Adds basic skillbar rendering, now we need skills
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988d0138b9
commit
738102b6e6
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@ -93,6 +93,7 @@ add_executable(breakhack
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src/mixer
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src/io_util
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src/physfsrwops
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src/skillbar
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)
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target_link_libraries(breakhack
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@ -43,6 +43,7 @@
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#include "keyboard.h"
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#include "mixer.h"
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#include "random.h"
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#include "skillbar.h"
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typedef enum Turn_t {
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PLAYER,
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@ -55,6 +56,7 @@ static Player *gPlayer = NULL;
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static Map *gMap = NULL;
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static RoomMatrix *gRoomMatrix = NULL;
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static Gui *gGui = NULL;
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static SkillBar *gSkillBar = NULL;
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static Pointer *gPointer = NULL;
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static unsigned int cLevel = 1;
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static float deltaTime = 1.0;
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@ -181,6 +183,7 @@ initGame(void)
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gCamera.renderer = gRenderer;
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gRoomMatrix = roommatrix_create();
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gGui = gui_create(gRenderer);
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gSkillBar = skillbar_create(gRenderer);
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item_builder_init(gRenderer);
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gPointer = pointer_create(gRenderer);
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particle_engine_init();
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@ -481,6 +484,7 @@ run_game(void)
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RIGHT_GUI_HEIGHT, &gCamera);
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SDL_RenderSetViewport(gRenderer, &skillBarViewport);
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skillbar_render(gSkillBar, &gCamera);
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SDL_RenderSetViewport(gRenderer, &bottomGuiViewport);
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gui_render_log(gGui, BOTTOM_GUI_WIDTH,
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@ -600,6 +604,7 @@ void close(void)
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roommatrix_destroy(gRoomMatrix);
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gui_destroy(gGui);
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skillbar_destroy(gSkillBar);
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pointer_destroy(gPointer);
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item_builder_close();
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particle_engine_close();
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@ -16,16 +16,32 @@
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "defines.h"
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#include "skillbar.h"
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#include "texture.h"
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#include "util.h"
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#include "sprite.h"
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static void
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load_texture(SkillBar *bar, const char *path, SDL_Renderer *renderer)
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{
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static SDL_Color c_yellow = { 255, 255, 0, 255 };
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Texture *t = texture_create();
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texture_load_from_file(t, path, renderer);
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t->dim.width = 16;
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t->dim.height = 16;
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ht_set(bar->textures, path, t);
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for (unsigned int i = 0; i < 4; ++i) {
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char buffer[1];
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Sprite *s = sprite_create();
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s->pos = (Position) { i * 32 + 20, 20 };
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sprite_load_text_texture(s, "GUI/SDS_8x8.ttf", 0, 8);
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m_sprintf(buffer, 1, "%u", i+1);
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texture_load_from_text(s->textures[0], buffer, c_yellow, renderer);
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linkedlist_append(&bar->sprites, s);
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}
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}
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SkillBar *
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@ -33,19 +49,60 @@ skillbar_create(SDL_Renderer *renderer)
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{
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SkillBar *bar = ec_malloc(sizeof(SkillBar));
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bar->textures = ht_create(10);
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bar->sprites = linkedlist_create();
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load_texture(bar, "GUI/GUI0.png", renderer);
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return bar;
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}
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void
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render(SkillBar *bar, Camera *cam)
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static void
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render_frame(SkillBar *bar, Camera *cam)
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{
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// TODO: Implement
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static SDL_Rect c_top_left = { 1*16, 10*16, 16, 16 };
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static SDL_Rect c_top_right = { 3*16, 10*16, 16, 16 };
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static SDL_Rect c_bottom_left = { 1*16, 12*16, 16, 16 };
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static SDL_Rect c_bottom_right = { 3*16, 12*16, 16, 16 };
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Texture *t = ht_get(bar->textures, "GUI/GUI0.png");
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Position p = { 0, 0 };
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for (unsigned int i = 0; i < MAP_ROOM_WIDTH; ++i) {
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p.x = i*32;
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p.y = 0;
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texture_render_clip(t, &p, &c_top_left, cam);
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p.y = 16;
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texture_render_clip(t, &p, &c_bottom_left, cam);
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p.x = i*32 + 16;
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p.y = 0;
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texture_render_clip(t, &p, &c_top_right, cam);
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p.y = 16;
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texture_render_clip(t, &p, &c_bottom_right, cam);
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}
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}
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static void
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render_sprites(SkillBar *bar, Camera *cam)
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{
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LinkedList *sprites = bar->sprites;
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while (sprites) {
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sprite_render(sprites->data, cam);
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sprites = sprites->next;
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}
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}
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void
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skillbar_render(SkillBar *bar, Camera *cam)
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{
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render_frame(bar, cam);
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render_sprites(bar, cam);
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}
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void
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skillbar_destroy(SkillBar *bar)
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{
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ht_destroy_custom(bar->textures, (void (*)(void *)) texture_destroy);
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while (bar->sprites)
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sprite_destroy(linkedlist_pop(&bar->sprites));
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free(bar);
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}
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@ -21,17 +21,19 @@
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#include "SDL.h"
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#include "hashtable.h"
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#include "linkedlist.h"
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#include "camera.h"
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typedef struct SkillBar_t {
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Hashtable *textures;
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LinkedList *sprites;
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} SkillBar;
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SkillBar *
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skillbar_create(SDL_Renderer*);
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void
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render(SkillBar*, Camera*);
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skillbar_render(SkillBar*, Camera*);
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void
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skillbar_destroy(SkillBar*);
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