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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 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;
}
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 updateInventory(Inventory* inventory, Game* game)
{
if (IsWindowResized())
{
resizeInventory(inventory, &game->settings);
}
// Handle toggle key.
if (IsKeyPressed(game->settings.toggleInventoryKey))
{
if (inventory->visable)
{
hideInventory(inventory, game);
}
else
{
showInventory(inventory, game);
}
}
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;
// Draw items.
for (int index = 0; index < inventory->itemCount; ++index)
{
InventoryItem* item = &inventory->items[index];
Color color = WHITE;
// Make it blink when selected.
if (mouseIsSelecting && row == mouseRow && column == mouseColumn &&
(int)(GetTime() / game->settings.inventoryItemBlinkSpeed) % 2 == 0)
{
color = item->blinkColor;
}
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;
}
}
}
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