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},
20 {0.0f, 1.0f, 0.0f, 1.0f},
21 {0.0f, 0.0f, 1.0f, 1.0f},
22 {1.0f, 1.0f, 1.0f, 1.0f},
23 {1.0f, 0.2f, 0.6f, 1.0f},
24 {0.6f, 0.6f, 1.0f, 1.0f},
25 {0.2f, 1.0f, 0.6f, 1.0f},
26 {0.2f, 0.6f, 1.0f, 1.0f},
27 {0.2f, 1.0f, 0.6f, 1.0f},
30 static const char *LAYER_CELL_TITLES[LAYER_PICKER_N] = {
31 "Background", // LAYER_PICKER_BACKGROUND
32 "Player", // LAYER_PICKER_PLAYER
33 "Platforms", // LAYER_PICKER_PLATFORMS,
34 "Goals", // LAYER_PICKER_GOALS
35 "Lava", // LAYER_PICKER_LAVA
36 "Back Platforms", // LAYER_PICKER_BACK_PLATFORMS,
37 "Boxes", // LAYER_PICKER_BOXES = 0,
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)
56 inline static Vec layer_picker_position(const Camera *camera)
60 const Rect viewport = camera_view_port_screen(camera);
64 .y = viewport.h * 0.5f - LAYER_CELL_HEIGHT * LAYER_PICKER_N * 0.5f
70 int layer_picker_render(const LayerPicker *layer_picker,
73 trace_assert(layer_picker);
76 for (size_t i = 0; i < LAYER_PICKER_N; ++i) {
77 Vec position = layer_picker_position(camera);
78 Color color = LAYER_CELL_BACKGROUND_COLORS[i];
80 if (*layer_picker == i) {
81 position.x += LAYER_SELECTED_OFFSET;
86 if (camera_fill_rect_screen(
90 LAYER_CELL_HEIGHT * (float) i + position.y,
97 if (camera_render_text_screen(
100 vec(LAYER_TITLE_SIZE, LAYER_TITLE_SIZE),
102 vec(position.x + LAYER_TITLE_PADDING,
103 LAYER_CELL_HEIGHT * (float) i + position.y + LAYER_TITLE_PADDING)) < 0) {
111 int layer_picker_event(LayerPicker *layer_picker,
112 const SDL_Event *event,
113 const Camera *camera,
116 trace_assert(layer_picker);
118 trace_assert(camera);
120 const Vec position = layer_picker_position(camera);
122 switch (event->type) {
123 case SDL_MOUSEBUTTONDOWN: {
124 for (size_t i = 0; i < LAYER_PICKER_N; ++i) {
125 const Rect cell = rect(position.x,
126 LAYER_CELL_HEIGHT * (float) i + position.y,
129 if (rect_contains_point(cell, vec((float) event->button.x, (float) event->button.y))) {