/* * BreakHack - A dungeone crawler RPG * Copyright (C) 2018 Linus Probert * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include #include "defines.h" #include "skillbar.h" #include "texture.h" #include "util.h" #include "sprite.h" #include "keyboard.h" #include "texturecache.h" static void load_texture(SkillBar *bar, const char *path, SDL_Renderer *renderer) { static SDL_Color c_yellow = { 255, 255, 0, 255 }; Texture *t = texturecache_add(path); t->dim.width = 16; t->dim.height = 16; for (unsigned int i = 0; i < 5; ++i) { char buffer[4]; Sprite *s = sprite_create(); s->pos = (Position) { i * 32 + 20, 20 }; s->dim = (Dimension) { 8, 8 }; s->fixed = true; sprite_load_text_texture(s, "GUI/SDS_8x8.ttf", 0, 8); m_sprintf(buffer, 4, "%u", i+1); texture_load_from_text(s->textures[0], buffer, c_yellow, renderer); linkedlist_append(&bar->sprites, s); } } SkillBar * skillbar_create(SDL_Renderer *renderer) { SkillBar *bar = ec_malloc(sizeof(SkillBar)); bar->sprites = linkedlist_create(); bar->activationTimer = timer_create(); bar->lastActivation = 0; load_texture(bar, "GUI/GUI0.png", renderer); return bar; } static void render_frame(Camera *cam) { static SDL_Rect c_top_left = { 1*16, 10*16, 16, 16 }; static SDL_Rect c_top_right = { 3*16, 10*16, 16, 16 }; static SDL_Rect c_bottom_left = { 1*16, 12*16, 16, 16 }; static SDL_Rect c_bottom_right = { 3*16, 12*16, 16, 16 }; Texture *t = texturecache_get("GUI/GUI0.png"); SDL_Rect box = { 0, 0, 16, 16 }; for (unsigned int i = 0; i < MAP_ROOM_WIDTH; ++i) { box.x = i*32; box.y = 0; texture_render_clip(t, &box, &c_top_left, cam); box.y = 16; texture_render_clip(t, &box, &c_bottom_left, cam); box.x = i*32 + 16; box.y = 0; texture_render_clip(t, &box, &c_top_right, cam); box.y = 16; texture_render_clip(t, &box, &c_bottom_right, cam); } } static void render_sprites(SkillBar *bar, Camera *cam) { LinkedList *sprites = bar->sprites; while (sprites) { sprite_render(sprites->data, cam); sprites = sprites->next; } } static void render_activation_indicator(SkillBar *bar, Camera *cam) { if (!timer_started(bar->activationTimer)) return; unsigned int ticks = timer_get_ticks(bar->activationTimer); if (ticks > 500) { timer_stop(bar->activationTimer); return; } SDL_Rect square = { (bar->lastActivation - 1) * 32, 0, 32, 32 }; unsigned int opacity = (unsigned int) ticks/2; SDL_SetRenderDrawColor(cam->renderer, 255, 255, 0, (Uint8)(255 - opacity)); SDL_RenderDrawRect(cam->renderer, &square); } static void render_skills(Player *player, Camera *cam) { static SDL_Rect activeSkillBox = { 0, 0, 32, 32 }; for (int i = 0; i < PLAYER_SKILL_COUNT; ++i) { if (!player->skills[i]) continue; Skill *skill = player->skills[i]; skill->icon->pos = (Position) { 8 + i * 32, 8 }; sprite_render(skill->icon, cam); if (player->skills[i]->active) { activeSkillBox.x = i * 32; SDL_SetRenderDrawColor(cam->renderer, 0, 0, 255, 100); SDL_RenderFillRect(cam->renderer, &activeSkillBox); } if (player->skills[i]->resetCountdown > 0) { activeSkillBox.x = i * 32; SDL_SetRenderDrawColor(cam->renderer, 255, 0, 0, 100); SDL_RenderFillRect(cam->renderer, &activeSkillBox); } } } static void render_skill_unavailable(Player *player, Camera *cam) { static SDL_Rect unavailableSkillBox = { 0, 0, 32, 32 }; for (int i = 0; i < PLAYER_SKILL_COUNT; ++i) { if (!player->skills[i]) continue; if (player->skills[i]->resetCountdown > 0) { unavailableSkillBox.x = i * 32; SDL_SetRenderDrawColor(cam->renderer, 255, 0, 0, 70); SDL_RenderFillRect(cam->renderer, &unavailableSkillBox); } } } void skillbar_render(SkillBar *bar, Player *player, Camera *cam) { render_frame(cam); render_skills(player, cam); render_sprites(bar, cam); render_skill_unavailable(player, cam); render_activation_indicator(bar, cam); } void skillbar_handle_event(SkillBar *bar, SDL_Event *event) { if (event->type != SDL_KEYDOWN) return; unsigned int key = 0; if (keyboard_press(SDLK_1, event)) key = 1; else if (keyboard_press(SDLK_2, event)) key = 2; else if (keyboard_press(SDLK_3, event)) key = 3; else if (keyboard_press(SDLK_4, event)) key = 4; else if (keyboard_press(SDLK_5, event)) key = 5; if (key != 0) { bar->lastActivation = key; timer_start(bar->activationTimer); } } void skillbar_destroy(SkillBar *bar) { while (bar->sprites) sprite_destroy(linkedlist_pop(&bar->sprites)); free(bar); }