/** * Copyright (c) 2021 Dominic Masters * * This software is released under the MIT License. * https://opensource.org/licenses/MIT */ #include "sandboxscene.h" framedtextmenu_t menu; bool sandboxSceneInit(sandboxscene_t *game) { assetFontLoad(&game->font, "fonts/opensans/OpenSans-Regular.ttf"); assetTextureLoad(&game->texture, "test_texture.png"); assetShaderLoad(&game->shader, "shaders/textured.vert", "shaders/textured.frag" ); framedTextMenuInit(&menu, &game->font, &game->texture); gridAddBreakpoint(&menu.menu.menu.grid, -1, 3, 1, 0, 0); gridchild_t *child = textMenuListAdd(&menu.menu, "First"); gridChildAddBreakpoint(child, 0,0, 1,1); child = textMenuListAdd(&menu.menu, "Second"); gridChildAddBreakpoint(child, 0,1, 1,1); child = textMenuListAdd(&menu.menu, "Third"); gridChildAddBreakpoint(child, 0,2, 1,1); return true; } void sandboxSceneUpdate(sandboxscene_t *game, engine_t *engine) { cameraLookAt(&game->camera, 0, 0, 10, 0, 0, 0 ); cameraOrtho(&game->camera, 0, engine->render.width, engine->render.height, 0, 0.01f, 1000.0f ); shaderUse(&game->shader); shaderUseCamera(&game->shader, &game->camera); shaderUseTexture(&game->shader, &game->texture); float x, y; framedTextMenuUpdate(&menu, engine); framedTextMenuRender(&menu, &game->shader, 0, 0); } void sandboxSceneDispose(sandboxscene_t *game) { }