Added button bars.

No tile is hovered when mouse is over button bars.
This commit is contained in:
Sander Schobers 2020-05-10 00:19:44 +02:00
parent b9515823d3
commit cbb6e6c144
9 changed files with 134 additions and 10 deletions

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Width:  |  Height:  |  Size: 2.9 KiB

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@ -1,8 +1,9 @@
game-control-hover: images/game_control_hover.png
tile-dirt: images/tile_dirt.png tile-dirt: images/tile_dirt.png
tile-grass: images/tile_grass.png tile-grass: images/tile_grass.png
tile-snow: images/tile_snow.png tile-snow: images/tile_snow.png
hover: images/hover.png tile-hover: images/tile_hover.png
cactus-small-1: images/cactus_short_NE.png cactus-small-1: images/cactus_short_NE.png
cactus-small-2: images/cactus_short_NW.png cactus-small-2: images/cactus_short_NW.png

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@ -92,6 +92,8 @@ func run() error {
app := tins2020.NewContainer() app := tins2020.NewContainer()
overlays := tins2020.NewContainer() overlays := tins2020.NewContainer()
overlays.AddChild(&tins2020.FPS{}) overlays.AddChild(&tins2020.FPS{})
gameControls := tins2020.NewGameControls()
overlays.AddChild(gameControls)
content := tins2020.NewContainer() content := tins2020.NewContainer()
app.AddChild(content) app.AddChild(content)
app.AddChild(overlays) app.AddChild(overlays)

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@ -34,8 +34,8 @@ type FlowerResistance struct {
// NewPoppyTraits creates the traits of a poppy, a very generic flower that thrives in a moderate climate. // NewPoppyTraits creates the traits of a poppy, a very generic flower that thrives in a moderate climate.
func NewPoppyTraits() FlowerTraits { func NewPoppyTraits() FlowerTraits {
return FlowerTraits{ return FlowerTraits{
Spread: 0.01, Spread: 0.0007,
Life: 0.9991, Life: 0.99991,
Resistance: FlowerResistance{ Resistance: FlowerResistance{
Cold: 0.3, Cold: 0.3,
Hot: 0.3, Hot: 0.3,

110
gamecontrols.go Normal file
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@ -0,0 +1,110 @@
package tins2020
import (
"log"
"github.com/veandco/go-sdl2/sdl"
)
type GameControls struct {
ControlBase
menu ButtonBar
flowers ButtonBar
}
type ButtonBar struct {
Top int32
Left int32
Bottom int32
Hover int
Buttons []Button
}
type Button struct {
Icon string
Disabled string
IsDisabled bool
}
const buttonBarWidth = 96
func (b *ButtonBar) Handle(ctx *Context, event sdl.Event) {
switch e := event.(type) {
case *sdl.MouseMotionEvent:
if e.X > b.Left && e.X < b.Left+buttonBarWidth {
button := int(e.Y-b.Top) / buttonBarWidth
if button < 0 || button >= len(b.Buttons) || b.Buttons[button].IsDisabled {
button = -1
}
b.Hover = button
}
}
}
func (b *ButtonBar) Render(ctx *Context) {
ctx.Renderer.FillRect(&sdl.Rect{X: b.Left, Y: b.Top, W: b.Left + buttonBarWidth, H: b.Bottom})
texture := func(b Button) *Texture {
if b.IsDisabled {
texture := ctx.Textures.Texture(b.Disabled)
if texture != nil {
return texture
}
}
return ctx.Textures.Texture(b.Icon)
}
hoverTexture := ctx.Textures.Texture("game-control-hover")
for i, button := range b.Buttons {
pos := Pt(b.Left, b.Top+int32(i)*buttonBarWidth)
texture := texture(button)
texture.Copy(ctx.Renderer, &sdl.Rect{X: pos.X, Y: pos.Y, W: buttonBarWidth, H: buttonBarWidth})
if b.Hover == i {
hoverTexture.Copy(ctx.Renderer, hoverTexture.RectOffset(pos))
}
}
}
func NewGameControls() *GameControls {
return &GameControls{}
}
func (c *GameControls) Init(ctx *Context) error {
c.flowers.Buttons = []Button{
Button{Icon: "flower-poppy-1", Disabled: "flower-red-c-1"},
Button{Icon: "flower-poppy-1", Disabled: "flower-red-c-1", IsDisabled: true},
}
return c.updateBarPositions(ctx)
}
func (c *GameControls) Handle(ctx *Context, event sdl.Event) {
c.menu.Handle(ctx, event)
c.flowers.Handle(ctx, event)
switch e := event.(type) {
case *sdl.WindowEvent:
switch e.Event {
case sdl.WINDOWEVENT_RESIZED:
err := c.updateBarPositions(ctx)
if err != nil {
log.Fatal(err)
}
}
}
}
func (c *GameControls) Render(ctx *Context) {
ctx.Renderer.SetDrawColor(74, 198, 154, 255)
c.menu.Render(ctx)
c.flowers.Render(ctx)
}
func (c *GameControls) updateBarPositions(ctx *Context) error {
w, h, err := ctx.Renderer.GetOutputSize()
if err != nil {
return err
}
c.menu.Top, c.menu.Left, c.menu.Bottom = 0, 0, h
c.flowers.Top, c.flowers.Left, c.flowers.Bottom = 0, w-buttonBarWidth, h
return nil
}

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@ -34,4 +34,6 @@ func Min32(a, b float32) float32 {
return b return b
} }
func Round32(x float32) float32 { return float32(math.Round(float64(x))) }
func Sqrt32(x float32) float32 { return float32(math.Sqrt(float64(x))) } func Sqrt32(x float32) float32 { return float32(math.Sqrt(float64(x))) }

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@ -64,7 +64,7 @@ func (p *projection) update(renderer *sdl.Renderer) {
log.Fatal(err) log.Fatal(err)
} }
p.windowCenter = Pt(windowW/2, windowH/2) p.windowCenter = Pt(windowW/2, windowH/2)
p.windowRect = sdl.Rect{X: 0, Y: 0, W: windowW - 0, H: windowH - 0} p.windowRect = sdl.Rect{X: buttonBarWidth, Y: 0, W: windowW - 2*buttonBarWidth, H: windowH - 0}
} }
func (p *projection) visibleTiles(action func(int32, int32, Point)) { func (p *projection) visibleTiles(action func(int32, int32, Point)) {

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@ -4,12 +4,11 @@ import (
"fmt" "fmt"
"github.com/veandco/go-sdl2/sdl" "github.com/veandco/go-sdl2/sdl"
"opslag.de/schobers/geom"
) )
type terrainRenderer struct { type terrainRenderer struct {
terrain *Map terrain *Map
hover PointF hover *Point
project projection project projection
interact interaction interact interaction
@ -42,7 +41,12 @@ func (r *terrainRenderer) Handle(ctx *Context, event sdl.Event) {
} }
} }
case *sdl.MouseMotionEvent: case *sdl.MouseMotionEvent:
r.hover = r.project.screenToMap(e.X, e.Y) if insideRect(e.X, e.Y, &r.project.windowRect) {
hover := r.project.screenToMap(e.X, e.Y)
r.hover = &Point{X: int32(Round32(hover.X)), Y: int32(Round32(hover.Y))}
} else {
r.hover = nil
}
if r.interact.mouseDrag != nil { if r.interact.mouseDrag != nil {
r.project.center = r.project.center.Sub(r.project.screenToMapRel(e.X-r.interact.mouseDrag.X, e.Y-r.interact.mouseDrag.Y)) r.project.center = r.project.center.Sub(r.project.screenToMapRel(e.X-r.interact.mouseDrag.X, e.Y-r.interact.mouseDrag.Y))
r.project.update(ctx.Renderer) r.project.update(ctx.Renderer)
@ -63,8 +67,13 @@ func (r *terrainRenderer) Handle(ctx *Context, event sdl.Event) {
} }
} }
func insideRect(x, y int32, rect *sdl.Rect) bool {
return x >= rect.X && x < rect.X+rect.W && y >= rect.Y && y < rect.Y+rect.H
}
func insideRectPt(p Point, rect *sdl.Rect) bool { return insideRect(p.X, p.Y, rect) }
func (r *terrainRenderer) Render(ctx *Context) { func (r *terrainRenderer) Render(ctx *Context) {
hover := Pt(int32(geom.Round32(r.hover.X)), int32(geom.Round32(r.hover.Y)))
toTileTexture := func(x, y int32) *Texture { toTileTexture := func(x, y int32) *Texture {
temp := r.terrain.Temp.Value(x, y) temp := r.terrain.Temp.Value(x, y)
if temp < .35 { if temp < .35 {
@ -148,8 +157,8 @@ func (r *terrainRenderer) Render(ctx *Context) {
rect := r.project.screenToTileRect(pos) rect := r.project.screenToTileRect(pos)
text.Copy(ctx.Renderer, rect) text.Copy(ctx.Renderer, rect)
if x == hover.X && y == hover.Y { if r.hover != nil && x == r.hover.X && y == r.hover.Y {
ctx.Textures.Texture("hover").Copy(ctx.Renderer, rect) ctx.Textures.Texture("tile-hover").Copy(ctx.Renderer, rect)
} }
}) })