Main, pause, options, and in-game menu systems wired up; ready for gameplay
This commit is contained in:
187
src/Game.cpp
187
src/Game.cpp
@@ -1,51 +1,208 @@
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#include "Game.h"
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#include <RmlUi/Core.h>
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#include <RmlUi/Core/Context.h>
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#include <RmlUi/Core/DataModelHandle.h>
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#include <iostream>
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#include <RmlUi/Core/Types.h>
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#include <raylib.h>
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void Game::Draw2D() { return; }
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namespace {
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void Game::Update() { return; }
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const char *DocumentPathFor(GameState state) {
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switch (state) {
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case START_MENU:
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return "assets/main-menu.rml";
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case PAUSE_MENU:
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return "assets/pause-menu.rml";
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case STATS_MENU:
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return "assets/stats-menu.rml";
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case OPTIONS_MENU:
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return "assets/options-menu.rml";
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case IN_GAME:
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return "assets/game-ui.rml";
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}
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return nullptr;
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}
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bool IsMenuState(GameState state) {
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return state == OPTIONS_MENU || state == STATS_MENU;
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}
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} // namespace
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bool Game::Init(Rml::Context *context) {
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if (!ctx)
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if (!context)
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return false;
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ctx = context;
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return true;
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}
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bool Game::setup_rml_data_binding(Rml::Context *ctx,
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Rml::DataModelHandle &model_handle,
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GameData &game_data) {
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bool Game::SetupRmlDataBinding(Rml::DataModelHandle &model_handle) {
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Rml::DataModelConstructor dmc = ctx->CreateDataModel("game_data");
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if (!dmc) {
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TraceLog(LOG_ERROR, "Failed to construct data model..");
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TraceLog(LOG_ERROR, "Failed to construct data model.");
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return false;
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}
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// ---------- Member bindings ----------
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dmc.Bind("game_state", &game_data.game_state);
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// ---------- Event callback bindings ----------
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dmc.BindEventCallback("start_game", [this](Rml::DataModelHandle, Rml::Event &,
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const Rml::VariantList &) {
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TrySetGameState(IN_GAME);
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});
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dmc.BindEventCallback("pause_game", [this](Rml::DataModelHandle, Rml::Event &,
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const Rml::VariantList &) {
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TrySetGameState(PAUSE_MENU);
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});
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dmc.BindEventCallback(
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"unpause_game",
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[this](Rml::DataModelHandle, Rml::Event &, const Rml::VariantList &) {
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TrySetGameState(IN_GAME);
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});
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dmc.BindEventCallback(
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"open_options_menu",
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[this](Rml::DataModelHandle, Rml::Event &, const Rml::VariantList &) {
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TrySetGameState(OPTIONS_MENU);
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});
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dmc.BindEventCallback(
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"end_current_game",
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[this](Rml::DataModelHandle, Rml::Event &, const Rml::VariantList &) {
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TrySetGameState(START_MENU);
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});
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dmc.BindEventCallback("go_back",
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[this](Rml::DataModelHandle, Rml::Event &,
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const Rml::VariantList &) { GoBack(); });
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model_handle = dmc.GetModelHandle();
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return true;
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}
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void Game::ResetGame() {}
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void Game::ShowMainMenu() {}
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Rml::ElementDocument *Game::LoadOrGetDocument(GameState state) {
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if (auto it = documents.find(state); it != documents.end())
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return it->second;
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const char *path = DocumentPathFor(state);
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if (!path)
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return nullptr;
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Rml::ElementDocument *doc = ctx->LoadDocument(path);
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if (!doc) {
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TraceLog(LOG_ERROR, "Failed to load document: %s", path);
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return nullptr;
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}
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documents[state] = doc;
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return doc;
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}
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void Game::ShowDocumentForState(GameState state) {
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if (activeDocument) {
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activeDocument->Hide();
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activeDocument = nullptr;
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}
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if (Rml::ElementDocument *doc = LoadOrGetDocument(state)) {
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doc->Show();
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activeDocument = doc;
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}
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}
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void Game::TrySetGameState(GameState newState) {
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GameState currentState = game_data.game_state;
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GameState currentState = CurrentState();
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if (IsMenuState(newState) && !IsMenuState(currentState)) {
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previousState = currentState;
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}
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switch (newState) {
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case START_MENU:
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if (currentState == IN_GAME)
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ResetGame();
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ShowMainMenu();
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break;
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case IN_GAME:
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if (currentState == START_MENU)
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StartNewGame();
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break;
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default:
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break;
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}
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game_data.game_state = newState;
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ShowDocumentForState(newState);
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}
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void Game::GoBack() {
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if (IsMenuState(CurrentState())) {
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TrySetGameState(previousState);
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}
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}
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void Game::StartNewGame() {
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// TODO
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// --- placeholder testing stuff ---
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playerPos = {GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f};
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}
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void Game::ResetGame() {
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// TODO
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}
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void Game::Update() {
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HandleInput();
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if (CurrentState() != IN_GAME)
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return;
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// TODO
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// --- placeholder testing stuff ---
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float dt = GetFrameTime();
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if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
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playerPos.y -= playerSpeed * dt;
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if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))
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playerPos.y += playerSpeed * dt;
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if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))
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playerPos.x -= playerSpeed * dt;
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if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))
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playerPos.x += playerSpeed * dt;
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}
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void Game::Draw2D() {
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if (CurrentState() != IN_GAME)
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return;
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// TODO
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// --- placeholder testing stuff ---
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// DrawText("Hello from raylib!", 50, 50, 20, RAYWHITE);
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if (CurrentState() != IN_GAME)
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return;
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DrawCircleV(playerPos, 24.0f, BLUE);
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DrawText("WASD/Arrows to move, ESC to pause", 20, 20, 20, RAYWHITE);
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}
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void Game::HandleInput() {
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if (!IsKeyReleased(KEY_ESCAPE))
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return;
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switch (CurrentState()) {
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case IN_GAME:
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TrySetGameState(PAUSE_MENU);
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break;
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case PAUSE_MENU:
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TrySetGameState(IN_GAME);
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break;
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case OPTIONS_MENU:
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case STATS_MENU:
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GoBack();
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break;
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default:
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break;
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}
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}
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