FPS
This commit is contained in:
@@ -1,4 +1,4 @@
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echo " = Dawn Init = ";
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fps 1;
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scene test;
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scene map;
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@@ -13,6 +13,7 @@
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#include "display/spritebatch.h"
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#include "display/mesh/quad.h"
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#include "display/screen.h"
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#include "ui/ui.h"
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display_t DISPLAY;
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@@ -110,7 +111,12 @@ errorret_t displayUpdate(void) {
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// Bind screen and render scene
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screenBind();
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frameBufferClear(
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FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
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COLOR_CORNFLOWER_BLUE
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);
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sceneManagerRender();
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uiRender();
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// UI will probs go here
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@@ -13,6 +13,7 @@
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#include "display/display.h"
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#include "scene/scenemanager.h"
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#include "asset/assetmanager.h"
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#include "ui/ui.h"
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#include "rpg/rpg.h"
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engine_t ENGINE;
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@@ -30,6 +31,7 @@ errorret_t engineInit(void) {
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inputInit();
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errorChain(assetManagerInit());
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errorChain(displayInit());
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errorChain(uiInit());
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errorChain(rpgInit());
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errorChain(sceneManagerInit());
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@@ -50,6 +52,7 @@ errorret_t engineUpdate(void) {
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assetManagerUpdate();
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rpgUpdate();
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uiUpdate();
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sceneManagerUpdate();
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errorChain(displayUpdate());
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@@ -63,6 +66,7 @@ void engineExit(void) {
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errorret_t engineDispose(void) {
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sceneManagerDispose();
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rpgDispose();
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uiDispose();
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errorChain(displayDispose());
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assetManagerDispose();
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consoleDispose();
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@@ -6,22 +6,25 @@
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*/
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#include "entity.h"
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#include "rpg/world/map.h"
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#include "assert/assert.h"
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#include "util/memory.h"
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#include "display/tileset/tileset_entities.h"
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#include "time/time.h"
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#include "util/math.h"
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void entityInit(entity_t *entity, const entitytype_t type, map_t *map) {
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entity_t ENTITIES[ENTITY_COUNT];
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void entityInit(entity_t *entity, const entitytype_t type) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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assertNotNull(map, "Map pointer cannot be NULL");
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assertTrue(type < ENTITY_TYPE_COUNT, "Invalid entity type");
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assertTrue(type != ENTITY_TYPE_NULL, "Cannot have NULL entity type");
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assertTrue(
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entity >= ENTITIES && entity < ENTITIES + ENTITY_COUNT,
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"Entity pointer is out of bounds"
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);
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memoryZero(entity, sizeof(entity_t));
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entity->type = type;
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entity->map = map;
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// Init. I did use a callback struct but it was not flexible enough.
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switch(type) {
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@@ -42,66 +45,4 @@ void entityUpdate(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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assertTrue(entity->type < ENTITY_TYPE_COUNT, "Invalid entity type");
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assertTrue(entity->type != ENTITY_TYPE_NULL, "Cannot have NULL entity type");
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// Handle movement logic
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switch(entity->type) {
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case ENTITY_TYPE_PLAYER:
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playerMovement(entity);
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break;
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case ENTITY_TYPE_NPC:
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npcUpdate(entity);
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break;
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default:
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break;
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}
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// Apply velocity
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if(entity->velocity[0] != 0.0f || entity->velocity[1] != 0.0f) {
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entity->position[0] += entity->velocity[0] * TIME.delta;
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entity->position[1] += entity->velocity[1] * TIME.delta;
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// Hit test on other entities.
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entity_t *start = entity->map->entities;
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entity_t *end = &entity->map->entities[entity->map->entityCount];
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// Our hitbox
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physicscircle_t self;
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glm_vec2_copy(entity->position, self.position);
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self.radius = TILESET_ENTITIES.tileWidth / 2.0f;
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physicscircle_t other;
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other.radius = self.radius;
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// TODO: what if multiple collisions?
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do {
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if(start == entity) continue;
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if(start->type == ENTITY_TYPE_NULL) continue;
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glm_vec2_copy(start->position, other.position);
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physicscirclecircleresult_t result;
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physicsCircleCheckCircle(self, other, &result);
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if(result.hit) {
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entity->position[0] -= result.normal[0] * result.depth;
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entity->position[1] -= result.normal[1] * result.depth;
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break;
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}
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} while((start++) != end);
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// Friction (and dampening)
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entity->velocity[0] *= ENTITY_FRICTION * TIME.delta;
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entity->velocity[1] *= ENTITY_FRICTION * TIME.delta;
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if(mathAbs(entity->velocity[0]) < ENTITY_MIN_VELOCITY) {
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entity->velocity[0] = 0.0f;
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}
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if(mathAbs(entity->velocity[1]) < ENTITY_MIN_VELOCITY) {
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entity->velocity[1] = 0.0f;
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}
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}
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if(entity->type == ENTITY_TYPE_PLAYER) {
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playerInteraction(entity);
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}
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}
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@@ -10,9 +10,11 @@
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#include "rpg/entity/player.h"
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#include "npc.h"
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#include "physics/physics.h"
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#include "rpg/world/worldunit.h"
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#define ENTITY_FRICTION 0.9f
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#define ENTITY_MIN_VELOCITY 0.05f
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#define ENTITY_FRICTION 1
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#define ENTITY_MIN_VELOCITY 1
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#define ENTITY_COUNT 256
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typedef struct map_s map_t;
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@@ -25,12 +27,10 @@ typedef enum {
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} entitytype_t;
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typedef struct entity_s {
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map_t *map;
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entitytype_t type;
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direction_t direction;
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vec2 position;
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vec2 velocity;
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worldchunkpos_t position[3];
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worldsubtile_t velocity[3];
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union {
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player_t player;
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@@ -38,14 +38,15 @@ typedef struct entity_s {
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};
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} entity_t;
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extern entity_t ENTITIES[ENTITY_COUNT];
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/**
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* Initializes an entity structure.
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*
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* @param entity Pointer to the entity structure to initialize.
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* @param type The type of the entity.
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* @param map Pointer to the map the entity belongs to.
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*/
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void entityInit(entity_t *entity, const entitytype_t type, map_t *map);
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void entityInit(entity_t *entity, const entitytype_t type);
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/**
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* Updates an entity.
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@@ -17,98 +17,98 @@ void playerInit(entity_t *entity) {
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void playerMovement(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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// Update velocity.
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vec2 dir = {
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inputAxis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT),
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inputAxis(INPUT_ACTION_DOWN, INPUT_ACTION_UP)
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};
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if(dir[0] == 0 && dir[1] == 0) return;
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// // Update velocity.
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// vec2 dir = {
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// inputAxis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT),
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// inputAxis(INPUT_ACTION_DOWN, INPUT_ACTION_UP)
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// };
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// if(dir[0] == 0 && dir[1] == 0) return;
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glm_vec2_normalize(dir);
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entity->velocity[0] += PLAYER_SPEED * dir[0];
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entity->velocity[1] += PLAYER_SPEED * dir[1];
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// glm_vec2_normalize(dir);
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// entity->velocity[0] += PLAYER_SPEED * dir[0];
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// entity->velocity[1] += PLAYER_SPEED * dir[1];
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// Update direction.
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if(dir[0] > 0) {
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if(entity->direction == DIRECTION_RIGHT) {
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entity->direction = DIRECTION_RIGHT;
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} else {
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if(dir[1] < 0) {
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entity->direction = DIRECTION_UP;
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} else if(dir[1] > 0) {
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entity->direction = DIRECTION_DOWN;
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} else {
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entity->direction = DIRECTION_RIGHT;
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}
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}
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} else if(dir[0] < 0) {
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if(entity->direction == DIRECTION_LEFT) {
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entity->direction = DIRECTION_LEFT;
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} else {
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if(dir[1] < 0) {
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entity->direction = DIRECTION_UP;
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} else if(dir[1] > 0) {
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entity->direction = DIRECTION_DOWN;
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} else {
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entity->direction = DIRECTION_LEFT;
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}
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}
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} else if(dir[1] < 0) {
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entity->direction = DIRECTION_UP;
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} else if(dir[1] > 0) {
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entity->direction = DIRECTION_DOWN;
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}
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// // Update direction.
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// if(dir[0] > 0) {
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// if(entity->direction == DIRECTION_RIGHT) {
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// entity->direction = DIRECTION_RIGHT;
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// } else {
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// if(dir[1] < 0) {
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// entity->direction = DIRECTION_UP;
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// } else if(dir[1] > 0) {
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// entity->direction = DIRECTION_DOWN;
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// } else {
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// entity->direction = DIRECTION_RIGHT;
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// }
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// }
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// } else if(dir[0] < 0) {
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// if(entity->direction == DIRECTION_LEFT) {
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// entity->direction = DIRECTION_LEFT;
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// } else {
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// if(dir[1] < 0) {
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// entity->direction = DIRECTION_UP;
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// } else if(dir[1] > 0) {
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// entity->direction = DIRECTION_DOWN;
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// } else {
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// entity->direction = DIRECTION_LEFT;
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// }
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// }
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// } else if(dir[1] < 0) {
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// entity->direction = DIRECTION_UP;
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// } else if(dir[1] > 0) {
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// entity->direction = DIRECTION_DOWN;
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// }
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}
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void playerInteraction(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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// assertNotNull(entity, "Entity pointer cannot be NULL");
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if(!inputPressed(INPUT_ACTION_ACCEPT)) return;
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// if(!inputPressed(INPUT_ACTION_ACCEPT)) return;
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physicsbox_t interactBox;
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// physicsbox_t interactBox;
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// Get direction vector
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directionGetVec2(entity->direction, interactBox.min);
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// // Get direction vector
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// directionGetVec2(entity->direction, interactBox.min);
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// Scale by interact range
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glm_vec2_scale(interactBox.min, PLAYER_INTERACTION_RANGE, interactBox.min);
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// // Scale by interact range
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// glm_vec2_scale(interactBox.min, PLAYER_INTERACTION_RANGE, interactBox.min);
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// Add entity position, this makes the center of the box.
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glm_vec2_add(interactBox.min, entity->position, interactBox.min);
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// // Add entity position, this makes the center of the box.
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// glm_vec2_add(interactBox.min, entity->position, interactBox.min);
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// Copy to max
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glm_vec2_copy(interactBox.min, interactBox.max);
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// // Copy to max
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// glm_vec2_copy(interactBox.min, interactBox.max);
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// Size of the hitbox
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vec2 halfSize = {
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TILESET_ENTITIES.tileWidth * PLAYER_INTERACTION_SIZE * 0.5f,
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TILESET_ENTITIES.tileHeight * PLAYER_INTERACTION_SIZE * 0.5f
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};
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// // Size of the hitbox
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// vec2 halfSize = {
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// TILESET_ENTITIES.tileWidth * PLAYER_INTERACTION_SIZE * 0.5f,
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// TILESET_ENTITIES.tileHeight * PLAYER_INTERACTION_SIZE * 0.5f
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// };
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// Subtract from min, add to max.
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glm_vec2_sub(interactBox.min, halfSize, interactBox.min);
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glm_vec2_add(interactBox.max, halfSize, interactBox.max);
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// // Subtract from min, add to max.
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// glm_vec2_sub(interactBox.min, halfSize, interactBox.min);
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// glm_vec2_add(interactBox.max, halfSize, interactBox.max);
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// For each entity
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entity_t *start = entity->map->entities;
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entity_t *end = &entity->map->entities[entity->map->entityCount];
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vec2 otherSize = { TILESET_ENTITIES.tileWidth, TILESET_ENTITIES.tileHeight };
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physicsbox_t otherBox;
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physicsboxboxresult_t result;
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// // For each entity
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// entity_t *start = entity->map->entities;
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// entity_t *end = &entity->map->entities[entity->map->entityCount];
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// vec2 otherSize = { TILESET_ENTITIES.tileWidth, TILESET_ENTITIES.tileHeight };
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// physicsbox_t otherBox;
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// physicsboxboxresult_t result;
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do {
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if(start->type != ENTITY_TYPE_NPC) continue;
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// do {
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// if(start->type != ENTITY_TYPE_NPC) continue;
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// Setup other box.
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glm_vec2_copy(start->position, otherBox.min);
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glm_vec2_copy(start->position, otherBox.max);
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glm_vec2_sub(otherBox.min, otherSize, otherBox.min);
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glm_vec2_add(otherBox.min, otherSize, otherBox.max);
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// // Setup other box.
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// glm_vec2_copy(start->position, otherBox.min);
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// glm_vec2_copy(start->position, otherBox.max);
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// glm_vec2_sub(otherBox.min, otherSize, otherBox.min);
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// glm_vec2_add(otherBox.min, otherSize, otherBox.max);
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physicsBoxCheckBox(interactBox, otherBox, &result);
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if(!result.hit) continue;
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// physicsBoxCheckBox(interactBox, otherBox, &result);
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// if(!result.hit) continue;
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printf("Interacted with entity at (%.2f, %.2f)\n", start->position[0], start->position[1]);
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break;
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} while(++start != end);
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// printf("Interacted with entity at (%.2f, %.2f)\n", start->position[0], start->position[1]);
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// break;
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// } while(++start != end);
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}
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@@ -6,13 +6,21 @@
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*/
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#include "rpg.h"
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#include "entity/entity.h"
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errorret_t rpgInit(void) {
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// TEST
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entityInit(&ENTITIES[0], ENTITY_TYPE_PLAYER);
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errorOk();
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}
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void rpgUpdate(void) {
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entity_t *ent = &ENTITIES[0];
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do {
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if(ent->type == ENTITY_TYPE_NULL) continue;
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entityUpdate(ent);
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} while(++ent < &ENTITIES[ENTITY_COUNT]);
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}
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void rpgDispose(void) {
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|
@@ -21,5 +21,4 @@ typedef struct {
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void (*render)(scenedata_t *data);
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void (*dispose)(scenedata_t *data);
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uint8_t flags;
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color_t background;
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} scene_t;
|
@@ -7,6 +7,7 @@
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target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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scenetest.c
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scenemap.c
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)
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# Subdirs
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22
src/scene/scene/scenemap.c
Normal file
22
src/scene/scene/scenemap.c
Normal file
@@ -0,0 +1,22 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "scenemap.h"
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errorret_t sceneMapInit(scenedata_t *data) {
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errorOk();
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}
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void sceneMapUpdate(scenedata_t *data) {
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}
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void sceneMapRender(scenedata_t *data) {
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}
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void sceneMapDispose(scenedata_t *data) {
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}
|
27
src/scene/scene/scenemap.h
Normal file
27
src/scene/scene/scenemap.h
Normal file
@@ -0,0 +1,27 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "scene/scene.h"
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typedef struct {
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int32_t nothing;
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} scenemap_t;
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errorret_t sceneMapInit(scenedata_t *data);
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void sceneMapUpdate(scenedata_t *data);
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void sceneMapRender(scenedata_t *data);
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void sceneMapDispose(scenedata_t *data);
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static scene_t SCENE_MAP = {
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.name = "map",
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.init = sceneMapInit,
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.update = sceneMapUpdate,
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.render = sceneMapRender,
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.dispose = sceneMapDispose,
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.flags = 0
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};
|
@@ -9,9 +9,11 @@
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#include "scene/scene.h"
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|
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#include "scene/scene/scenetest.h"
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#include "scene/scene/scenemap.h"
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|
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typedef struct scenedata_s {
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union {
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scenetest_t sceneTest;
|
||||
scenemap_t sceneMap;
|
||||
};
|
||||
} scenedata_t;
|
||||
|
@@ -18,6 +18,7 @@ errorret_t sceneManagerInit(void) {
|
||||
memoryZero(&SCENE_MANAGER, sizeof(scenemanager_t));
|
||||
|
||||
sceneManagerRegisterScene(&SCENE_TEST);
|
||||
sceneManagerRegisterScene(&SCENE_MAP);
|
||||
|
||||
errorOk();
|
||||
}
|
||||
@@ -91,11 +92,6 @@ void sceneManagerRender(void) {
|
||||
SCENE_MANAGER.current->flags & SCENE_FLAG_INITIALIZED,
|
||||
"Current scene not initialized"
|
||||
);
|
||||
|
||||
frameBufferClear(
|
||||
FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
|
||||
SCENE_MANAGER.current->background
|
||||
);
|
||||
|
||||
if(SCENE_MANAGER.current->render) {
|
||||
SCENE_MANAGER.current->render(&SCENE_MANAGER.sceneData);
|
||||
|
42
src/ui/ui.c
42
src/ui/ui.c
@@ -6,21 +6,59 @@
|
||||
*/
|
||||
|
||||
#include "ui.h"
|
||||
#include "ui/uiconsole.h"
|
||||
#include "ui/uifps.h"
|
||||
#include "util/memory.h"
|
||||
#include "display/tileset/tileset_minogram.h"
|
||||
#include "display/screen.h"
|
||||
|
||||
ui_t UI;
|
||||
|
||||
void uiInit(void) {
|
||||
errorret_t uiInit(void) {
|
||||
memoryZero(&UI, sizeof(ui_t));
|
||||
|
||||
cameraInitOrthographic(&UI.camera);
|
||||
|
||||
// Initialize UI components here
|
||||
uiSetFont(&TILESET_MINOGRAM);
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
void uiUpdate(void) {
|
||||
// Update UI state here
|
||||
UI.camera.orthographic.left = 0;
|
||||
UI.camera.orthographic.right = SCREEN.width;
|
||||
UI.camera.orthographic.top = 0;
|
||||
UI.camera.orthographic.bottom = SCREEN.height;
|
||||
}
|
||||
|
||||
void uiRender(void) {
|
||||
|
||||
cameraPushMatrix(&UI.camera);
|
||||
|
||||
// Render UI elements here
|
||||
if(UI.font) {
|
||||
uiConsoleRender(0, 0, UI.fontTileset, &UI.font->alphaImage.texture);
|
||||
uiFPSRender(UI.fontTileset, &UI.font->alphaImage.texture);
|
||||
}
|
||||
|
||||
cameraPopMatrix();
|
||||
}
|
||||
|
||||
errorret_t uiSetFont(const tileset_t *fontTileset) {
|
||||
if(UI.font) {
|
||||
assetUnlock(UI.font, UI.fontRef);
|
||||
UI.font = NULL;
|
||||
}
|
||||
|
||||
UI.fontTileset = fontTileset;
|
||||
assetManagerLoadAsset(fontTileset->image, &UI.font, &UI.fontRef);
|
||||
}
|
||||
|
||||
void uiDispose(void) {
|
||||
// Clean up UI resources here
|
||||
if(UI.font) {
|
||||
assetUnlock(UI.font, UI.fontRef);
|
||||
UI.font = NULL;
|
||||
}
|
||||
}
|
22
src/ui/ui.h
22
src/ui/ui.h
@@ -7,17 +7,26 @@
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
#include "asset/assetmanager.h"
|
||||
#include "display/tileset/tileset.h"
|
||||
#include "display/camera.h"
|
||||
|
||||
typedef struct {
|
||||
int32_t nothing;
|
||||
camera_t camera;
|
||||
|
||||
ref_t fontRef;
|
||||
asset_t *font;
|
||||
const tileset_t *fontTileset;
|
||||
} ui_t;
|
||||
|
||||
extern ui_t UI;
|
||||
|
||||
/**
|
||||
* Initializes the UI system, loading necessary resources.
|
||||
*
|
||||
* @return An errorret_t indicating success or failure.
|
||||
*/
|
||||
void uiInit(void);
|
||||
errorret_t uiInit(void);
|
||||
|
||||
/**
|
||||
* Updates the UI state, handling user interactions and animations.
|
||||
@@ -29,6 +38,15 @@ void uiUpdate(void);
|
||||
*/
|
||||
void uiRender(void);
|
||||
|
||||
/**
|
||||
* Sets the font tileset for UI text rendering.
|
||||
*
|
||||
* @param fontTileset Pointer to the tileset to use for UI fonts.
|
||||
*
|
||||
* @return An errorret_t indicating success or failure.
|
||||
*/
|
||||
errorret_t uiSetFont(const tileset_t *fontTileset);
|
||||
|
||||
/**
|
||||
* Cleans up and frees all UI resources.
|
||||
*/
|
||||
|
@@ -26,7 +26,7 @@ void uiConsoleRender(
|
||||
continue;
|
||||
}
|
||||
uiTextDraw(
|
||||
x, y + (i * TILESET_MINOGRAM.tileHeight),
|
||||
x, y + (i * tileset->tileHeight),
|
||||
line, COLOR_WHITE,
|
||||
tileset, texture
|
||||
);
|
||||
|
@@ -10,7 +10,8 @@
|
||||
#include "console/console.h"
|
||||
#include "util/string.h"
|
||||
#include "ui/uitext.h"
|
||||
#include "display/framebuffer.h"
|
||||
#include "display/screen.h"
|
||||
#include "display/spritebatch.h"
|
||||
|
||||
void uiFPSRender(const tileset_t *tileset, texture_t *texture) {
|
||||
if(stringCompare(consoleVarGet("fps")->value, "0") == 0) {
|
||||
@@ -36,7 +37,8 @@ void uiFPSRender(const tileset_t *tileset, texture_t *texture) {
|
||||
int32_t w, h;
|
||||
uiTextMeasure(buffer, tileset, &w, &h);
|
||||
uiTextDraw(
|
||||
frameBufferGetWidth(FRAMEBUFFER_BOUND) - w, 0,
|
||||
SCREEN.width - w, 0,
|
||||
buffer, color, tileset, texture
|
||||
);
|
||||
spriteBatchFlush();
|
||||
}
|
Reference in New Issue
Block a user