||
|
||||
pub fn getWalkDirection() rl.Vector2 {
|
||||
var walkDirection = getKeyboardWalkDirection().normalize();
|
||||
if (getGamepadWalkDirection()) |dir| {
|
||||
walkDirection = dir;
|
||||
pub fn getWalkDirection(self: *@This()) rl.Vector2 {
|
||||
if (!self.active) {
|
||||
return rl.Vector2.zero();
|
||||
}
|
||||
|
||||
return walkDirection;
|
||||
var walk_direction = getKeyboardWalkDirection();
|
||||
if (getGamepadWalkDirection(self.gamepad)) |dir| {
|
||||
walk_direction = dir;
|
||||
}
|
||||
|
||||
return walk_direction;
|
||||
}
|
||||
|
||||
fn getGamepadHandPosition() ?rl.Vector2 {
|
||||
fn getGamepadHandPosition(gamepad: i32) ?rl.Vector2 {
|
||||
if (!rl.IsGamepadAvailable(gamepad)) {
|
||||
return null;
|
||||
}
|
||||
@ -72,19 +83,35 @@ fn getGamepadHandPosition() ?rl.Vector2 {
|
||||
return clampVector(.{ .x = x, .y = y });
|
||||
}
|
||||
|
||||
fn getMouseHandPosition() rl.Vector2 {
|
||||
const mouseDelta = rl.GetMouseDelta();
|
||||
fn getMouseHandPosition(self: *@This()) rl.Vector2 {
|
||||
const mouse_delta = rl.GetMouseDelta();
|
||||
|
||||
mouseHandPosition = clampVector(mouseHandPosition.add(mouseDelta.scale(1.0/mouseHandRadius)));
|
||||
|
||||
return mouseHandPosition;
|
||||
self.mouse_hand_position = clampVector(self.mouse_hand_position.add(mouse_delta.scale(1.0/mouseHandRadius)));
|
||||
return self.mouse_hand_position;
|
||||
}
|
||||
|
||||
pub fn getHandPosition() rl.Vector2 {
|
||||
var handPosition = getMouseHandPosition();
|
||||
if (getGamepadHandPosition()) |pos| {
|
||||
handPosition = pos;
|
||||
pub fn getHandPosition(self: *@This()) rl.Vector2 {
|
||||
if (!self.active) {
|
||||
return self.last_hand_position;
|
||||
}
|
||||
|
||||
return clampVector(handPosition);
|
||||
var hand_position = self.getMouseHandPosition();
|
||||
if (getGamepadHandPosition(self.gamepad)) |pos| {
|
||||
hand_position = pos;
|
||||
}
|
||||
|
||||
self.last_hand_position = hand_position;
|
||||
return hand_position;
|
||||
}
|
||||
|
||||
pub fn activate(self: *@This()) void {
|
||||
if (self.active) return;
|
||||
rl.DisableCursor();
|
||||
self.active = true;
|
||||
}
|
||||
|
||||
pub fn deactivate(self: *@This()) void {
|
||||
if (!self.active) return;
|
||||
rl.EnableCursor();
|
||||
self.active = false;
|
||||
}
|
||||
|
121
src/ui.zig
Normal file
121
src/ui.zig
Normal file
@ -0,0 +1,121 @@
|
||||
const rl = @import("raylib");
|
||||
const std = @import("std");
|
||||
|
||||
const gamepad: i32 = 0;
|
||||
|
||||
selected_button: i32 = -1,
|
||||
last_button_idx: u32 = 0,
|
||||
button_count: u32 = 0,
|
||||
|
||||
was_mouse_hot: bool = false,
|
||||
is_down: bool = false,
|
||||
is_released: bool = false,
|
||||
first_render: bool = true,
|
||||
|
||||
pub fn init() @This() {
|
||||
return @This(){};
|
||||
}
|
||||
|
||||
fn didMouseMove() bool {
|
||||
const mouse_delta = rl.GetMouseDelta();
|
||||
return (mouse_delta.x != 0 or mouse_delta.y != 0) and !rl.IsCursorHidden();
|
||||
}
|
||||
|
||||
pub fn button(self: *@This(), text: [:0]const u8, x: f32, y: f32, width: f32, height: f32) bool {
|
||||
const button_idx = self.last_button_idx;
|
||||
self.last_button_idx += 1;
|
||||
self.button_count += 1;
|
||||
|
||||
if (didMouseMove() and isMouseInBounds(x, y, width, height)) {
|
||||
self.selected_button = @intCast(button_idx);
|
||||
self.was_mouse_hot = true;
|
||||
}
|
||||
|
||||
var is_hot = self.selected_button == @as(i32, @intCast(button_idx));
|
||||
|
||||
const rect = rl.Rectangle{
|
||||
.x = x,
|
||||
.y = y,
|
||||
.width = width,
|
||||
.height = height,
|
||||
};
|
||||
if (is_hot and self.is_down) {
|
||||
rl.DrawRectangleRec(rect, rl.RED);
|
||||
} else if (is_hot) {
|
||||
rl.DrawRectangleRec(rect, rl.ORANGE);
|
||||
} else {
|
||||
rl.DrawRectangleRec(rect, rl.GREEN);
|
||||
}
|
||||
|
||||
drawTextAligned(rl.GetFontDefault(), text, .{ .x = x + width/2, .y = y + height/2 }, height * 0.8, rl.BLACK);
|
||||
|
||||
return is_hot and self.is_released;
|
||||
}
|
||||
|
||||
pub fn begin(self: *@This()) void {
|
||||
if (self.first_render and self.button_count > 0) {
|
||||
if (rl.IsGamepadAvailable(gamepad)) {
|
||||
self.selected_button = 0;
|
||||
}
|
||||
self.first_render = false;
|
||||
}
|
||||
|
||||
self.last_button_idx = 0;
|
||||
|
||||
self.was_mouse_hot = false;
|
||||
self.is_down = false;
|
||||
self.is_released = false;
|
||||
|
||||
if (rl.IsGamepadAvailable(gamepad)) {
|
||||
const btn = rl.GamepadButton.GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
|
||||
self.is_down = self.is_down or rl.IsGamepadButtonDown(gamepad, btn);
|
||||
self.is_released = self.is_released or rl.IsGamepadButtonReleased(gamepad, btn);
|
||||
|
||||
if (self.button_count > 0) {
|
||||
const pressed_down = rl.IsGamepadButtonPressed(gamepad, .GAMEPAD_BUTTON_LEFT_FACE_DOWN);
|
||||
const pressed_up = rl.IsGamepadButtonPressed(gamepad, .GAMEPAD_BUTTON_LEFT_FACE_UP);
|
||||
if ((pressed_up or pressed_down) and self.selected_button == -1) {
|
||||
self.selected_button = 0;
|
||||
} else {
|
||||
if (pressed_down) {
|
||||
self.selected_button = @mod(self.selected_button + 1, @as(i32, @intCast(self.button_count)));
|
||||
}
|
||||
if (pressed_up) {
|
||||
self.selected_button = @mod(self.selected_button - 1, @as(i32, @intCast(self.button_count)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!rl.IsCursorHidden()) {
|
||||
const btn = rl.MouseButton.MOUSE_BUTTON_LEFT;
|
||||
self.is_down = self.is_down or rl.IsMouseButtonDown(btn);
|
||||
self.is_released = self.is_released or rl.IsMouseButtonReleased(btn);
|
||||
}
|
||||
|
||||
self.button_count = 0;
|
||||
}
|
||||
|
||||
pub fn end(self: *@This()) void {
|
||||
if (!self.was_mouse_hot and didMouseMove()) {
|
||||
self.selected_button = -1;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn drawTextAligned(
|
||||
font: rl.Font,
|
||||
text: [*:0]const u8,
|
||||
position: rl.Vector2,
|
||||
font_size: f32,
|
||||
tint: rl.Color,
|
||||
) void {
|
||||
const default_font_size: f32 = 10;
|
||||
const spacing: f32 = @max(font_size/default_font_size, 1);
|
||||
const text_size = rl.MeasureTextEx(font, text, font_size, spacing);
|
||||
rl.DrawTextEx(font, text, position.sub(text_size.scale(0.5)), font_size, spacing, tint);
|
||||
}
|
||||
|
||||
fn isMouseInBounds(x: f32, y: f32, width: f32, height: f32) bool {
|
||||
const pos = rl.GetMousePosition();
|
||||
return (x <= pos.x and pos.x <= x + width) and (y <= pos.y and pos.y <= y + height);
|
||||
}
|
Loading…
Reference in New Issue
Block a user