Add audiostate field and audio toggle ui button
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90068d2c64
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6ec92358b2
@ -310,6 +310,7 @@ const i32 audio_streamPlayVorbis(MemoryArena *arena, AudioManager *audioManager,
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audioRenderer->audio = copyAudio;
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audioRenderer->isStreaming = TRUE;
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audioRenderer->state = audiostate_playing;
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return result;
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}
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@ -324,6 +325,7 @@ const i32 audio_stopVorbis(MemoryArena *arena, AudioManager *audioManager,
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alSourceStop(alSourceId);
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AL_CHECK_ERROR();
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result = rendererRelease(arena, audioManager, audioRenderer);
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audioRenderer->state = audiostate_stopped;
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}
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else
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{
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@ -350,6 +352,7 @@ const i32 audio_pauseVorbis(AudioManager *audioManager,
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{
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alSourcePause(alSourceId);
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AL_CHECK_ERROR();
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audioRenderer->state = audiostate_paused;
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}
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else
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{
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@ -368,6 +371,7 @@ const i32 audio_resumeVorbis(AudioManager *audioManager,
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{
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alSourcePlay(alSourceId);
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AL_CHECK_ERROR();
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audioRenderer->state = audiostate_playing;
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}
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else
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{
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@ -75,16 +75,6 @@ INTERNAL RenderQuad createTexQuad(Renderer *renderer, v4 quadRect,
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}
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/* Form the quad */
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#if 0
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result.vertex[0] = V4(quadRectNdc.x, quadRectNdc.y, texRectNdc.x,
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texRectNdc.y); // Top left
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result.vertex[1] = V4(quadRectNdc.x, quadRectNdc.w, texRectNdc.x,
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texRectNdc.w); // Bottom left
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result.vertex[2] = V4(quadRectNdc.z, quadRectNdc.y, texRectNdc.z,
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texRectNdc.y); // Top right
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result.vertex[3] = V4(quadRectNdc.z, quadRectNdc.w, texRectNdc.z,
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texRectNdc.w); // Bottom right
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#else
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result.vertex[0] = V4(quadRectNdc.x, quadRectNdc.w, texRectNdc.x,
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texRectNdc.w); // Top left
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result.vertex[1] = V4(quadRectNdc.x, quadRectNdc.y, texRectNdc.x,
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@ -93,7 +83,6 @@ INTERNAL RenderQuad createTexQuad(Renderer *renderer, v4 quadRect,
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texRectNdc.w); // Top right
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result.vertex[3] = V4(quadRectNdc.z, quadRectNdc.y, texRectNdc.z,
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texRectNdc.y); // Bottom right
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#endif
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return result;
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}
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@ -101,12 +90,7 @@ INTERNAL inline RenderQuad
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createDefaultTexQuad(Renderer *renderer, RenderTex renderTex)
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{
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RenderQuad result = {0};
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// TODO(doyle): We need to switch this so its xy bottom left, zw top right!!
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#if 0
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v4 defaultQuad = V4(0.0f, renderer->size.h, renderer->size.w, 0.0f);
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#else
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v4 defaultQuad = V4(0.0f, 0.0f, renderer->size.w, renderer->size.h);
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#endif
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result = createTexQuad(renderer, defaultQuad, renderTex);
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return result;
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}
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@ -64,7 +64,6 @@ i32 userInterface_button(UiState *const uiState,
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if (label)
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{
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v2 labelDim = asset_stringDimInPixels(font, label);
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DEBUG_PUSH_VAR("label dim: %4.2f, %4.2f", labelDim, "v2");
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v2 labelPos = rect.pos;
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if (labelDim.w < rect.size.w)
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{
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@ -85,11 +84,6 @@ i32 userInterface_button(UiState *const uiState,
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labelPos = v2_add(labelPos, buttonOffset);
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renderer_staticString(renderer, arena, font, label, labelPos, V2(0, 0),
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0, V4(0, 0, 0, 1));
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v2 rulerPos = rect.pos;
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rulerPos.y -= 10;
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renderer_staticRect(renderer, rulerPos, V2(10, 10), V2(0, 0), 0,
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renderTex, V4(0.5f, 0.1f, 0.7f, 1));
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}
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// After renderering before click check, see if we need to process keys
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@ -1048,10 +1048,19 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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Entity *const entity = &world->entities[i];
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if (entity->state == entitystate_dead) continue;
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#if 0
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if (entity->type == entitytype_soundscape)
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{
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AudioRenderer *audioRenderer = entity->audioRenderer;
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if (!state->config.playWorldAudio)
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{
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// TODO(doyle): Use is playing flag, not just streaming flag
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if (audioRenderer->state == audiostate_playing)
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{
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audio_pauseVorbis(&state->audioManager, audioRenderer);
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}
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}
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else
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{
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if (world->numEntitiesInBattle > 0)
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{
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AudioVorbis *battleTheme =
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@ -1080,9 +1089,9 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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{
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if (audioRenderer->audio->type != audiolist_overworld)
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{
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audio_streamPlayVorbis(arena, &state->audioManager,
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audioRenderer, overworldTheme,
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AUDIO_REPEAT_INFINITE);
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audio_streamPlayVorbis(
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arena, &state->audioManager, audioRenderer,
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overworldTheme, AUDIO_REPEAT_INFINITE);
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}
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}
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else
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@ -1092,8 +1101,14 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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AUDIO_REPEAT_INFINITE);
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}
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}
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if (audioRenderer->state == audiostate_paused)
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{
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audio_resumeVorbis(&state->audioManager, audioRenderer);
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}
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#endif
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}
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}
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/*
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*****************************************************
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* Set mob to battle mode if within distance from hero
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@ -1296,34 +1311,27 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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// INIT IMGUI
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state->uiState.hotItem = 0;
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#if 0
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UiItem damageString = {0};
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damageString.id = 6;
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damageString.rect = {V2(500, 500), V2(font->maxSize.w * 30, font->maxSize.h)};
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damageString.type = uitype_string;
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#endif
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/* Draw ui */
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Rect buttonRectA = {V2(300, 500), V2(100, 50)};
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userInterface_button(&state->uiState, &state->arena, assetManager, renderer,
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font, state->input, 1, buttonRectA, "HELLO WORLD");
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// TODO(doyle): Bug in font rendering once button reaches 700-800+ pixels
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Rect buttonRectA = {V2(1000, 800), V2(100, 50)};
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Rect buttonRectB = {V2(500, 500), V2(100, 50)};
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userInterface_button(&state->uiState, &state->arena, assetManager, renderer,
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font, state->input, 2, buttonRectB, "button2");
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b32 isClicked = userInterface_button(
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&state->uiState, &state->arena, assetManager, renderer, font,
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state->input, 1, buttonRectA, "Toggle Music");
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Rect buttonRectC = {V2(700, 500), V2(100, 50)};
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userInterface_button(&state->uiState, &state->arena, assetManager, renderer,
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font, state->input, 3, buttonRectC, "button3");
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if (isClicked)
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{
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state->config.playWorldAudio = ~state->config.playWorldAudio;
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}
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LOCAL_PERSIST i32 scrollValue = 30;
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Rect scrollRectA = {V2(900, 500), V2(16, 255)};
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Rect scrollRectA = {V2(1500, 600), V2(16, 255)};
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userInterface_scrollBar(&state->uiState, assetManager, renderer,
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state->input, 4, scrollRectA, &scrollValue, 160);
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state->input, 2, scrollRectA, &scrollValue, 160);
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LOCAL_PERSIST char fieldString[80] = "Hello world";
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userInterface_textField(&state->uiState, &state->arena, assetManager,
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renderer, font, state->input, 5, V2(1000, 500),
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renderer, font, state->input, 3, V2(1000, 750),
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fieldString);
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// RESET IMGUI
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@ -23,7 +23,15 @@ typedef struct AudioManager
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AudioSourceEntry sourceList[AUDIO_MAX_SOURCES];
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} AudioManager;
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enum AudioState
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{
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audiostate_stopped = 0,
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audiostate_paused,
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audiostate_playing,
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audiostate_count,
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};
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// TODO(doyle): Add object pool for assets, in particular audio
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#define AUDIO_REPEAT_INFINITE -10
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#define AUDIO_SOURCE_UNASSIGNED -1
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typedef struct AudioRenderer
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@ -36,6 +44,7 @@ typedef struct AudioRenderer
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i32 numPlays;
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b32 isStreaming;
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enum AudioState state;
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} AudioRenderer;
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