#include "uiContainer.h" #include "../game.h" #include "button.h" #include "raylib.h" #include "stdlib.h" #include "stdio.h" UiContainer * UiContainerInitPauseUiContainer(){ UiContainer *uiContainer = malloc(sizeof(UiContainer)); Texture2D textures[4] = { LoadTexture("assets/button.png"), //DEFAULT LoadTexture("assets/button_hovered.png"), //HOVERED LoadTexture("assets/button_pressed.png"), //PRESSED LoadTexture("assets/button_pressed.png")}; //RELEASED Vector2 position = (Vector2){GetScreenWidth()/2 - textures[0].width/2, GetScreenHeight()/2 - 50}; int buttonFontSize = 36; Button *continuebutton = ButtonInitButton(textures, &position, "Continue", 9, buttonFontSize, BUTTON_ID_CONTINUE); uiContainer->buttons[0] = continuebutton; uiContainer->buttonCounter = 1; position.y += 250; Button *exitButton = ButtonInitButton(textures, &position, "EXIT", 5, buttonFontSize, BUTTON_ID_EXIT); uiContainer->buttons[1] = exitButton; uiContainer->buttonCounter = 2; // Methode funktioniert wieso auch immer auch ohne dieses return. C returned Implizit odder was O_o return uiContainer; } UiContainer * UiContainerInitMainMenuUiContainer(){ UiContainer *uiContainer = malloc(sizeof(UiContainer)); Texture2D textures[4] = { LoadTexture("assets/button.png"), //DEFAULT LoadTexture("assets/button_hovered.png"), //HOVERED LoadTexture("assets/button_pressed.png"), //PRESSED LoadTexture("assets/button_pressed.png")}; //RELEASED Vector2 position = (Vector2){GetScreenWidth()/2 - textures[0].width/2, GetScreenHeight()/2 - 50}; int buttonFontSize = 36; Button *continuebutton = ButtonInitButton(textures, &position, "Start Game", 11, buttonFontSize, BUTTON_ID_START_GAME); uiContainer->buttons[0] = continuebutton; uiContainer->buttonCounter = 1; position.y += 250; Button *exitButton = ButtonInitButton(textures, &position, "EXIT", 5, buttonFontSize, BUTTON_ID_EXIT); uiContainer->buttons[1] = exitButton; uiContainer->buttonCounter = 2; // Methode funktioniert wieso auch immer auch ohne dieses return. C returned Implizit odder was O_o return uiContainer; } UiContainer * UiContainerInitGameUiContainer(){ UiContainer *uiContainer = malloc(sizeof(UiContainer)); uiContainer->buttonCounter = 0; Texture2D textures[3] = { LoadTexture("assets/selectable.png"), //DEFAULT LoadTexture("assets/selectable.png"), //HOVERED LoadTexture("assets/selectable.png") //SELECTED }; Texture2D backgroundTextures[3] = { LoadTexture("assets/selectable_background.png"), //DEFAULT LoadTexture("assets/selectable_background_hovered.png"), //HOVERED LoadTexture("assets/selectable_background_selected.png") //SELECTED }; Vector2 position = (Vector2){50, 250}; int showDescription = 0; Selectable *selectable1 = SelectableInit(textures, backgroundTextures, 1, &position, "Building", showDescription, 9, 16, SELECTABLE_ID_TEST); position.y += 100; Selectable *selectable2 = SelectableInit(textures, backgroundTextures, 1,&position, "Building2", showDescription, 10, 16, SELECTABLE_ID_TEST); position.y += 100; Selectable *selectable3 = SelectableInit(textures, backgroundTextures, 1,&position, "Building3", showDescription, 10, 16, SELECTABLE_ID_TEST); position.y += 100; Selectable *selectable4 = SelectableInit(textures, backgroundTextures, 1,&position, "Building4", showDescription, 10, 16, SELECTABLE_ID_TEST); position.x += 100; Selectable *selectable5 = SelectableInit(textures, backgroundTextures, 1,&position, "Building5", showDescription, 10, 16, SELECTABLE_ID_TEST); position.x += 100; Selectable *selectable6 = SelectableInit(textures, backgroundTextures, 1,&position, "Building6", showDescription, 10, 16, SELECTABLE_ID_TEST); uiContainer->selectables[0] = selectable1; uiContainer->selectables[1] = selectable2; uiContainer->selectables[2] = selectable3; uiContainer->selectables[3] = selectable4; uiContainer->selectables[4] = selectable5; uiContainer->selectables[5] = selectable6; uiContainer->selectableCounter = 6; return uiContainer; } // Updated alle Buttons und führt gegebenenfalls deren Code aus void UiContainerUpdateUiContainer(UiContainer *uiContainer, Game *game){ int i = 0; for(i=0 ; i < uiContainer->buttonCounter; i++){ ButtonUpdateButtonState(uiContainer->buttons[i]); if(uiContainer->buttons[i]->state == BUTTON_STATE_RELEASED){ ButtonExecuteButton(uiContainer->buttons[i], game); } } for(i=0 ; i < uiContainer->selectableCounter; i++){ int setState = SelectableUpdateSelectableState(uiContainer->selectables[i]); // Unselecting every selectable if one is selected if(setState == SELECTABLE_STATE_SELECTED){ int j; for(j=0 ; j < uiContainer->selectableCounter; j++){ if(i != j){ SelectableUnselectSelectable(uiContainer->selectables[j]); } } } if(uiContainer->selectables[i]->state == SELECTABLE_STATE_SELECTED){ SelectableExecuteSelectable(uiContainer->selectables[i], game); } } } // Drawed alle Buttons void UiContainerDrawUiContainer(UiContainer *uiContainer){ int i = 0; for(i=0 ; i < uiContainer->buttonCounter; i++){ ButtonDrawButton(uiContainer->buttons[i]); } for(i=0 ; i < uiContainer->selectableCounter; i++){ SelectableDrawSelectable(uiContainer->selectables[i]); } }