Main, pause, options, and in-game menu systems wired up; ready for gameplay

This commit is contained in:
2026-08-24 22:49:16 -05:00
parent 4dacb370a6
commit 0fe31615c5
12 changed files with 327 additions and 88 deletions

View File

@@ -1,51 +1,208 @@
#include "Game.h"
#include <RmlUi/Core.h>
#include <RmlUi/Core/Context.h>
#include <RmlUi/Core/DataModelHandle.h>
#include <iostream>
#include <RmlUi/Core/Types.h>
#include <raylib.h>
void Game::Draw2D() { return; }
namespace {
void Game::Update() { return; }
const char *DocumentPathFor(GameState state) {
switch (state) {
case START_MENU:
return "assets/main-menu.rml";
case PAUSE_MENU:
return "assets/pause-menu.rml";
case STATS_MENU:
return "assets/stats-menu.rml";
case OPTIONS_MENU:
return "assets/options-menu.rml";
case IN_GAME:
return "assets/game-ui.rml";
}
return nullptr;
}
bool IsMenuState(GameState state) {
return state == OPTIONS_MENU || state == STATS_MENU;
}
} // namespace
bool Game::Init(Rml::Context *context) {
if (!ctx)
if (!context)
return false;
ctx = context;
return true;
}
bool Game::setup_rml_data_binding(Rml::Context *ctx,
Rml::DataModelHandle &model_handle,
GameData &game_data) {
bool Game::SetupRmlDataBinding(Rml::DataModelHandle &model_handle) {
Rml::DataModelConstructor dmc = ctx->CreateDataModel("game_data");
if (!dmc) {
TraceLog(LOG_ERROR, "Failed to construct data model..");
TraceLog(LOG_ERROR, "Failed to construct data model.");
return false;
}
// ---------- Member bindings ----------
dmc.Bind("game_state", &game_data.game_state);
// ---------- Event callback bindings ----------
dmc.BindEventCallback("start_game", [this](Rml::DataModelHandle, Rml::Event &,
const Rml::VariantList &) {
TrySetGameState(IN_GAME);
});
dmc.BindEventCallback("pause_game", [this](Rml::DataModelHandle, Rml::Event &,
const Rml::VariantList &) {
TrySetGameState(PAUSE_MENU);
});
dmc.BindEventCallback(
"unpause_game",
[this](Rml::DataModelHandle, Rml::Event &, const Rml::VariantList &) {
TrySetGameState(IN_GAME);
});
dmc.BindEventCallback(
"open_options_menu",
[this](Rml::DataModelHandle, Rml::Event &, const Rml::VariantList &) {
TrySetGameState(OPTIONS_MENU);
});
dmc.BindEventCallback(
"end_current_game",
[this](Rml::DataModelHandle, Rml::Event &, const Rml::VariantList &) {
TrySetGameState(START_MENU);
});
dmc.BindEventCallback("go_back",
[this](Rml::DataModelHandle, Rml::Event &,
const Rml::VariantList &) { GoBack(); });
model_handle = dmc.GetModelHandle();
return true;
}
void Game::ResetGame() {}
void Game::ShowMainMenu() {}
Rml::ElementDocument *Game::LoadOrGetDocument(GameState state) {
if (auto it = documents.find(state); it != documents.end())
return it->second;
const char *path = DocumentPathFor(state);
if (!path)
return nullptr;
Rml::ElementDocument *doc = ctx->LoadDocument(path);
if (!doc) {
TraceLog(LOG_ERROR, "Failed to load document: %s", path);
return nullptr;
}
documents[state] = doc;
return doc;
}
void Game::ShowDocumentForState(GameState state) {
if (activeDocument) {
activeDocument->Hide();
activeDocument = nullptr;
}
if (Rml::ElementDocument *doc = LoadOrGetDocument(state)) {
doc->Show();
activeDocument = doc;
}
}
void Game::TrySetGameState(GameState newState) {
GameState currentState = game_data.game_state;
GameState currentState = CurrentState();
if (IsMenuState(newState) && !IsMenuState(currentState)) {
previousState = currentState;
}
switch (newState) {
case START_MENU:
if (currentState == IN_GAME)
ResetGame();
ShowMainMenu();
break;
case IN_GAME:
if (currentState == START_MENU)
StartNewGame();
break;
default:
break;
}
game_data.game_state = newState;
ShowDocumentForState(newState);
}
void Game::GoBack() {
if (IsMenuState(CurrentState())) {
TrySetGameState(previousState);
}
}
void Game::StartNewGame() {
// TODO
// --- placeholder testing stuff ---
playerPos = {GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f};
}
void Game::ResetGame() {
// TODO
}
void Game::Update() {
HandleInput();
if (CurrentState() != IN_GAME)
return;
// TODO
// --- placeholder testing stuff ---
float dt = GetFrameTime();
if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
playerPos.y -= playerSpeed * dt;
if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))
playerPos.y += playerSpeed * dt;
if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))
playerPos.x -= playerSpeed * dt;
if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))
playerPos.x += playerSpeed * dt;
}
void Game::Draw2D() {
if (CurrentState() != IN_GAME)
return;
// TODO
// --- placeholder testing stuff ---
// DrawText("Hello from raylib!", 50, 50, 20, RAYWHITE);
if (CurrentState() != IN_GAME)
return;
DrawCircleV(playerPos, 24.0f, BLUE);
DrawText("WASD/Arrows to move, ESC to pause", 20, 20, 20, RAYWHITE);
}
void Game::HandleInput() {
if (!IsKeyReleased(KEY_ESCAPE))
return;
switch (CurrentState()) {
case IN_GAME:
TrySetGameState(PAUSE_MENU);
break;
case PAUSE_MENU:
TrySetGameState(IN_GAME);
break;
case OPTIONS_MENU:
case STATS_MENU:
GoBack();
break;
default:
break;
}
}