Revert "set up clay ui + move gold rendering to clay"
This reverts commit cc71ee1286.
This commit is contained in:
+2
-5
@@ -7,26 +7,23 @@ run :: proc() {
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defer rl.CloseWindow()
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rl.SetTargetFPS(60)
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init_ui()
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defer destroy_ui()
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world := init_world()
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for !rl.WindowShouldClose() {
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dt := rl.GetFrameTime()
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ui_prepare_frame(&world, dt)
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update_world(&world, dt)
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rl.BeginDrawing()
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rl.ClearBackground(rl.Color{34, 139, 34, 255})
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render_world(&world)
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render_ui()
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rl.EndDrawing()
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}
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delete(world.path)
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delete(world.towers)
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delete(world.events)
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}
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+2
-29
@@ -1,38 +1,11 @@
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package game
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import clay "../clay-odin"
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import "core:fmt"
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import rl "vendor:raylib"
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UI_BAR_COLOR :: clay.Color{20, 40, 20, 200}
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UI_TEXT_COLOR :: clay.Color{240, 240, 230, 255}
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UI_GOLD_COLOR :: clay.Color{255, 215, 80, 255}
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ui_text_scratch: [64]u8
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build_hud :: proc(world: ^World) {
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if clay.UI(clay.ID("HudBar"))(
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{
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layout = {
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layoutDirection = .LeftToRight,
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sizing = {width = clay.SizingGrow({}), height = clay.SizingFixed(28)},
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padding = clay.PaddingAll(6),
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childGap = 8,
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childAlignment = {y = .Center},
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},
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backgroundColor = UI_BAR_COLOR,
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},
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) {
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gold_text := fmt.bprintf(ui_text_scratch[:], "Gold: %d", world.gold)
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clay.Text(
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gold_text,
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clay.TextElementConfig{textColor = UI_GOLD_COLOR, fontId = UI_FONT_ID, fontSize = 18},
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)
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}
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}
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render_hud :: proc(world: ^World) {
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rl.DrawText(fmt.ctprintf("Base HP: %d", world.base_health), 10, 32, 22, rl.BLACK)
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rl.DrawText(fmt.ctprintf("Gold: %d", world.gold), 10, 10, 22, rl.BLACK) // Gold HUD
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rl.DrawText(fmt.ctprintf("Base HP: %d", world.base_health), 10, 32, 22, rl.BLACK) // HP HUD
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rl.DrawText(fmt.ctprintf("Enemies: %d", active_enemy_count(world)), 10, 54, 22, rl.BLACK)
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rl.DrawText(fmt.ctprintf("Wave: %d / %d", world.wave, MAX_WAVES), 10, 76, 22, rl.BLACK)
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@@ -5,5 +5,6 @@ render_world :: proc(world: ^World) {
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render_enemies(world)
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render_towers(world)
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render_projectiles(world)
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render_hud(world)
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}
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@@ -1,43 +0,0 @@
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package game
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import clay "../clay-odin"
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import rl "vendor:raylib"
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ui_memory: [^]u8
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ui_arena: clay.Arena
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ui_render_commands: clay.ClayArray(clay.RenderCommand)
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ui_error_handler :: proc "c" (data: clay.ErrorData) {
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_ = data
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}
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init_ui :: proc() {
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ui_register_font()
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min_size := clay.MinMemorySize()
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ui_memory = make([^]u8, min_size)
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ui_arena = clay.CreateArenaWithCapacityAndMemory(uint(min_size), ui_memory)
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clay.Initialize(ui_arena, {f32(SCREEN_W), f32(SCREEN_H)}, {handler = ui_error_handler})
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clay.SetMeasureTextFunction(measure_text, nil)
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}
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destroy_ui :: proc() {
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free(ui_memory)
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}
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ui_prepare_frame :: proc(world: ^World, dt: f32) {
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mouse := rl.GetMousePosition()
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clay.SetLayoutDimensions({f32(SCREEN_W), f32(SCREEN_H)})
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clay.SetPointerState({mouse.x, mouse.y}, rl.IsMouseButtonDown(.LEFT))
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clay.UpdateScrollContainers(false, {}, dt)
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clay.BeginLayout()
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build_hud(world)
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ui_render_commands = clay.EndLayout(dt)
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}
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render_ui :: proc() {
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clay_raylib_render(&ui_render_commands)
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}
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@@ -1,69 +0,0 @@
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package game
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import clay "../clay-odin"
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import "core:math"
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import "core:strings"
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import rl "vendor:raylib"
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UI_FONT_ID :: 0
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ui_font: rl.Font
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ui_register_font :: proc() {
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ui_font = rl.GetFontDefault()
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}
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clay_color_to_rl :: proc(c: clay.Color) -> rl.Color {
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return {u8(c.r), u8(c.g), u8(c.b), u8(c.a)}
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}
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measure_text :: proc "c" (
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text: clay.StringSlice,
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config: ^clay.TextElementConfig,
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_: rawptr,
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) -> clay.Dimensions {
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return {width = f32(text.length) * f32(config.fontSize) * 0.55, height = f32(config.fontSize)}
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}
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clay_raylib_render :: proc(commands: ^clay.ClayArray(clay.RenderCommand)) {
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for i in 0 ..< commands.length {
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cmd := clay.RenderCommandArray_Get(commands, i)
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bounds := cmd.boundingBox
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#partial switch cmd.commandType {
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case .None:
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case .Text:
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cfg := cmd.renderData.text
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text := string(cfg.stringContents.chars[:cfg.stringContents.length])
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cstr := strings.clone_to_cstring(text, context.temp_allocator)
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rl.DrawTextEx(
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ui_font,
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cstr,
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{bounds.x, bounds.y},
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f32(cfg.fontSize),
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f32(cfg.letterSpacing),
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clay_color_to_rl(cfg.textColor),
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)
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case .Rectangle:
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cfg := cmd.renderData.rectangle
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rl.DrawRectangle(
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i32(math.round(bounds.x)),
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i32(math.round(bounds.y)),
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i32(math.round(bounds.width)),
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i32(math.round(bounds.height)),
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clay_color_to_rl(cfg.backgroundColor),
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)
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case .ScissorStart:
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rl.BeginScissorMode(
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i32(math.round(bounds.x)),
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i32(math.round(bounds.y)),
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i32(math.round(bounds.width)),
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i32(math.round(bounds.height)),
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)
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case .ScissorEnd:
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rl.EndScissorMode()
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}
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}
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}
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