Separate menu_list, working pause menu

This commit is contained in:
Nefrace 2024-09-09 17:48:24 +03:00
parent 0288abeb63
commit 4c6a476a49
4 changed files with 114 additions and 97 deletions

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@ -59,6 +59,10 @@ game_update :: proc(state: ^GameState, delta: f32) {
using game
if rl.IsKeyPressed(rl.KeyboardKey.ESCAPE) {
pause := pause_init(game)
stack_push(pause)
}
pad_update(&game.pad, delta)
if rl.IsKeyPressed(rl.KeyboardKey.SPACE) {
for &ball, i in balls {

View File

@ -21,19 +21,21 @@ menu_strings := [Menu_Buttons]cstring {
Menu :: struct {
using state: GameState,
menu_pos: Vec2,
menu_element_offset: f32,
active_element: Menu_Buttons,
active_marker: Vec2,
marker_tween: ^Tween,
list: MenuList(Menu_Buttons),
}
menu_init :: proc(prev: ^GameState = nil) -> ^GameState {
state := new(Menu)
state.variant = state
state.menu_pos = {300, 300}
state.menu_element_offset = 60
state.active_marker = state.menu_pos + Vec2{0, f32(state.active_element) * state.menu_element_offset}
state.list = MenuList(Menu_Buttons){
state = state,
position = {300, 300},
line_size = 60,
font_size = 42,
elements = &menu_strings,
menu_pressed = menu_button_pressed
}
state.update = menu_update
state.draw = menu_draw
state.free = menu_free
@ -44,41 +46,20 @@ menu_init :: proc(prev: ^GameState = nil) -> ^GameState {
menu_update :: proc(state: ^GameState, delta: f32) {
menu := transmute(^Menu)state
menu_list_update(&menu.list)
}
prev_element := cast(i8)menu.active_element
cur_element := prev_element
if rl.IsKeyPressed(rl.KeyboardKey.DOWN) {
cur_element += 1
}
if rl.IsKeyPressed(rl.KeyboardKey.UP) {
cur_element -= 1
}
if prev_element != cur_element {
if cur_element < 0 { cur_element = len(Menu_Buttons) -1 }
if cur_element == len(Menu_Buttons) { cur_element = 0 }
menu.active_element = cast(Menu_Buttons)cur_element
if menu.marker_tween != nil {
tween_cancel(menu.marker_tween)
}
menu.marker_tween = tween_to(
&menu.active_marker.y,
menu.menu_pos.y + f32(menu.active_element) * menu.menu_element_offset,
0.5,
ease.Ease.Back_Out,
)
}
if rl.IsKeyPressed(rl.KeyboardKey.ENTER) || rl.IsKeyPressed(rl.KeyboardKey.SPACE) {
switch menu.active_element {
case .START:
game := game_init(state)
stack_push(game)
case .FULLSCREEN:
case .HOW_TO_PLAY:
case .EXIT:
WindowShouldExit = true
return
}
menu_button_pressed :: proc(state: ^GameState, el: Menu_Buttons) {
switch el {
case .START:
game := game_init(state)
stack_push(game)
case .FULLSCREEN:
case .HOW_TO_PLAY:
case .EXIT:
WindowShouldExit = true
return
}
}
@ -91,11 +72,8 @@ menu_draw :: proc(state: ^GameState) {
TitleSize := rl.MeasureTextEx(FontTitle, TitleText, TitleFontSize, TitleSpacing)
rl.DrawTextPro(FontTitle, "ARKADODGE", {WINDOWF.x - 50, 50}, {TitleSize.x, 0}, 0, 96, 3, rl.WHITE)
rl.DrawTextEx(FontUI, ">", menu.active_marker + {-30, 0}, 48, 2, rl.WHITE)
for el, i in menu_strings {
pos := menu.menu_pos + {0, f32(i) * menu.menu_element_offset}
rl.DrawTextEx(FontUI, el, pos, 48, 2, rl.WHITE)
}
menu_list_draw(&menu.list)
}
menu_free :: proc(state: ^GameState) {

55
menu_list.odin Normal file
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@ -0,0 +1,55 @@
package main
import rl "vendor:raylib"
import "core:math/ease"
MenuList :: struct($T: typeid) {
state: ^GameState,
position: Vec2,
line_size: f32,
font_size: f32,
active_element: T,
active_marker: Vec2,
tween: ^Tween,
elements: ^[T]cstring,
menu_pressed: proc(state: ^GameState, element: T),
}
menu_list_update :: proc(list: ^MenuList($T)) {
prev_element := cast(i8)list.active_element
cur_element := prev_element
if rl.IsKeyPressed(rl.KeyboardKey.DOWN) {
cur_element += 1
}
if rl.IsKeyPressed(rl.KeyboardKey.UP) {
cur_element -= 1
}
if prev_element != cur_element {
if cur_element < 0 { cur_element = len(T) -1 }
if cur_element == len(T) { cur_element = 0 }
list.active_element = cast(T)cur_element
if list.tween != nil {
tween_cancel(list.tween)
}
list.tween = tween_to(
&list.active_marker.y,
f32(list.active_element) * list.line_size,
0.5,
ease.Ease.Back_Out,
)
}
if rl.IsKeyPressed(rl.KeyboardKey.ENTER) || rl.IsKeyPressed(rl.KeyboardKey.SPACE) {
list.menu_pressed(list.state, list.active_element)
}
}
menu_list_draw :: proc(list: ^MenuList($T)) {
rl.DrawTextEx(FontUI, ">", list.position + list.active_marker + {-30, 0}, 48, 2, rl.WHITE)
for el, i in list.elements {
pos := list.position + {0, f32(i) * list.line_size}
rl.DrawTextEx(FontUI, el, pos, 48, 2, rl.WHITE)
}
}

View File

@ -11,7 +11,7 @@ Pause_Buttons :: enum {
}
pause_strings := [Pause_Buttons]cstring {
.RESUME = "Старт",
.RESUME = "Продолжить",
.FULLSCREEN = "Полный экран",
.EXIT = "Выход"
}
@ -19,23 +19,24 @@ pause_strings := [Pause_Buttons]cstring {
Pause :: struct {
using state: GameState,
menu_pos: Vec2,
menu_element_offset: f32,
active_element: Pause_Buttons,
active_marker: Vec2,
marker_tween: ^Tween,
list: MenuList(Pause_Buttons)
}
pause_init :: proc(prev: ^GameState = nil) -> ^GameState {
state := new(Pause)
state.variant = state
state.menu_pos = {300, 300}
state.menu_element_offset = 60
state.active_marker = state.menu_pos + Vec2{0, f32(state.active_element) * state.menu_element_offset}
state.update = menu_update
state.draw = menu_draw
state.free = menu_free
state.list = MenuList(Pause_Buttons){
position = {-300, 300},
line_size = 60,
font_size = 42,
elements = &pause_strings,
menu_pressed = pause_button_pressed
}
state.update = pause_update
state.draw = pause_draw
state.free = pause_free
state.previous = prev
tween_to(&state.list.position.x, 300, 1, ease.Ease.Back_Out)
return state
@ -43,56 +44,35 @@ pause_init :: proc(prev: ^GameState = nil) -> ^GameState {
pause_update :: proc(state: ^GameState, delta: f32) {
menu := transmute(^Pause)state
menu_list_update(&menu.list)
}
prev_element := cast(i8)menu.active_element
cur_element := prev_element
if rl.IsKeyPressed(rl.KeyboardKey.DOWN) {
cur_element += 1
}
if rl.IsKeyPressed(rl.KeyboardKey.UP) {
cur_element -= 1
}
if prev_element != cur_element {
if cur_element < 0 { cur_element = len(Pause_Buttons) -1 }
if cur_element == len(Pause_Buttons) { cur_element = 0 }
menu.active_element = cast(Pause_Buttons)cur_element
if menu.marker_tween != nil {
tween_cancel(menu.marker_tween)
}
menu.marker_tween = tween_to(
&menu.active_marker.y,
menu.menu_pos.y + f32(menu.active_element) * menu.menu_element_offset,
0.5,
ease.Ease.Back_Out,
)
}
if rl.IsKeyPressed(rl.KeyboardKey.ENTER) || rl.IsKeyPressed(rl.KeyboardKey.SPACE) {
switch menu.active_element {
case .RESUME:
stack_pop()
case .FULLSCREEN:
case .EXIT:
stack_pop()
stack_pop()
}
pause_button_pressed :: proc(state: ^GameState, el: Pause_Buttons) {
switch el {
case .RESUME:
stack_pop()
case .FULLSCREEN:
case .EXIT:
stack_pop()
stack_pop()
}
}
pause_draw :: proc(state: ^GameState) {
menu := transmute(^Pause)state
if state.previous != nil {
state.previous->draw()
}
TitleFontSize :: 96
TitleSpacing :: 3
TitleText :: "ПАУЗА"
TitleSize := rl.MeasureTextEx(FontTitle, TitleText, TitleFontSize, TitleSpacing)
rl.DrawTextPro(FontTitle, "ARKADODGE", {WINDOWF.x - 50, 50}, {TitleSize.x, 0}, 0, 96, 3, rl.WHITE)
rl.DrawTextPro(FontTitle, "ПАУЗА", {WINDOWF.x - 50, 50}, {TitleSize.x, 0}, 0, 96, 3, rl.WHITE)
rl.DrawTextEx(FontUI, ">", menu.active_marker + {-30, 0}, 48, 2, rl.WHITE)
for el, i in menu_strings {
pos := menu.menu_pos + {0, f32(i) * menu.menu_element_offset}
rl.DrawTextEx(FontUI, el, pos, 48, 2, rl.WHITE)
}
menu_list_draw(&menu.list)
}
pause_free :: proc(state: ^GameState) {