Port MainMenu to OpenGL

This commit is contained in:
Dendy 2022-07-25 16:12:57 +02:00
parent fb09ef0b6e
commit 7921471b96
3 changed files with 19 additions and 20 deletions

View File

@ -13,9 +13,9 @@ const Self = @This();
action_list: [3]Action = .{
// Action.init(SDL.SDL_SCANCODE_RIGHT, actionRight), // Tab Right
// Action.init(SDL.SDL_SCANCODE_LEFT, actionLeft), // Tab left
Action.init(SDL.SDL_SCANCODE_DOWN, actionSelDown), // Go down
Action.init(SDL.SDL_SCANCODE_UP, actionSelUp), // Go up
Action.init(SDL.SDL_SCANCODE_RETURN, actionSelect), // Select
Action.init(SDL.Scancode.down, actionSelDown), // Go down
Action.init(SDL.Scancode.up, actionSelUp), // Go up
Action.init(SDL.Scancode.@"return", actionSelect), // Select
},
tab_list: [2]MenuTab = [2]MenuTab{
@ -40,7 +40,7 @@ state: State = State.main_menu,
holding_down: bool = false,
holding_enter: bool = false,
pub fn init(renderer: *SDL.SDL_Renderer) Self {
pub fn init(renderer: Renderer.Renderer) Self {
return Self{.renderer = Renderer.init(renderer)};
}
@ -55,14 +55,14 @@ fn getTab(self: *Self) MenuTab {
pub fn tick(self: *Self) State {
const sel = self.getSel();
const tab = self.getTab();
var key_state = SDL.SDL_GetKeyboardState(null);
var key_state = SDL.getKeyboardState();
for (self.action_list) |*action| {
if (key_state[action.*.code] == 1 and !action.*.holding) {
if (key_state.isPressed(action.*.scancode) and !action.*.holding) {
action.*.holding = true;
action.*.activate = true;
}
if (key_state[action.*.code] == 0) {
if (!key_state.isPressed(action.*.scancode)) {
action.*.holding = false;
}

View File

@ -2,13 +2,14 @@ const SDL = @import("sdl2");
const MainMenu = @import("../MainMenu.zig");
pub const Renderer = @import("../Renderer.zig");
const color = @import("../color.zig");
const Self = @This();
renderer: *SDL.SDL_Renderer,
renderer: Renderer,
pub fn init(renderer: *SDL.SDL_Renderer) Self {
pub fn init(renderer: Renderer) Self {
return Self {
.renderer = renderer,
};

View File

@ -3,20 +3,20 @@ const SDL = @import("sdl2");
const Renderer = @import("Renderer.zig");
const Game = @import("Game.zig");
//const MainMenu = @import("MainMenu.zig");
const MainMenu = @import("MainMenu.zig");
//const State = @import("flow.zig").State;
const State = @import("flow.zig").State;
pub fn main() !void {
var renderer = try Renderer.init();
defer renderer.deinit();
//var main_menu = MainMenu.init();
var main_menu = MainMenu.init(renderer);
var game = Game.init(renderer);
//var current_state: State = main_menu.state;
var current_state: State = main_menu.state;
//_ = SDL.IMG_Init(SDL.IMG_INIT_JPG);
try SDL.image.init(.{ .jpg = true });
mainLoop: while (true) {
while (SDL.pollEvent()) |ev| {
@ -26,12 +26,10 @@ pub fn main() !void {
}
}
_ = game.tick();
//current_state = switch (current_state) {
//.main_menu => main_menu.tick(),
//.game => game.tick(),
//};
current_state = switch (current_state) {
.main_menu => main_menu.tick(),
.game => game.tick(),
};
renderer.render();
}