WIP | Make it prettier and also implement Skewing
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@ -18,12 +18,16 @@ action_list: [5]Action = .{
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Action.init(SDL.Scancode.@"return", actionSelect), // Select
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},
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tab_list: [2]MenuTab = .{
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MenuTab.init("1P", .{255, 127, 0}, &.{
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tab_list: [3]MenuTab = .{
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MenuTab.init("1P", .{245, 155, 20}, &.{
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MenuSelection.init("Play", play),
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MenuSelection.init("Print", print),
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}),
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MenuTab.init("Options", .{127, 0, 255}, &.{
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MenuTab.init("Options", .{162, 86, 179}, &.{
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MenuSelection.init("Play", play),
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MenuSelection.init("Print", print),
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}),
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MenuTab.init("Online", .{105, 179, 86}, &.{
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MenuSelection.init("Play", play),
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MenuSelection.init("Print", print),
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}),
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@ -15,10 +15,10 @@ pub fn init(renderer: *Renderer) Self {
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};
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}
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pub fn render(self: Self, main_menu: MainMenu) void {
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const width = 100;
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const spacing = 10;
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const height = 20;
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const y_spacing = 20;
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const x_spacing = 300;
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const width = 200;
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const height = 60;
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const tabs = [_]usize{
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main_menu.getPrevTab(),
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@ -26,28 +26,47 @@ pub fn render(self: Self, main_menu: MainMenu) void {
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main_menu.getNextTab(),
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};
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const skew = 20;
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for (tabs) |tab, tab_i| {
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const curr_tab = main_menu.tab_list[tab];
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for (curr_tab.contents) |_, sel_i| {
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self.renderer.setColor(curr_tab.color[0], curr_tab.color[1], curr_tab.color[2], 255);
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if (main_menu.sel == sel_i and tab_i == 1) {
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self.renderer.setColor(0, 255, 0, 255);
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}
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// Auxiliary variables to claculate the center of the screen
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const wsize = self.renderer.getOutputSize();
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const screen_width = @intCast(usize, wsize.width);
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const total_spacing = (tabs.len-1) * spacing;
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const total_width = (tabs.len * width);
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const total_spacing = (tabs.len-1) * x_spacing;
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const total_width = tabs.len * width;
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// Move it from the left to the center
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const centering = (screen_width - (total_width + total_spacing)) / 2;
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const x = @intCast(i32, tab_i * (width+spacing) + centering);
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const y = @intCast(i32, 10 + (height + spacing) * sel_i);
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const x = @intCast(i32, tab_i * (width + x_spacing) + centering);
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self.renderer.fillRectangle(x, y, width, height);
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for (curr_tab.contents) |_, sel_i| {
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const y = @intCast(i32, 10 + (height + y_spacing) * sel_i) + 100;
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// TODO: The shadow should be static, it is easier like this rn tho
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if (main_menu.sel == sel_i and tab_i == 1) {
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self.renderer.setColor(0, 0, 0, 30);
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self.renderer.fillRectangleEx(x+10, y+10, width, height, skew);
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}
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self.renderer.setColor(255, 255, 255, 255);
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self.renderer.fillRectangleEx(x, y, width, height, skew);
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self.renderer.setColor(0, 0, 0, 255);
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if (main_menu.sel == sel_i and tab_i == 1) {
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self.renderer.setColor(curr_tab.color[0], curr_tab.color[1], curr_tab.color[2], 255);
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}
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const margin = 20;
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self.renderer.fillRectangleEx(x + margin, y + margin, width - margin*2 , height - margin*2, skew);
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self.renderer.fillRectangleEx(x + width-6, y, 6, height, skew);
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self.renderer.fillRectangleEx(x + width-12, y, 3, height, skew);
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}
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self.renderer.setColor(curr_tab.color[0], curr_tab.color[1], curr_tab.color[2], 255);
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self.renderer.fillRectangleEx(x-25, 10, width+50, height+50, skew);
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}
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}
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@ -93,7 +93,7 @@ pub fn init() !Self {
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gl.vertexAttribPointer(1, 4, .float, false, @sizeOf(f32) * 6, @sizeOf(f32) * 2);
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gl.enableVertexAttribArray(1);
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gl.clearColor(0.91, 0.97, 1.00, 1.00);
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gl.clearColor(0.91, 0.85, 0.65, 1.00);
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// TODO: See if there's a more optimal solution to this, maybe activating only when necessary
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gl.enable(.blend);
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@ -154,10 +154,11 @@ pub fn drawRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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pub fn fillRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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//const indices = [_]u8{ 1, 3, 0, 1, 3, 2 };
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self.renderRectangle(x, y, w, h);
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self.fillRectangleEx(x, y, w, h, 0);
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}
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fn renderRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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pub fn fillRectangleEx(self: *Self, x: i32, y: i32, w: i32, h: i32, skew_x: i32) void {
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// TODO: Is this still necessary?
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self.test_counter += 1;
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//gl.uniform4fv(self.color_loc, &.{self.color});
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@ -167,24 +168,26 @@ fn renderRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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var wf = @intToFloat(f32, w);
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var hf = @intToFloat(f32, h);
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const skew_x_offset = @intToFloat(f32, skew_x) * hf / 100;
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const i = self.vbo_index;
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const vertex_data = [36]f32{
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xf, yf, // up-left
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xf + skew_x_offset, yf, // up-left
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self.color[0], self.color[1],
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self.color[2], self.color[3],
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xf + wf, yf, // up-right
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xf + wf + skew_x_offset, yf, // up-right
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self.color[0], self.color[1],
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self.color[2], self.color[3],
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xf, yf + hf,
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xf - skew_x_offset, yf + hf, // down-left
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self.color[0], self.color[1],
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self.color[2], self.color[3],
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xf + wf, yf + hf, // down-right
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xf + wf - skew_x_offset, yf + hf, // down-right
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self.color[0], self.color[1],
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self.color[2], self.color[3],
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xf + wf, yf,
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xf + wf + skew_x_offset, yf, // up-right
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self.color[0], self.color[1],
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self.color[2], self.color[3],
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xf, yf + hf, // down-left
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xf - skew_x_offset, yf + hf, // down-left
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self.color[0], self.color[1],
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self.color[2], self.color[3],
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};
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@ -192,6 +195,10 @@ fn renderRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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self.vbo_index += 36;
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}
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fn renderRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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self.renderRectangleEx(x, y, w, h, 0);
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}
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pub const OutputSize = struct { width: c_int, height: c_int };
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pub fn getOutputSize(self: Self) OutputSize {
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var wsize = self.window.getSize();
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