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#include "uiContainer.h"
#include "../game.h"
#include "button.h"
#include "raylib.h"
#include "stdlib.h"
#include "stdio.h"
#include "screenIDs.h"
static UiContainer * UiContainerInitEmptyUiContainer(){
UiContainer *uiContainer = malloc(sizeof(UiContainer));
uiContainer->buttonCounter = 0;
uiContainer->selectableCounter = 0;
return uiContainer;
}
// Only for use in UiContainer
static 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;
// WICHTIG, auch wenn der UiContainer gar keine selectables hat!
uiContainer->selectableCounter = 0;
// Methode funktioniert wieso auch immer auch ohne dieses return. C returned Implizit odder was O_o
return uiContainer;
}
// Only for use in UiContainer
static 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;
// WICHTIG, auch wenn der UiContainer gar keine selectables hat!
uiContainer->selectableCounter = 0;
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. GCC returned Implizit odder was O_o
return uiContainer;
}
// Only for use in UiContainer
static 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){20, 300};
int showDescription = 1;
int hasBackground = 1;
int groupOne = 0;
int groupTwo = 1;
int fontSize = 16;
Selectable *selectable1 = SelectableInit(textures, backgroundTextures, hasBackground , &position, "Building",
showDescription, 9, fontSize, SELECTABLE_ID_TEST, groupOne);
position.y += 100;
Selectable *selectable2 = SelectableInit(textures, backgroundTextures, hasBackground,&position, "Building2",
showDescription, 10, fontSize, SELECTABLE_ID_TEST, groupOne);
position.y += 100;
Selectable *selectable3 = SelectableInit(textures, backgroundTextures, hasBackground,&position, "Building3",
showDescription, 10, fontSize, SELECTABLE_ID_TEST, groupOne);
position.y += 100;
Selectable *selectable4 = SelectableInit(textures, backgroundTextures, hasBackground,&position, "Building4",
showDescription, 10, fontSize, SELECTABLE_ID_TEST, groupTwo);
position.x += 100;
Selectable *selectable5 = SelectableInit(textures, backgroundTextures, hasBackground,&position, "Building5",
showDescription, 10, fontSize, SELECTABLE_ID_TEST, groupTwo);
position.x += 100;
Selectable *selectable6 = SelectableInit(textures, backgroundTextures, hasBackground,&position, "Building6",
showDescription, 10, fontSize, SELECTABLE_ID_TEST, groupTwo);
int selectableCounter = 0;
uiContainer->selectables[selectableCounter++] = selectable1;
uiContainer->selectables[selectableCounter++] = selectable2;
uiContainer->selectables[selectableCounter++] = selectable3;
uiContainer->selectables[selectableCounter++] = selectable4;
uiContainer->selectables[selectableCounter++] = selectable5;
uiContainer->selectables[selectableCounter++] = selectable6;
uiContainer->selectableCounter = selectableCounter;
return uiContainer;
}
UiContainer * UiContainerInitUiContainerForScreenID(int id){
switch(id){
case SCREEN_MAINMENU:
return UiContainerInitMainMenuUiContainer();
case SCREEN_GAME:
return UiContainerInitGameUiContainer();
case SCREEN_PAUSE:
return UiContainerInitPauseUiContainer();
default:
printf("WARNING: Creating UiContainer for Screen ID %d (not implemented)\n", id);
return UiContainerInitEmptyUiContainer();
}
}
// Only for use in UiContainer, should not be used on their own
static void UpdateButtons(Game *game, Button **buttons, int buttonCounter){
int i = 0;
for(i=0 ; i < buttonCounter; i++){
ButtonUpdateButtonState(buttons[i]);
if(buttons[i]->state == BUTTON_STATE_RELEASED){
ButtonExecuteButton(buttons[i], game);
}
}
}
// Only for use in UiContainer, should not be used on their own
static void UpdateSelectables(Game *game, Selectable **selectables, int selectableCounter){
int i = 0;
for(i=0 ; i < selectableCounter; i++){
int setState = SelectableUpdateSelectableState(selectables[i]);
// Unselecting every selectable if one is selected
if(setState == SELECTABLE_STATE_SELECTED){
int j;
for(j=0 ; j < selectableCounter; j++){
if(i != j && selectables[j]->groupID == selectables[i]->groupID){
SelectableUnselectSelectable(selectables[j]);
}
}
}
if(selectables[i]->state == SELECTABLE_STATE_SELECTED){
SelectableExecuteSelectable(selectables[i], game);
}
}
}
// Updated alle Buttons und Selectables und führt gegebenenfalls deren Code aus
void UiContainerUpdateUiContainer(UiContainer *uiContainer, Game *game){
UpdateButtons(game, uiContainer->buttons, uiContainer->buttonCounter);
UpdateSelectables(game, uiContainer->selectables, uiContainer->selectableCounter);
}
// Drawed alle Buttons und Selectables
void UiContainerDrawUiContainer(UiContainer *uiContainer){
if(uiContainer == 0) return;
int i = 0;
// Funktion kann genauso wie update auch noch aufgeteilt werden, aktuell aber noch nicht notwendig
for(i=0 ; i < uiContainer->buttonCounter; i++){
ButtonDrawButton(uiContainer->buttons[i]);
}
for(i=0 ; i < uiContainer->selectableCounter; i++){
SelectableDrawSelectable(uiContainer->selectables[i]);
}
}