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#include "ui.h"
#include "game.h"
#include "settings.h"

void resizeInteractionChat(InteractionChat* chat, const Settings* settings)
{
  float renderWidth = GetRenderWidth();
  float renderHeight = GetRenderHeight();
  float height = settings->interactionChatHeight;
  
  chat->rect = (Rectangle){
    0.0,
    renderHeight - height,
    renderWidth,
    height
  };
}

void initInteractionChat(InteractionChat* chat, const Settings* settings)
{
  clearInteractionChat(chat);
  chat->visible = false;
  chat->entityId = ENTITY_NONE;

  resizeInteractionChat(chat, settings);
}

void showInteractionChat(InteractionChat* chat)
{
  chat->visible = true;
}

void hideInteractionChat(InteractionChat* chat)
{
  chat->visible = false;
}

void setInteractionChat(InteractionChat* chat, const char* text)
{
  strncpy(chat->text, text, INTERACTION_CHAT_MAX - 1);
  chat->textSize = getStringLength(text, INTERACTION_CHAT_MAX);
  chat->displayUpTo = 0;
  chat->lastCharacterUpdate = GetTime();
}

void writeToInteractionChat(InteractionChat* chat, const char* text)
{
  strncat(chat->text, text, INTERACTION_CHAT_MAX - 1);
  chat->textSize += getStringLength(text, INTERACTION_CHAT_MAX);
  chat->textSize %= INTERACTION_CHAT_MAX;
  chat->lastCharacterUpdate = GetTime();
}

void clearInteractionChat(InteractionChat* chat)
{
  memset(&chat->text, 0, INTERACTION_CHAT_MAX);
  memset(&chat->displayedText, 0, INTERACTION_CHAT_MAX);
  chat->textSize = 0;
  chat->displayUpTo = 0;
}

bool isInteractionChatAnimationDone(InteractionChat* chat)
{
  return chat->displayUpTo >= chat->textSize;
}

void endInteractionChatAnimation(InteractionChat* chat)
{
  chat->displayUpTo = chat->textSize;
  strncpy(chat->displayedText, chat->text, chat->textSize);
}

void updateInteractionChat(InteractionChat* chat, Game* game)
{
  if (IsWindowResized())
  {
    resizeInteractionChat(chat, &game->settings);
  }
    
  if (!chat->visible)
  {
    return;
  }

  Color background = DARKGRAY;
  background.a = game->settings.uiAlpha;
  DrawRectangleRec(chat->rect, background);

  float lineThickness = game->settings.uiOutlineSize;
  float border = lineThickness + 1.0;
  int fontSize = game->settings.interactionFontSize;
  
  DrawRectangleLinesEx(chat->rect, lineThickness, BLACK);

  // Do cool animation.
  double currentTime = GetTime();
  
  if (chat->displayUpTo < chat->textSize &&
      currentTime - chat->lastCharacterUpdate >=
      game->settings.interactionChatAnimationSpeed)
  {
    chat->lastCharacterUpdate = currentTime;
    chat->displayedText[chat->displayUpTo] = chat->text[chat->displayUpTo];
    ++chat->displayUpTo;
  }

  // Draw text.
  if (chat->entityId != ENTITY_NONE)
  {
    DrawText(TextFormat("%s says:", getEntityName(chat->entityId)),
             chat->rect.x + border,
             chat->rect.y + border,
             fontSize,
             WHITE);
  }

  DrawText(chat->displayedText,
           chat->rect.x + border,
           chat->rect.y + (border * 2.0) + fontSize,
           fontSize,
           GREEN);

  DrawText("Hit enter to continue...",
           chat->rect.x + border,
           chat->rect.y + chat->rect.height - fontSize - border,
           fontSize,
           WHITE);
}

void resizeInteractionMenu(InteractionMenu* menu, const Settings* settings)
{
  menu->rect.width = settings->interactionMenuWidth;
  menu->rect.height = (INTERACTION_MENU_MAX + 4) *
    settings->interactionFontSize;
  menu->rect.x = 0.0;
  menu->rect.y = GetRenderHeight() - settings->interactionChatHeight -
    menu->rect.height - settings->uiOutlineSize;
}

void initInteractionMenu(InteractionMenu* menu, const Settings* settings)
{
  resetInteractionMenu(menu);
  resizeInteractionMenu(menu, settings);
  menu->visible = false;
  menu->entityId = ENTITY_NONE;
}

void setInteractionMenu(InteractionMenu* menu,
                        const InteractionItems items,
                        int itemCount)
{
  // Check for out of bounds.
  if (itemCount > INTERACTION_MENU_MAX)
  {
    TraceLog(LOG_ERROR, "itemCount > INTERACTION_MENU_MAX");
    return;
  }

  menu->itemCount = itemCount;
  
  for (int index = 0; index < itemCount; ++index)
  {
    strncpy(menu->items[index], items[index], INTERACTION_LABEL_MAX - 1);
  }
}

void resetInteractionMenu(InteractionMenu* menu)
{
  for (int index = 0; index < INTERACTION_MENU_MAX; ++index)
  {
    memset(menu->items[index], 0, INTERACTION_LABEL_MAX);
  }

  menu->itemCount = 0;
}

void showInteractionMenu(InteractionMenu* menu)
{
  menu->visible = true;
}

void hideInteractionMenu(InteractionMenu* menu)
{
  menu->visible = false;
}

void updateInteractionMenu(InteractionMenu* menu, Game* game)
{
  if (IsWindowResized())
  {
    resizeInteractionMenu(menu, &game->settings);
  }

  if (!menu->visible)
  {
    return;
  }

  // Draw background.
  Color background = DARKGRAY;
  background.a = game->settings.uiAlpha;
  DrawRectangleRec(menu->rect, background);

  float lineThickness = game->settings.uiOutlineSize;
  float border = lineThickness + 1.0;
  int fontSize = game->settings.interactionFontSize;

  DrawRectangleLinesEx(menu->rect, lineThickness, BLACK);

  Vector2 position = (Vector2){menu->rect.x + border,
                               menu->rect.y + border};

  // Draw top information.
  DrawText("Press a number key to select", position.x, position.y, fontSize,
           WHITE);

  position.y += fontSize + fontSize;
  

  // Draw items.
  for (int index = 0; index < menu->itemCount; ++index)
  {
    DrawText(TextFormat("%d: ", index + 1), position.x, position.y, fontSize,
             WHITE);
    DrawText(TextFormat("    %s", menu->items[index]), position.x, position.y,
             fontSize, GREEN);
    position.y += fontSize;
  }
}

void startInteraction(Game* game, EntityId entityId)
{
  InteractionChat* chat = &game->interactionChat;
  InteractionMenu* menu = &game->interactionMenu;
  
  clearInteractionChat(chat);
  resetInteractionMenu(menu);
  chat->entityId = entityId;
  menu->entityId = entityId;
}

void endInteraction(Game* game)
{
  hideInteractionChat(&game->interactionChat);
  hideInteractionMenu(&game->interactionMenu);
  game->interactionChat.entityId = ENTITY_NONE;
  game->interactionMenu.entityId = ENTITY_NONE;
}

void resizeInventory(Inventory* inventory, const Settings* settings)
{
  float outlineThickness = settings->uiOutlineSize;
  float spriteSize = INVENTORY_SPRITE_SIZE * INVENTORY_SCALE;
  inventory->rect.width = INVENTORY_COLUMNS * spriteSize + outlineThickness;
  inventory->rect.height = INVENTORY_ROWS * spriteSize + outlineThickness;
  inventory->rect.x = GetRenderWidth() / 2.0 - inventory->rect.width / 2.0;
  inventory->rect.y = GetRenderHeight() / 2.0 - inventory->rect.height / 2.0;
}

void initInventory(Inventory* inventory, const Settings* settings)
{
  resizeInventory(inventory, settings);
  inventory->visable = false;
  inventory->itemCount = 0;
  inventory->interactingEntity = NULL;
  inventory->interactingIndex = 0;
}

void showInventory(Inventory* inventory, Game* game)
{
  inventory->visable = true;
  enableGameCursor(game);
}

void hideInventory(Inventory* inventory, Game* game)
{
  inventory->visable = false;
  disableGameCursor(game);
}

void addItemToInventory(Inventory* inventory, InventoryItem item)
{
  // If item is already in the inventory.
  for (int index = 0; index < inventory->itemCount; ++index)
  {
    if (inventory->items[index].id == item.id)
    {
      inventory->items[index].count += item.count;
      return;
    }
  }

  // Add item to inventory.
  if (inventory->itemCount >= INVENTORY_MAX)
  {
    TraceLog(LOG_ERROR, "inventory->itemCount >= INVENTORY_MAX");
  }
  else
  {
    inventory->items[inventory->itemCount] = item;
    ++inventory->itemCount;
  }
}

void removeInventoryItem(Inventory* inventory, int itemIndex)
{
  // Out of bounds.
  if (itemIndex < 0 || itemIndex >= inventory->itemCount)
  {
    return;
  }

  // Decrease count.
  InventoryItem* item = &inventory->items[itemIndex];
  --item->count;

  // Remove item if no more.
  if (item->count <= 0)
  {
    for (int index = itemIndex; index < inventory->itemCount - 1; ++index)
    {
      inventory->items[index] = inventory->items[index + 1];
    }

    --inventory->itemCount;

    // Might prevent a future bug or something :D
    if (inventory->itemCount < 0)
    {
      inventory->itemCount = 0;
    }
  }
}

void inventoryEndInteraction(Inventory* inventory, Game* game)
{
  inventory->interactingEntity = NULL;
  endInteraction(game);
}

// Yup, pretty much a rewrite of player interaction code.

// Returns true if item should be killed.
bool inventoryInteractWithEntity(Inventory* inventory, Game* game,
                                 Entity* entity, Selection selection)
{
  InteractionChat* chat = &game->interactionChat;
  InteractionMenu* menu = &game->interactionMenu;
  
  // Handle selection.
  switch (selection)
  {
  case SELECTION_USE:
    startInteraction(game, entity->id);
    inventory->interactingEntity = entity;
    break;
  case SELECTION_LEAVE:
    inventoryEndInteraction(inventory, game);
    break;
  default:
    break;
  }

  // Interact with it.
  switch (interactWithEntity(entity, game, selection))
  {
  case INTERACTION_TALK:
    hideInteractionMenu(menu);
    showInteractionChat(chat);
    break;
  case INTERACTION_SHOW_MENU:
    hideInteractionChat(chat);
    showInteractionMenu(menu);
    break;
  case INTERACTION_TALK_AND_SHOW_MENU:
    showInteractionChat(chat);
    showInteractionMenu(menu);
    break;
  case INTERACTION_END:
    inventoryEndInteraction(inventory, game);
    break;
  case INTERACTION_KILL_ITEM:
    inventoryEndInteraction(inventory, game);
    return true;
  default:
    break;
  }

  return false;
}

void inventoryHandleInteraction(Inventory* inventory, Game* game)
{
  InteractionChat* chat = &game->interactionChat;
  InteractionMenu* menu = &game->interactionMenu;
  int keyPressed = GetKeyPressed();

  bool shouldKill = false;
  
  if (IsKeyPressed(game->settings.leaveKey))
  {
    shouldKill = inventoryInteractWithEntity(inventory, game,
                                             inventory->interactingEntity,
                                             SELECTION_LEAVE);
  }
  else if (IsKeyPressed(game->settings.nextMessageKey))
  {
    if (isInteractionChatAnimationDone(chat))
    {
      shouldKill = inventoryInteractWithEntity(inventory, game,
                                               inventory->interactingEntity,
                                               SELECTION_LEAVE);
    }
    else
    {
      endInteractionChatAnimation(chat);
    }
  }
  else if (keyPressed >= KEY_ONE && keyPressed <= KEY_NINE)
  {
    shouldKill = inventoryInteractWithEntity(
      inventory, game, inventory->interactingEntity,
      SELECTION_MENU_ITEM + (keyPressed - KEY_ONE));
  }

  if (shouldKill)
  {
    removeInventoryItem(inventory, inventory->interactingIndex);
  }
}

void updateInventory(Inventory* inventory, Game* game)
{
  if (IsWindowResized())
  {
    resizeInventory(inventory, &game->settings);
  }

  // Is interacting.
  if (inventory->interactingEntity != NULL)
  {
    inventoryHandleInteraction(inventory, game);
    return;
  }

  // Hide with interaction chat/menu.
  if (game->interactionChat.visible || game->interactionMenu.visible)
  {
    return;
  }

  // Handle toggle key.
  if (IsKeyPressed(game->settings.toggleInventoryKey))
  {
    if (inventory->visable)
    {
      hideInventory(inventory, game);
    }
    else
    {
      showInventory(inventory, game);
    }
  }

  // Not visable.
  if (!inventory->visable)
  {
    return;
  }

  // Draw background.
  float outlineThickness = game->settings.uiOutlineSize;
  Color backgroundColor = PINK;
  backgroundColor.a = game->settings.uiAlpha;
  DrawRectangleRec(inventory->rect, backgroundColor);
  DrawRectangleLinesEx(inventory->rect, outlineThickness, BLACK);

  float spriteSize = INVENTORY_SPRITE_SIZE * INVENTORY_SCALE;
  int startX = inventory->rect.x + outlineThickness;
  int startY = inventory->rect.y + outlineThickness;
  int maxX = inventory->rect.width + inventory->rect.x - spriteSize;
  int maxY = inventory->rect.height + inventory->rect.y - spriteSize;
  int x = startX;
  int y = startY;
  int fontSize = spriteSize / 3.0;

  // Mouse stuff.
  Vector2 mousePosition = GetMousePosition();
  int mouseRow = (mousePosition.y - inventory->rect.y) / spriteSize;
  int mouseColumn = (mousePosition.x - inventory->rect.x) / spriteSize;
  bool mouseIsSelecting = mouseRow >= 0
    && mouseRow < (inventory->rect.height / spriteSize) - 1
    && mouseColumn >= 0
    && mouseColumn < (inventory->rect.width / spriteSize) - 1;

  if (mouseIsSelecting)
  {
    // Draw selection
    DrawRectangleLinesEx(
      (Rectangle){
        mouseColumn * spriteSize + inventory->rect.x,
        mouseRow * spriteSize + inventory->rect.y,
        spriteSize,
        spriteSize
      },
      outlineThickness,
      BLACK);
  }

  int row = 0;
  int column = 0;
  bool killItem = false;
  int killIndex = 0;

  // Draw items.
  for (int index = 0; index < inventory->itemCount; ++index)
  {
    InventoryItem* item = &inventory->items[index];
    Color color = WHITE;

    // Item Is selected.
    if (mouseIsSelecting && row == mouseRow && column == mouseColumn)
    {
      // Make it blink when selected.
      if ((int)(GetTime() / game->settings.inventoryItemBlinkSpeed) % 2 == 0)
      {
        color = item->blinkColor;
      }

      // Use item.
      if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
      {
        killItem = inventoryInteractWithEntity(inventory, game, item->parent,
                                               SELECTION_USE);
        inventory->interactingIndex = index;
        killIndex = index;
      }
    }

    DrawTextureEx(game->assets.textures[item->textureId], (Vector2){x, y}, 0.0,
                  INVENTORY_SCALE, color);

    // Draw count.
    if (item->count > 1)
    {
      DrawText(TextFormat("%d", item->count), x, y, fontSize, BLACK);
    }

    x += spriteSize;
    ++column;

    if (x >= maxX)
    {
      x = startX;
      y += spriteSize;
      ++row;
      column = 0;
    }
  }

  if (killItem)
  {
    removeInventoryItem(inventory, killIndex);
  }
}