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