Add basic start screen

Adding a start screen led to cleaning up some initialisation processes. Dengine
now formally initialises subsystems from the respective .h files instead of
ad-hoc from the main game file.
This commit is contained in:
Doyle Thai 2016-11-27 20:13:33 +11:00
parent c61b2022ce
commit 2fb2e6db5b
10 changed files with 295 additions and 215 deletions

View File

@ -22,6 +22,34 @@
#include "Dengine/OpenGL.h"
#include "Dengine/Platform.h"
void asset_init(AssetManager *assetManager, MemoryArena_ *arena)
{
i32 texAtlasEntries = 8;
assetManager->texAtlas.size = texAtlasEntries;
assetManager->texAtlas.entries =
memory_pushBytes(arena, texAtlasEntries * sizeof(HashTableEntry));
i32 animEntries = 1024;
assetManager->anims.size = animEntries;
assetManager->anims.entries =
memory_pushBytes(arena, animEntries * sizeof(HashTableEntry));
i32 texEntries = 32;
assetManager->textures.size = texEntries;
assetManager->textures.entries =
memory_pushBytes(arena, texEntries * sizeof(HashTableEntry));
/* Create empty 1x1 4bpp black texture */
u32 bitmap = (0xFF << 24) | (0xFF << 16) | (0xFF << 8) | (0xFF << 0);
Texture *tex = asset_getFreeTexSlot(assetManager, arena, "nullTex");
*tex = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap));
i32 audioEntries = 32;
assetManager->audio.size = audioEntries;
assetManager->audio.entries =
memory_pushBytes(arena, audioEntries * sizeof(HashTableEntry));
}
/*
*********************************
* Hash Table Operations

View File

@ -1,32 +1,12 @@
#include "Dengine/Asteroid.h"
#include "Dengine/Debug.h"
void initAssetManager(GameState *state)
INTERNAL void loadGameAssets(GameState *state)
{
AssetManager *assetManager = &state->assetManager;
MemoryArena_ *arena = &state->persistentArena;
i32 texAtlasEntries = 8;
assetManager->texAtlas.size = texAtlasEntries;
assetManager->texAtlas.entries =
memory_pushBytes(arena, texAtlasEntries * sizeof(HashTableEntry));
i32 animEntries = 1024;
assetManager->anims.size = animEntries;
assetManager->anims.entries =
memory_pushBytes(arena, animEntries * sizeof(HashTableEntry));
{ // Init texture assets
i32 texEntries = 32;
assetManager->textures.size = texEntries;
assetManager->textures.entries =
memory_pushBytes(arena, texEntries * sizeof(HashTableEntry));
/* Create empty 1x1 4bpp black texture */
u32 bitmap = (0xFF << 24) | (0xFF << 16) | (0xFF << 8) | (0xFF << 0);
Texture *tex = asset_getFreeTexSlot(assetManager, arena, "nullTex");
*tex = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap));
{ // Init font assets
i32 result =
asset_loadTTFont(assetManager, arena, &state->transientArena,
"C:/Windows/Fonts/Arialbd.ttf", "Arial", 15);
@ -43,12 +23,6 @@ void initAssetManager(GameState *state)
}
{ // Init audio assets
i32 audioEntries = 32;
assetManager->audio.size = audioEntries;
assetManager->audio.entries =
memory_pushBytes(arena, audioEntries * sizeof(HashTableEntry));
i32 result = asset_loadVorbis(assetManager, arena,
"data/audio/Asteroids/bang_large.ogg",
"bang_large");
@ -88,66 +62,6 @@ void initAssetManager(GameState *state)
}
}
void initRenderer(GameState *state, v2 windowSize)
{
AssetManager *assetManager = &state->assetManager;
Renderer *renderer = &state->renderer;
renderer->size = windowSize;
// NOTE(doyle): Value to map a screen coordinate to NDC coordinate
renderer->vertexNdcFactor =
V2(1.0f / renderer->size.w, 1.0f / renderer->size.h);
renderer->groupIndexForVertexBatch = -1;
const mat4 projection =
mat4_ortho(0.0f, renderer->size.w, 0.0f, renderer->size.h, 0.0f, 1.0f);
for (i32 i = 0; i < shaderlist_count; i++)
{
renderer->shaderList[i] = asset_getShader(assetManager, i);
shader_use(renderer->shaderList[i]);
shader_uniformSetMat4fv(renderer->shaderList[i], "projection",
projection);
GL_CHECK_ERROR();
}
renderer->activeShaderId = renderer->shaderList[shaderlist_default];
GL_CHECK_ERROR();
/* Create buffers */
glGenVertexArrays(ARRAY_COUNT(renderer->vao), renderer->vao);
glGenBuffers(ARRAY_COUNT(renderer->vbo), renderer->vbo);
GL_CHECK_ERROR();
// Bind buffers and configure vao, vao automatically intercepts
// glBindCalls and associates the state with that buffer for us
for (enum RenderMode mode = 0; mode < rendermode_count; mode++)
{
glBindVertexArray(renderer->vao[mode]);
glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo[mode]);
glEnableVertexAttribArray(0);
u32 numVertexElements = 4;
u32 stride = sizeof(RenderVertex);
glVertexAttribPointer(0, numVertexElements, GL_FLOAT,
GL_FALSE, stride, (GLvoid *)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
/* Unbind */
GL_CHECK_ERROR();
// TODO(doyle): Lazy allocate render group capacity
renderer->groupCapacity = 4096;
for (i32 i = 0; i < ARRAY_COUNT(renderer->groups); i++)
{
renderer->groups[i].vertexList =
memory_pushBytes(&state->persistentArena,
renderer->groupCapacity * sizeof(RenderVertex));
}
}
#include <stdlib.h>
#include <time.h>
v2 *createAsteroidVertexList(MemoryArena_ *arena, i32 iterations,
@ -434,19 +348,19 @@ INTERNAL void addAsteroidWithSpec(World *world, enum AsteroidSize asteroidSize,
// generated
// to float back into game space
v2 newP = V2i(randX, randY);
if (math_pointInRect(topLeftQuadrant, newP))
if (math_rect_contains_p(topLeftQuadrant, newP))
{
newP.y += midpoint.y;
}
else if (math_pointInRect(botLeftQuadrant, newP))
else if (math_rect_contains_p(botLeftQuadrant, newP))
{
newP.x -= midpoint.x;
}
else if (math_pointInRect(topRightQuadrant, newP))
else if (math_rect_contains_p(topRightQuadrant, newP))
{
newP.y -= midpoint.y;
}
else if (math_pointInRect(botRightQuadrant, newP))
else if (math_rect_contains_p(botRightQuadrant, newP))
{
newP.x += midpoint.x;
}
@ -556,22 +470,11 @@ INTERNAL void deleteEntity(World *world, i32 entityIndex)
world->entityList[--world->entityIndex] = emptyEntity;
}
void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
v2 windowSize, f32 dt)
INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
{
MemoryIndex globalTransientArenaSize =
(MemoryIndex)((f32)memory->transientSize * 0.5f);
memory_arenaInit(&state->transientArena, memory->transient,
globalTransientArenaSize);
World *world = &state->world;
if (!state->init)
if (!world->init)
{
srand((u32)time(NULL));
initAssetManager(state);
initRenderer(state, windowSize);
audio_init(&state->audioManager);
world->pixelsPerMeter = 70.0f;
MemoryIndex entityArenaSize =
@ -580,6 +483,10 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
u8 *arenaBase = state->transientArena.base + state->transientArena.size;
memory_arenaInit(&world->entityArena, arenaBase, entityArenaSize);
world->camera.min = V2(0, 0);
world->camera.max = state->renderer.size;
world->worldSize = state->renderer.size;
{ // Init null entity
Entity *nullEntity = &world->entityList[world->entityIndex++];
nullEntity->id = world->entityIdCounter++;
@ -596,12 +503,12 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
}
{ // Init ship entity
Entity *ship = &world->entityList[world->entityIndex++];
ship->id = world->entityIdCounter++;
ship->pos = V2(100, 100);
ship->size = V2(25.0f, 50.0f);
ship->hitbox = ship->size;
ship->offset = v2_scale(ship->size, -0.5f);
Entity *ship = &world->entityList[world->entityIndex++];
ship->id = world->entityIdCounter++;
ship->pos = math_rect_get_centre(world->camera);
ship->size = V2(25.0f, 50.0f);
ship->hitbox = ship->size;
ship->offset = v2_scale(ship->size, -0.5f);
ship->numVertexPoints = 3;
ship->vertexPoints = memory_pushBytes(
@ -636,20 +543,20 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
entitytype_asteroid_large, TRUE);
}
world->camera.min = V2(0, 0);
world->camera.max = state->renderer.size;
world->worldSize = windowSize;
world->init = TRUE;
world->onInitAsteroidSpawnTimer = 1.0f;
state->init = TRUE;
Font *arial15 = asset_getFont(&state->assetManager, "Arial", 15);
debug_init(&state->persistentArena, windowSize, *arial15);
}
for (u32 i = world->asteroidCounter; i < world->numAsteroids; i++)
addAsteroid(world, (rand() % asteroidsize_count));
platform_processInputBuffer(&state->input, dt);
if (world->onInitAsteroidSpawnTimer > 0)
{
world->onInitAsteroidSpawnTimer -= dt;
}
else
{
for (u32 i = world->asteroidCounter; i < world->numAsteroids; i++)
addAsteroid(world, (rand() % asteroidsize_count));
}
if (platform_queryKey(&state->input.keys[keycode_left_square_bracket],
readkeytype_repeat, 0.2f))
@ -804,7 +711,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
}
else if (entity->type == entitytype_bullet)
{
if (!math_pointInRect(world->camera, entity->pos))
if (!math_rect_contains_p(world->camera, entity->pos))
{
deleteEntity(world, i--);
continue;
@ -991,39 +898,6 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
collideColor, flags);
}
{ // Draw Ui
UiState *uiState = &state->uiState;
MemoryArena_ *transientArena = &state->transientArena;
AssetManager *assetManager = &state->assetManager;
Renderer *renderer = &state->renderer;
InputBuffer *inputBuffer = &state->input;
renderer_rect(renderer, world->camera, V2(0, 0), renderer->size,
V2(0, 0), 0, NULL, V4(0, 0, 0, 0.5f),
renderflag_no_texture);
Font *arial15 = asset_getFontCreateSizeOnDemand(
assetManager, &state->persistentArena, transientArena, "Arial", 15);
Font *arial25 = asset_getFontCreateSizeOnDemand(
assetManager, &state->persistentArena, transientArena, "Arial", 40);
v2 titleP = V2(20, renderer->size.h - 100);
renderer_staticString(renderer, transientArena, arial25,
"Asteroids", titleP, V2(0, 0), 0, V4(1, 0, 0, 1),
0);
userInterface_beginState(uiState);
Rect buttonRect = {V2(20, 20), V2(40, 40)};
#if 1
userInterface_button(uiState, transientArena, assetManager, renderer,
arial15, *inputBuffer, 0, buttonRect,
"test button");
#endif
userInterface_endState(uiState, inputBuffer);
}
for (i32 i = 0; i < world->numAudioRenderers; i++)
{
@ -1031,11 +905,94 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
audio_updateAndPlay(&state->transientArena, &state->audioManager,
audioRenderer);
}
}
INTERNAL void startMenuUpdate(GameState *state, Memory *memory, f32 dt)
{
UiState *uiState = &state->uiState;
MemoryArena_ *transientArena = &state->transientArena;
AssetManager *assetManager = &state->assetManager;
Renderer *renderer = &state->renderer;
World *world = &state->world;
InputBuffer *inputBuffer = &state->input;
Font *arial15 = asset_getFontCreateSizeOnDemand(
assetManager, &state->persistentArena, transientArena, "Arial", 15);
Font *arial25 = asset_getFontCreateSizeOnDemand(
assetManager, &state->persistentArena, transientArena, "Arial", 40);
f32 margin = 20.0f;
f32 padding = 20.0f;
v2 titleP = V2(margin, renderer->size.h - 100 + margin);
renderer_staticString(renderer, transientArena, arial25, "Asteroids",
titleP, V2(0, 0), 0, V4(1, 0, 0, 1), 0);
userInterface_beginState(uiState);
Rect buttonRect = {0};
buttonRect.min = V2(margin, margin);
buttonRect.max = V2(margin + 100, margin + 40);
buttonRect = math_rect_shift(buttonRect, V2(0, titleP.y - 100));
if (userInterface_button(uiState, transientArena, assetManager, renderer,
arial15, *inputBuffer, 1, buttonRect,
"Start Game"))
{
state->appState = appstate_game;
}
userInterface_endState(uiState, inputBuffer);
}
void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
v2 windowSize, f32 dt)
{
MemoryIndex globalTransientArenaSize =
(MemoryIndex)((f32)memory->transientSize * 0.5f);
memory_arenaInit(&state->transientArena, memory->transient,
globalTransientArenaSize);
if (!state->init)
{
srand((u32)time(NULL));
asset_init(&state->assetManager, &state->persistentArena);
audio_init(&state->audioManager);
// NOTE(doyle): Load game assets must be before init_renderer so that
// shaders are available for the renderer configuration
loadGameAssets(state);
renderer_init(&state->renderer, &state->assetManager,
&state->persistentArena, windowSize);
Font *arial15 = asset_getFont(&state->assetManager, "Arial", 15);
debug_init(&state->persistentArena, windowSize, *arial15);
state->appState = appstate_start_menu;
state->init = TRUE;
}
platform_processInputBuffer(&state->input, dt);
switch (state->appState)
{
case appstate_start_menu:
{
startMenuUpdate(state, memory, dt);
}
break;
case appstate_game:
{
gameUpdate(state, memory, dt);
}
break;
default:
{
ASSERT(INVALID_CODE_PATH);
}
break;
}
#if 1
debug_drawUi(state, dt);
debug_clearCounter();
#endif
renderer_renderGroups(&state->renderer);
}

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@ -95,12 +95,6 @@ void debug_countIncrement(i32 id)
GLOBAL_debug.callCount[id]++;
}
void debug_clearCounter()
{
for (i32 i = 0; i < debugcount_num; i++)
GLOBAL_debug.callCount[i] = 0;
}
void debug_consoleLog(char *string, char *file, int lineNum)
{
@ -260,7 +254,7 @@ INTERNAL void renderConsole(Renderer *renderer, MemoryArena_ *arena)
for (i32 i = 0; i < maxConsoleLines; i++)
{
f32 rotate = 0;
v4 color = V4(0, 0, 0, 1);
v4 color = V4(1.0f, 1.0f, 1.0f, 1.0f);
renderer_staticString(renderer, arena, &GLOBAL_debug.font,
GLOBAL_debug.console[i], consoleStrP,
V2(0, 0), rotate, color, 0);
@ -270,9 +264,6 @@ INTERNAL void renderConsole(Renderer *renderer, MemoryArena_ *arena)
void debug_drawUi(GameState *state, f32 dt)
{
updateAndRenderDebugStack(&state->renderer, &state->transientArena, dt);
renderConsole(&state->renderer, &state->transientArena);
{ // Print Memory Arena Info
DEBUG_PUSH_STRING("== MEMORY ARENAS ==");
MemoryArena_ *transient = &state->transientArena;
@ -298,5 +289,10 @@ void debug_drawUi(GameState *state, f32 dt)
DEBUG_PUSH_VAR("Num Vertex: %d",
GLOBAL_debug.callCount[debugcount_numVertex], "i32");
debug_clearCounter();
updateAndRenderDebugStack(&state->renderer, &state->transientArena, dt);
renderConsole(&state->renderer, &state->transientArena);
{ // Clear debug call counters
for (i32 i = 0; i < debugcount_num; i++) GLOBAL_debug.callCount[i] = 0;
}
}

View File

@ -8,6 +8,64 @@
#include "Dengine/Shader.h"
#include "Dengine/Texture.h"
void renderer_init(Renderer *renderer, AssetManager *assetManager,
MemoryArena_ *persistentArena, v2 windowSize)
{
renderer->size = windowSize;
// NOTE(doyle): Value to map a screen coordinate to NDC coordinate
renderer->vertexNdcFactor =
V2(1.0f / renderer->size.w, 1.0f / renderer->size.h);
renderer->groupIndexForVertexBatch = -1;
const mat4 projection =
mat4_ortho(0.0f, renderer->size.w, 0.0f, renderer->size.h, 0.0f, 1.0f);
for (i32 i = 0; i < shaderlist_count; i++)
{
renderer->shaderList[i] = asset_getShader(assetManager, i);
shader_use(renderer->shaderList[i]);
shader_uniformSetMat4fv(renderer->shaderList[i], "projection",
projection);
GL_CHECK_ERROR();
}
renderer->activeShaderId = renderer->shaderList[shaderlist_default];
GL_CHECK_ERROR();
/* Create buffers */
glGenVertexArrays(ARRAY_COUNT(renderer->vao), renderer->vao);
glGenBuffers(ARRAY_COUNT(renderer->vbo), renderer->vbo);
GL_CHECK_ERROR();
// Bind buffers and configure vao, vao automatically intercepts
// glBindCalls and associates the state with that buffer for us
for (enum RenderMode mode = 0; mode < rendermode_count; mode++)
{
glBindVertexArray(renderer->vao[mode]);
glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo[mode]);
glEnableVertexAttribArray(0);
u32 numVertexElements = 4;
u32 stride = sizeof(RenderVertex);
glVertexAttribPointer(0, numVertexElements, GL_FLOAT,
GL_FALSE, stride, (GLvoid *)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
/* Unbind */
GL_CHECK_ERROR();
// TODO(doyle): Lazy allocate render group capacity
renderer->groupCapacity = 4096;
for (i32 i = 0; i < ARRAY_COUNT(renderer->groups); i++)
{
renderer->groups[i].vertexList = memory_pushBytes(
persistentArena, renderer->groupCapacity * sizeof(RenderVertex));
}
}
typedef struct RenderQuad
{
RenderVertex vertexList[4];
@ -300,10 +358,10 @@ INTERNAL RenderQuad createRenderQuad(Renderer *renderer, v2 pos, v2 size,
*
*/
v4 vertexPair = {0};
vertexPair.vec2[0] = pos;
vertexPair.vec2[1] = v2_add(pos, size);
v4 texRectNdc = getTexRectNormaliseDeviceCoords(renderTex);
v4 vertexPair = {0};
vertexPair.vec2[0] = pos;
vertexPair.vec2[1] = v2_add(pos, size);
v4 texRectNdc = getTexRectNormaliseDeviceCoords(renderTex);
// NOTE(doyle): Create a quad composed of 4 vertexes to be rendered as
// a triangle strip using vertices v0, v1, v2, then v2, v1, v3 (note the
@ -548,8 +606,8 @@ void renderer_string(Renderer *const renderer, MemoryArena_ *arena, Rect camera,
v2_add(pos, V2((CAST(f32) font->maxSize.w * CAST(f32) strLen),
CAST(f32) font->maxSize.h));
v2 leftAlignedP = pos;
if (math_pointInRect(camera, leftAlignedP) ||
math_pointInRect(camera, rightAlignedP))
if (math_rect_contains_p(camera, leftAlignedP) ||
math_rect_contains_p(camera, rightAlignedP))
{
i32 vertexIndex = 0;
i32 numVertexPerQuad = 4;
@ -659,6 +717,7 @@ void renderer_entity(Renderer *renderer, MemoryArena_ *transientArena,
}
}
// TODO(doyle): We have no notion of sort order!!
void renderer_renderGroups(Renderer *renderer)
{
for (i32 i = 0; i < ARRAY_COUNT(renderer->groups); i++)

View File

@ -34,7 +34,7 @@ i32 userInterface_button(UiState *const uiState, MemoryArena_ *const arena,
const InputBuffer input, const i32 id, const Rect rect,
const char *const label)
{
if (math_pointInRect(rect, input.mouseP))
if (math_rect_contains_p(rect, input.mouseP))
{
uiState->hotItem = id;
if (uiState->activeItem == 0)
@ -55,41 +55,39 @@ i32 userInterface_button(UiState *const uiState, MemoryArena_ *const arena,
#endif
v2 buttonOffset = V2(0, 0);
v4 buttonColor = V4(1, 1, 1, 1);
v4 buttonColor = V4(0, 0, 0, 1);
if (uiState->hotItem == id)
{
if (uiState->activeItem == id)
{
buttonOffset = V2(1, 1);
buttonColor = V4(1.0f, 0, 0, 1);
buttonColor = V4(0.8f, 0.8f, 0.8f, 1);
}
else
{
// TODO(doyle): Optional add effect on button hover
buttonColor = V4(1.0f, 0, 0, 1);
// NOTE(doyle): Hover effect
buttonColor = V4(0.05f, 0.05f, 0.05f, 1);
}
}
else
{
buttonColor = V4(1.0f, 0, 0, 1);
}
/* If no widget has keyboard focus, take it */
if (uiState->kbdItem == 0)
uiState->kbdItem = id;
v2 rectSize = math_rect_get_size(rect);
/* If we have keyboard focus, show it */
if (uiState->kbdItem == id)
{
// Draw outline
renderer_staticRect(renderer,
v2_add(V2(-2, -2), v2_add(buttonOffset, rect.min)),
v2_add(V2(4, 4), rect.max), V2(0, 0), 0, NULL,
v2_add(V2(4, 4), rectSize), V2(0, 0), 0, NULL,
buttonColor, renderflag_no_texture);
}
renderer_staticRect(renderer, v2_add(buttonOffset, rect.min), rect.max,
V2(0, 0), 0, NULL, buttonColor, renderflag_no_texture);
renderer_staticRect(renderer, v2_add(buttonOffset, rect.min),
rectSize, V2(0, 0), 0, NULL,
buttonColor, renderflag_no_texture);
if (label)
{
@ -97,21 +95,23 @@ i32 userInterface_button(UiState *const uiState, MemoryArena_ *const arena,
v2 labelPos = rect.min;
// Initially position the label to half the width of the button
labelPos.x += (rect.max.w * 0.5f);
labelPos.x += (rectSize.w * 0.5f);
// Move the label pos back half the length of the string (i.e.
// center it)
labelPos.x -= (CAST(f32) labelDim.w * 0.5f);
if (labelDim.h < rect.max.h)
if (labelDim.h < rectSize.h)
{
labelPos.y += (rect.max.h * 0.5f);
labelPos.y += (rectSize.h * 0.5f);
labelPos.y -= (CAST(f32)labelDim.h * 0.5f);
}
// TODO(doyle): We're using odd colors to overcome z-sorting by forcing
// button text into another render group
labelPos = v2_add(labelPos, buttonOffset);
renderer_staticString(renderer, arena, font, label, labelPos, V2(0, 0),
0, V4(0, 0, 0, 1), 0);
0, V4(0.9f, 0.9f, 0.9f, 0.9f), 0);
}
// After renderering before click check, see if we need to process keys
@ -159,7 +159,7 @@ i32 userInterface_scrollbar(UiState *const uiState,
ASSERT(*value <= maxValue);
#endif
if (math_pointInRect(scrollBarRect, input.mouseP))
if (math_rect_contains_p(scrollBarRect, input.mouseP))
{
uiState->hotItem = id;
if (uiState->activeItem == 0)
@ -178,17 +178,18 @@ i32 userInterface_scrollbar(UiState *const uiState,
if (uiState->kbdItem == 0)
uiState->kbdItem = id;
v2 rectSize = math_rect_get_size(scrollBarRect);
/* If we have keyboard focus, show it */
if (uiState->kbdItem == id)
{
// Draw outline
renderer_staticRect(renderer, v2_add(V2(-2, -2), scrollBarRect.min),
v2_add(V2(4, 4), scrollBarRect.max), V2(0, 0), 0,
v2_add(V2(4, 4), rectSize), V2(0, 0), 0,
&renderTex, V4(1, 0, 0, 1), 0);
}
// Render scroll bar background
renderer_staticRect(renderer, scrollBarRect.min, scrollBarRect.max,
renderer_staticRect(renderer, scrollBarRect.min, rectSize,
V2(0, 0), 0, &renderTex, V4(0.75f, 0.5f, 0.5f, 1), 0);
// Render scroll bar slider
@ -197,7 +198,7 @@ i32 userInterface_scrollbar(UiState *const uiState,
f32 sliderPercentageOffset = (CAST(f32) *value / CAST(f32) maxValue);
f32 sliderYOffsetToBar =
(scrollBarRect.max.h - sliderSize.h) * sliderPercentageOffset;
(rectSize.h - sliderSize.h) * sliderPercentageOffset;
v2 sliderPos = v2_add(scrollBarRect.min, V2(0, sliderYOffsetToBar));
if (uiState->hotItem == id || uiState->activeItem == id)
@ -247,11 +248,11 @@ i32 userInterface_scrollbar(UiState *const uiState,
// Bounds check
if (mouseYRelToRect < 0)
mouseYRelToRect = 0;
else if (mouseYRelToRect > scrollBarRect.max.h)
mouseYRelToRect = scrollBarRect.max.h;
else if (mouseYRelToRect > rectSize.h)
mouseYRelToRect = rectSize.h;
f32 newSliderPercentOffset =
(CAST(f32) mouseYRelToRect / scrollBarRect.max.h);
(CAST(f32) mouseYRelToRect / rectSize.h);
i32 newValue = CAST(i32)(newSliderPercentOffset * CAST(f32)maxValue);
if (newValue != *value)
@ -273,7 +274,7 @@ i32 userInterface_textField(UiState *const uiState, MemoryArena_ *const arena,
i32 strLen = common_strlen(string);
b32 changed = FALSE;
if (math_pointInRect(rect, input.mouseP))
if (math_rect_contains_p(rect, input.mouseP))
{
uiState->hotItem = id;
if (uiState->activeItem == 0)
@ -290,27 +291,28 @@ i32 userInterface_textField(UiState *const uiState, MemoryArena_ *const arena,
if (uiState->kbdItem == 0)
uiState->kbdItem = id;
v2 rectSize = math_rect_get_size(rect);
/* If we have keyboard focus, show it */
if (uiState->kbdItem == id)
{
// Draw outline
renderer_staticRect(renderer, v2_add(V2(-2, -2), rect.min),
v2_add(V2(4, 4), rect.max), V2(0, 0), 0,
v2_add(V2(4, 4), rectSize), V2(0, 0), 0,
NULL, V4(1.0f, 0, 0, 1), 0);
}
// Render text field
renderer_staticRect(renderer, rect.min, rect.max, V2(0, 0), 0, NULL,
renderer_staticRect(renderer, rect.min, rectSize, V2(0, 0), 0, NULL,
V4(0.75f, 0.5f, 0.5f, 1), 0);
if (uiState->activeItem == id || uiState->hotItem == id)
{
renderer_staticRect(renderer, rect.min, rect.max, V2(0, 0), 0,
renderer_staticRect(renderer, rect.min, rectSize, V2(0, 0), 0,
NULL, V4(0.75f, 0.75f, 0.0f, 1), 0);
}
else
{
renderer_staticRect(renderer, rect.min, rect.max, V2(0, 0), 0,
renderer_staticRect(renderer, rect.min, rectSize, V2(0, 0), 0,
NULL, V4(0.5f, 0.5f, 0.5f, 1), 0);
}

View File

@ -25,6 +25,9 @@ typedef struct AssetManager
} AssetManager;
#define MAX_TEXTURE_SIZE 1024
void asset_init(AssetManager *assetManager, MemoryArena_ *arena);
/*
*********************************
* Texture Operations

View File

@ -10,8 +10,21 @@
#include "Dengine/Renderer.h"
#include "Dengine/UserInterface.h"
enum AppState
{
appstate_start_menu,
appstate_game,
appstate_count,
};
typedef struct World
{
b32 init;
// NOTE(doyle): Grace period when game starts before asteroids start
// spawning
f32 onInitAsteroidSpawnTimer;
MemoryArena_ entityArena;
v2 *entityVertexListCache[entitytype_count];
@ -42,6 +55,8 @@ typedef struct World
typedef struct GameState {
b32 init;
enum AppState appState;
MemoryArena_ transientArena;
MemoryArena_ persistentArena;

View File

@ -26,7 +26,6 @@ void debug_init(MemoryArena_ *arena, v2 windowSize, Font font);
void debug_recursivePrintXmlTree(XmlNode *root, i32 levelsDeep);
void debug_countIncrement(enum DebugCount id);
void debug_clearCounter();
#define DEBUG_LOG(string) debug_consoleLog(string, __FILE__, __LINE__);
void debug_consoleLog(char *string, char *file, int lineNum);

View File

@ -347,14 +347,14 @@ INTERNAL inline v4 mat4_mul_v4(const mat4 a, const v4 b)
return result;
}
INTERNAL inline b32 math_pointInRect(Rect rect, v2 point)
INTERNAL inline b32 math_rect_contains_p(Rect rect, v2 p)
{
b32 outsideOfRectX = FALSE;
if (point.x < rect.min.x || point.x > (rect.min.x + rect.max.w))
if (p.x < rect.min.x || p.x > rect.max.w)
outsideOfRectX = TRUE;
b32 outsideOfRectY = FALSE;
if (point.y < rect.min.y || point.y > (rect.min.y + rect.max.h))
if (p.y < rect.min.y || p.y > rect.max.h)
outsideOfRectY = TRUE;
if (outsideOfRectX || outsideOfRectY) return FALSE;
@ -362,24 +362,43 @@ INTERNAL inline b32 math_pointInRect(Rect rect, v2 point)
}
INTERNAL inline v4 math_getRect(v2 origin, v2 size)
INTERNAL inline Rect math_rect_create(v2 origin, v2 size)
{
v2 upperRightBound = v2_add(origin, V2(size.x, size.y));
v4 result = V4(origin.x, origin.y, upperRightBound.x, upperRightBound.y);
Rect result = {0};
result.min = origin;
result.max = v2_add(origin, size);
return result;
}
INTERNAL inline v2 math_getRectSize(v4 rect)
INTERNAL inline v2 math_rect_get_size(Rect rect)
{
f32 width = ABS(rect.x - rect.z);
f32 height = ABS(rect.y - rect.w);
f32 width = ABS(rect.max.x - rect.min.x);
f32 height = ABS(rect.max.y - rect.min.y);
v2 result = V2(width, height);
return result;
}
INTERNAL inline v2 math_rect_get_centre(Rect rect)
{
f32 sumX = rect.min.x + rect.max.x;
f32 sumY = rect.min.y + rect.max.y;
v2 result = v2_scale(V2(sumX, sumY), 0.5f);
return result;
}
INTERNAL inline Rect math_rect_shift(Rect rect, v2 shift)
{
Rect result = {0};
result.min = v2_add(rect.min, shift);
result.max = v2_add(rect.max, shift);
return result;
}
INTERNAL inline void math_applyRotationToVertexes(v2 pos, v2 pivotPoint,
Radians rotate,
v2 *vertexList,

View File

@ -85,6 +85,8 @@ typedef struct Renderer
i32 groupCapacity;
} Renderer;
void renderer_init(Renderer *renderer, AssetManager *assetManager,
MemoryArena_ *persistentArena, v2 windowSize);
RenderTex renderer_createNullRenderTex(AssetManager *const assetManager);