6 #include "system/stacktrace.h"
7 #include "layer_picker.h"
9 #include "game/camera.h"
10 #include "math/rect.h"
11 #include "math/extrema.h"
12 #include "game/sprite_font.h"
14 #define LAYER_TITLE_PADDING 15.0f
15 #define LAYER_TITLE_SIZE 3.0f
16 #define LAYER_SELECTED_OFFSET 15.0f
18 static const Color LAYER_CELL_BACKGROUND_COLORS[LAYER_PICKER_N] = {
19 {1.0f, 0.0f, 0.0f, 1.0f}, // LAYER_PICKER_BACKGROUND
20 {0.0f, 1.0f, 0.0f, 1.0f}, // LAYER_PICKER_PLAYER
21 {0.6f, 0.6f, 1.0f, 1.0f}, // LAYER_PICKER_BACK_PLATFORMS
22 {0.0f, 0.0f, 1.0f, 1.0f}, // LAYER_PICKER_PLATFORMS
23 {1.0f, 1.0f, 1.0f, 1.0f}, // LAYER_PICKER_GOALS
24 {1.0f, 0.2f, 0.6f, 1.0f}, // LAYER_PICKER_LAVA
25 {0.2f, 1.0f, 0.6f, 1.0f}, // LAYER_PICKER_BOXES
26 {0.2f, 0.6f, 1.0f, 1.0f}, // LAYER_PICKER_LABELS
27 {0.2f, 1.0f, 0.6f, 1.0f}, // LAYER_PICKER_REGIONS
30 static const char *LAYER_CELL_TITLES[LAYER_PICKER_N] = {
31 "Background", // LAYER_PICKER_BACKGROUND
32 "Player", // LAYER_PICKER_PLAYER
33 "Back Platforms", // LAYER_PICKER_BACK_PLATFORMS
34 "Platforms", // LAYER_PICKER_PLATFORMS
35 "Goals", // LAYER_PICKER_GOALS
36 "Lava", // LAYER_PICKER_LAVA
37 "Boxes", // LAYER_PICKER_BOXES
38 "Labels", // LAYER_PICKER_LABELS
39 "Regions", // LAYER_PICKER_REGIONS
42 inline static float layer_picker_max_width(void)
46 for (size_t i = 0; i < LAYER_PICKER_N; ++i) {
47 max = max_size_t(max, strlen(LAYER_CELL_TITLES[i]));
50 return (float) max * FONT_CHAR_WIDTH * LAYER_TITLE_SIZE + LAYER_TITLE_PADDING * 2.0f;
53 #define LAYER_CELL_WIDTH layer_picker_max_width()
54 #define LAYER_CELL_HEIGHT (LAYER_TITLE_SIZE * FONT_CHAR_HEIGHT + LAYER_TITLE_PADDING * 2.0f)
55 #define LAYER_CELL_REFERENCE 1980.0f
56 #define LAYER_CELL_WR_RATIO (LAYER_CELL_WIDTH / LAYER_CELL_REFERENCE)
57 #define LAYER_CELL_HW_RATIO (LAYER_CELL_HEIGHT / LAYER_CELL_WIDTH)
58 #define LAYER_TITLE_SW_RATIO (LAYER_TITLE_SIZE / LAYER_CELL_WIDTH)
59 #define LAYER_TITLE_PW_RATIO (LAYER_TITLE_PADDING / LAYER_CELL_WIDTH)
60 #define LAYER_CELL_OW_RATIO (LAYER_SELECTED_OFFSET / LAYER_CELL_WIDTH)
62 int layer_picker_render(const LayerPicker *layer_picker,
65 trace_assert(layer_picker);
68 const Rect viewport = camera_view_port_screen(camera);
70 for (size_t i = 0; i < LAYER_PICKER_N; ++i) {
72 .x = viewport.w * LAYER_CELL_WR_RATIO,
73 .y = viewport.w * LAYER_CELL_WR_RATIO * LAYER_CELL_HW_RATIO
78 .y = viewport.h * 0.5f - size.y * LAYER_PICKER_N * 0.5f
81 Color color = LAYER_CELL_BACKGROUND_COLORS[i];
83 if (*layer_picker == i) {
84 position.x += size.x * LAYER_CELL_OW_RATIO;
89 if (camera_fill_rect_screen(
93 size.y * (float) i + position.y,
99 camera_render_text_screen(
101 LAYER_CELL_TITLES[i],
102 vec(size.x * LAYER_TITLE_SW_RATIO,
103 size.x * LAYER_TITLE_SW_RATIO),
105 vec(position.x + size.x * LAYER_TITLE_PW_RATIO,
106 size.y * (float) i + position.y + size.x * LAYER_TITLE_PW_RATIO));
112 int layer_picker_event(LayerPicker *layer_picker,
113 const SDL_Event *event,
114 const Camera *camera,
117 trace_assert(layer_picker);
119 trace_assert(camera);
121 const Rect viewport = camera_view_port_screen(camera);
124 .x = viewport.w * LAYER_CELL_WR_RATIO,
125 .y = viewport.w * LAYER_CELL_WR_RATIO * LAYER_CELL_HW_RATIO
128 const Vec2f position = {
130 .y = viewport.h * 0.5f - size.y * LAYER_PICKER_N * 0.5f
133 switch (event->type) {
134 case SDL_MOUSEBUTTONDOWN: {
135 for (LayerPicker i = 0; i < LAYER_PICKER_N; ++i) {
136 const Rect cell = rect(
138 size.y * (float) i + position.y,
140 if (rect_contains_point(cell, vec((float) event->button.x, (float) event->button.y))) {