zephr/game: textures, icons, and buttons

- zephr: correctly set cursor when hovering button
- zephr: added texture loading and displaying
- zephr: added icon button
- game: added help and settings icon buttons
This commit is contained in:
2023-12-27 22:42:35 +02:00
parent 2fc8ac6456
commit 2f88c53a07
13 changed files with 263 additions and 57 deletions
+1 -1
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@@ -1,7 +1,7 @@
BIN=c2048
CC=gcc
CFLAGS=-Wall -Wextra -Werror -Wfloat-conversion -Wimplicit-fallthrough -pedantic -g `pkg-config --cflags freetype2` -I3rdparty/glad/include -I3rdparty/fmod/include -I3rdparty/stb/
OBJ=main.o game.o core.o shader.o text.o audio.o timer.o ui.o zephr.o zephr_math.o 3rdparty/glad/src/gl.o 3rdparty/glad/src/glx.o 3rdparty/stb/stb.o
OBJ=main.o game.o core.o shader.o text.o audio.o texture.o timer.o ui.o zephr.o zephr_math.o 3rdparty/glad/src/gl.o 3rdparty/glad/src/glx.o 3rdparty/stb/stb.o
LDFLAGS=`pkg-config --libs x11 freetype2` -lm -L3rdparty/fmod/lib -Wl,-rpath=3rdparty/fmod/lib -lfmod
DEPS=3rdparty/glad/include/glad/gl.h 3rdparty/glad/include/glad/glx.h 3rdparty/fmod/include/fmod.h 3rdparty/stb/stb_image.h
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+51 -15
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@@ -122,7 +122,7 @@ u8 get_tile_font_size(Tile tile) {
///////////////////////////////////
void draw_board() {
void draw_bg() {
Size window_size = zephr_get_window_size();
UIConstraints board_con = {0};
@@ -132,7 +132,7 @@ void draw_board() {
// bg
draw_quad(&board_con, ColorRGBA(248, 250, 230, 255), 0, ALIGN_TOP_LEFT);
// text
// 2048 text
UIConstraints text_con = {0};
set_y_constraint(&text_con, 0.05f, UI_CONSTRAINT_RELATIVE);
@@ -140,7 +140,48 @@ void draw_board() {
draw_text("2048", 100, text_con, ColorRGBA(34, 234, 82, 155), ALIGN_TOP_CENTER);
// score
char score[16];
sprintf(score, "%d", game.score);
set_parent_constraint(&text_con, NULL);
set_x_constraint(&text_con, 0.05f, UI_CONSTRAINT_RELATIVE);
set_y_constraint(&text_con, 0.8f, UI_CONSTRAINT_RELATIVE);
draw_text("Score", 40, text_con, COLOR_BLACK, ALIGN_TOP_LEFT);
set_x_constraint(&text_con, 0.15f, UI_CONSTRAINT_RELATIVE);
draw_text(score, 40, text_con, COLOR_BLACK, ALIGN_TOP_LEFT);
}
void draw_ui() {
UIConstraints btn_con = {0};
set_x_constraint(&btn_con, -8, UI_CONSTRAINT_RELATIVE_PIXELS);
set_y_constraint(&btn_con, 8, UI_CONSTRAINT_RELATIVE_PIXELS);
set_width_constraint(&btn_con, 100, UI_CONSTRAINT_RELATIVE_PIXELS);
set_height_constraint(&btn_con, 1, UI_CONSTRAINT_ASPECT_RATIO);
if (draw_icon_button(&btn_con, ColorRGBA(201, 146, 126, 255), game.icon_textures[HELP_ICON], btn_con.height * 0.25f, ALIGN_TOP_RIGHT)) {
printf("help\n");
}
set_x_constraint(&btn_con, -8 - btn_con.width - 10, UI_CONSTRAINT_RELATIVE_PIXELS);
if (draw_icon_button(&btn_con, ColorRGBA(201, 146, 126, 255), game.icon_textures[SETTINGS_ICON], btn_con.height * 0.25f, ALIGN_TOP_RIGHT)) {
printf("settings\n");
}
set_x_constraint(&btn_con, 0, UI_CONSTRAINT_RELATIVE_PIXELS);
set_y_constraint(&btn_con, -0.05f, UI_CONSTRAINT_RELATIVE);
set_width_constraint(&btn_con, 200, UI_CONSTRAINT_RELATIVE_PIXELS);
set_height_constraint(&btn_con, 65, UI_CONSTRAINT_RELATIVE_PIXELS);
if (draw_button(&btn_con, ColorRGBA(201, 172, 126, 255), "New Game", btn_con.height * 0.25f, ALIGN_BOTTOM_CENTER)) {
printf("new game\n");
}
}
void draw_board() {
// board
UIConstraints board_con = {0};
set_y_constraint(&board_con, 0.05f, UI_CONSTRAINT_RELATIVE);
set_height_constraint(&board_con, 0.6f, UI_CONSTRAINT_RELATIVE);
set_width_constraint(&board_con, 1, UI_CONSTRAINT_ASPECT_RATIO);
@@ -166,6 +207,8 @@ void draw_board() {
}
// filled tiles
UIConstraints text_con = {0};
set_width_constraint(&text_con, 1.5, UI_CONSTRAINT_RELATIVE_PIXELS);
UIConstraints tile_con = {0};
set_parent_constraint(&tile_con, &board_con);
set_height_constraint(&tile_con, tile_height, UI_CONSTRAINT_FIXED);
@@ -188,22 +231,10 @@ void draw_board() {
set_x_constraint(&text_con, 0, UI_CONSTRAINT_FIXED);
set_y_constraint(&text_con, 0, UI_CONSTRAINT_FIXED);
draw_text(value, get_tile_font_size(*tile), text_con, mul_color(tile_color, 0.5), ALIGN_CENTER);
draw_text(value, get_tile_font_size(*tile), text_con, mult_color(tile_color, 0.5), ALIGN_CENTER);
}
}
}
// score
char score[16];
sprintf(score, "%d", game.score);
set_parent_constraint(&text_con, NULL);
set_x_constraint(&text_con, 0.05f, UI_CONSTRAINT_RELATIVE);
set_y_constraint(&text_con, 0.8f, UI_CONSTRAINT_RELATIVE);
draw_text("Score", 40, text_con, COLOR_BLACK, ALIGN_TOP_LEFT);
set_x_constraint(&text_con, 0.15f, UI_CONSTRAINT_RELATIVE);
draw_text(score, 40, text_con, COLOR_BLACK, ALIGN_TOP_LEFT);
}
///////////////////////////////////
@@ -601,6 +632,9 @@ bool gameover() {
void game_init(void) {
srand(time(NULL));
game.icon_textures[HELP_ICON] = load_texture("assets/icons/help.png");
game.icon_textures[SETTINGS_ICON] = load_texture("assets/icons/settings.png");
for (int i = 0; i < 2; i++) {
spawn_random_tile();
}
@@ -661,6 +695,8 @@ void game_loop(void) {
last_frame = now;
update_positions(delta_t);
draw_bg();
draw_ui();
draw_board();
zephr_swap_buffers();
+9
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@@ -10,6 +10,13 @@ typedef enum MoveDir {
MOVE_DIR_RIGHT,
} MoveDir;
typedef enum IconTexture {
HELP_ICON,
SETTINGS_ICON,
ICON_TEXTURE_COUNT,
} IconTexture;
typedef struct Tile {
u16 value;
u16 new_value;
@@ -27,6 +34,8 @@ typedef struct Game {
bool spawning_new_tile;
bool game_over;
u32 score;
TextureId icon_textures[ICON_TEXTURE_COUNT];
} Game;
void draw_board(void);
+9
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@@ -90,6 +90,15 @@ void set_float(Shader shader, const char *name, float val) {
glUniform1f(loc, val);
}
void set_int(Shader shader, const char *name, int val) {
int loc = glGetUniformLocation(shader.program, name);
glUniform1i(loc, val);
}
void set_bool(Shader shader, const char *name, bool val) {
set_int(shader, name, val);
}
void set_vec2f(Shader shader, const char *name, float val1, float val2) {
int loc = glGetUniformLocation(shader.program, name);
glUniform2f(loc, val1, val2);
+4
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@@ -1,5 +1,7 @@
#pragma once
#include <stdbool.h>
typedef struct Shader {
int program;
} Shader;
@@ -9,6 +11,8 @@ Shader create_shader(const char *vertex_path, const char *fragment_path);
void use_shader(Shader shader);
void set_mat4f(Shader shader, const char *name, float *mat);
void set_float(Shader shader, const char *name, float val);
void set_int(Shader shader, const char *name, int val);
void set_bool(Shader shader, const char *name, bool val);
void set_vec2f(Shader shader, const char *name, float val1, float val2);
void set_vec3f(Shader shader, const char *name, float val1, float val2, float val3);
void set_vec4f(Shader shader, const char *name, float val1, float val2, float val3, float val4);
+7
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@@ -7,6 +7,9 @@ uniform vec4 aColor;
uniform float borderRadius;
uniform float uiWidth;
uniform float uiHeight;
uniform bool hasTexture;
uniform sampler2D tex;
const float smoothness = 1.0;
@@ -29,5 +32,9 @@ void main() {
}
}
if (hasTexture) {
FragColor = texture(tex, v_TexCoords) * vec4(aColor.rgb, alpha);
} else {
FragColor = vec4(aColor.rgb, alpha);
}
}
+45
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@@ -0,0 +1,45 @@
#include "glad/gl.h"
#include "stb_image.h"
#include "core.h"
#include "texture.h"
TextureId load_texture(const char *path) {
int width, height, nrChannels;
unsigned char *data = stbi_load(path, &width, &height, &nrChannels, STBI_rgb_alpha);
GLuint texture_id;
u32 format = GL_RGBA;
switch (nrChannels) {
case 1:
format = GL_RED;
break;
case 2:
format = GL_RG;
break;
case 3:
format = GL_RGB;
break;
case 4:
format = GL_RGBA;
break;
}
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE_2D, texture_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
return texture_id;
}
+7
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@@ -0,0 +1,7 @@
#pragma once
#include "glad/gl.h"
typedef GLuint TextureId;
TextureId load_texture(const char *path);
+119 -12
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@@ -1,6 +1,7 @@
#include <stdio.h>
#include <glad/glx.h>
#include <stb_image.h>
#include "shader.h"
#include "zephr.h"
@@ -171,6 +172,14 @@ void apply_alignment(Alignment align, UIConstraints *constraints, Vec2f *pos, Si
}
}
bool inside_rect(Rect *rect, Vec2 *point) {
if (point->x >= rect->pos.x && point->x <= rect->pos.x + rect->size.width &&
point->y >= rect->pos.y && point->y <= rect->pos.y + rect->size.height) {
return true;
}
return false;
}
void draw_quad(UIConstraints *constraints, const Color color, float border_radius, Alignment align) {
use_shader(ui_shader);
@@ -245,6 +254,10 @@ void draw_triangle(UIConstraints *constraints, const Color color, Alignment alig
apply_constraints(constraints, &pos, &size);
apply_alignment(align, constraints, &pos, size);
// set the positions after applying alignment so children can use them
constraints->x = pos.x;
constraints->y = pos.y;
Matrix4x4 model = identity();
apply_translation(&model, (Vec2f){-size.width / 2.f, -size.height / 2.f});
apply_rotation(&model, to_radians(constraints->rotation));
@@ -271,12 +284,61 @@ void draw_triangle(UIConstraints *constraints, const Color color, Alignment alig
glBindVertexArray(0);
}
bool inside_rect(Rect *rect, Vec2 *point) {
if (point->x >= rect->pos.x && point->x <= rect->pos.x + rect->size.width &&
point->y >= rect->pos.y && point->y <= rect->pos.y + rect->size.height) {
return true;
}
return false;
void draw_texture(UIConstraints *constraints, const TextureId texture_id, const Color color, f32 radius, Alignment align) {
use_shader(ui_shader);
set_vec4f(ui_shader, "aColor", color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
set_float(ui_shader, "uiWidth", constraints->width);
set_float(ui_shader, "uiHeight", constraints->height);
set_float(ui_shader, "borderRadius", radius);
set_bool(ui_shader, "hasTexture", true);
set_mat4f(ui_shader, "projection", (float *)zephr_ctx->projection.m);
Vec2f pos = { 0.f, 0.f };
Sizef size = { 0.f, 0.f };
apply_constraints(constraints, &pos, &size);
apply_alignment(align, constraints, &pos, size);
// set the positions after applying alignment so children can use them
constraints->x = pos.x;
constraints->y = pos.y;
Matrix4x4 model = identity();
apply_translation(&model, (Vec2f){-size.width / 2.f, -size.height / 2.f});
apply_rotation(&model, to_radians(constraints->rotation));
apply_translation(&model, (Vec2f){size.width / 2.f, size.height / 2.f});
apply_translation(&model, pos);
set_mat4f(ui_shader, "model", (float *)model.m);
glBindVertexArray(ui_vao);
float vertices[6][4] = {
// bottom left tri
{0, 0 + size.height, 0.0, 1.0},
{0, 0, 0.0, 0.0},
{0 + size.width, 0, 1.0, 0.0},
// top right tri
{0, 0 + size.height, 0.0, 1.0},
{0 + size.width, 0, 1.0, 0.0},
{0 + size.width, 0 + size.height, 1.0, 1.0},
};
glBindBuffer(GL_ARRAY_BUFFER, ui_vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture_id);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
set_bool(ui_shader, "hasTexture", false);
}
bool draw_button(UIConstraints *constraints, const Color color, const char *text, f32 radius, Alignment align) {
@@ -285,10 +347,13 @@ bool draw_button(UIConstraints *constraints, const Color color, const char *text
apply_constraints(constraints, &rect.pos, &rect.size);
apply_alignment(align, constraints, &rect.pos, rect.size);
if (inside_rect(&rect, &zephr_ctx->mouse.pos)) {
bool is_hovered = inside_rect(&rect, &zephr_ctx->mouse.pos);
bool left_mouse_pressed = zephr_ctx->mouse.pressed && zephr_ctx->mouse.button == ZEPHR_MOUSE_BUTTON_LEFT;
if (is_hovered) {
zephr_set_cursor(ZEPHR_CURSOR_HAND);
if (zephr_ctx->mouse.pressed) {
if (left_mouse_pressed) {
Color new_color = mult_color(color, 0.8f);
draw_quad(constraints, new_color, radius, align);
} else {
@@ -296,7 +361,6 @@ bool draw_button(UIConstraints *constraints, const Color color, const char *text
draw_quad(constraints, new_color, radius, align);
}
} else {
zephr_set_cursor(ZEPHR_CURSOR_ARROW);
draw_quad(constraints, color, radius, align);
}
@@ -306,22 +370,65 @@ bool draw_button(UIConstraints *constraints, const Color color, const char *text
set_parent_constraint(&text_constraints, constraints);
set_x_constraint(&text_constraints, 0, UI_CONSTRAINT_RELATIVE_PIXELS);
set_y_constraint(&text_constraints, 0, UI_CONSTRAINT_RELATIVE_PIXELS);
set_width_constraint(&text_constraints, 1.5, UI_CONSTRAINT_RELATIVE_PIXELS);
set_width_constraint(&text_constraints, 1.0, UI_CONSTRAINT_RELATIVE_PIXELS);
u8 font_size = (u8)(constraints->width * 0.2 / text_constraints.width * 0.2 * 100.f);
u8 font_size = (u8)((constraints->width) / (text_constraints.width * 0.1 * 65.f));
// TODO: need to adjust the font size based on the text height
draw_text(text, font_size, text_constraints, COLOR_BLACK, ALIGN_CENTER);
}
if (inside_rect(&rect, &zephr_ctx->mouse.pos) && zephr_ctx->mouse.released && zephr_ctx->mouse.button == ZEPHR_MOUSE_BUTTON_LEFT) {
if (is_hovered && zephr_ctx->mouse.released && zephr_ctx->mouse.button == ZEPHR_MOUSE_BUTTON_LEFT) {
return true;
}
return false;
}
bool draw_icon_button(UIConstraints *constraints, Color btn_color, const TextureId icon_tex_id, f32 radius, Alignment align) {
CORE_DEBUG_ASSERT(icon_tex_id, "draw_icon_button() requires that you provide an icon texture");
Rect rect = {0};
Color icon_color = COLOR_WHITE;
apply_constraints(constraints, &rect.pos, &rect.size);
apply_alignment(align, constraints, &rect.pos, rect.size);
bool is_hovered = inside_rect(&rect, &zephr_ctx->mouse.pos);
bool left_mouse_pressed = zephr_ctx->mouse.pressed && zephr_ctx->mouse.button == ZEPHR_MOUSE_BUTTON_LEFT;
if (is_hovered) {
zephr_set_cursor(ZEPHR_CURSOR_HAND);
if (left_mouse_pressed) {
btn_color = mult_color(btn_color, 0.8f);
icon_color = mult_color(icon_color, 0.8f);
} else {
btn_color = mult_color(btn_color, 0.9f);
icon_color = mult_color(icon_color, 0.9f);
}
}
draw_quad(constraints, btn_color, radius, align);
UIConstraints icon_constraints = {0};
set_parent_constraint(&icon_constraints, constraints);
set_x_constraint(&icon_constraints, 0, UI_CONSTRAINT_RELATIVE_PIXELS);
set_y_constraint(&icon_constraints, 0, UI_CONSTRAINT_RELATIVE_PIXELS);
set_width_constraint(&icon_constraints, constraints->width * 0.8f, UI_CONSTRAINT_FIXED);
set_height_constraint(&icon_constraints, constraints->height * 0.8f, UI_CONSTRAINT_FIXED);
draw_texture(&icon_constraints, icon_tex_id, icon_color, 0, ALIGN_CENTER);
if (is_hovered && zephr_ctx->mouse.released && zephr_ctx->mouse.button == ZEPHR_MOUSE_BUTTON_LEFT) {
return true;
}
return false;
}
/* enum Element { */
/* Rect, */
/* Circle, */
+3 -1
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@@ -1,5 +1,6 @@
#pragma once
#include "texture.h"
#include "zephr_math.h"
typedef struct Rect {
@@ -47,4 +48,5 @@ void apply_alignment(Alignment align, UIConstraints *constraints, Vec2f *pos, Si
void draw_quad(UIConstraints *constraints, const Color color, float border_radius, Alignment align);
void draw_circle(UIConstraints *constraints, const Color color, Alignment align);
void draw_triangle(UIConstraints *constraints, const Color color, Alignment align);
bool draw_button(UIConstraints *constraints, const Color color, const char *text, f32 radius, Alignment align);
bool draw_button(UIConstraints *constraints, Color color, const char *text, f32 radius, Alignment align);
bool draw_icon_button(UIConstraints *constraints, Color color, const TextureId icon_tex_id, f32 radius, Alignment align);
+7 -27
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@@ -529,6 +529,8 @@ void x11_toggle_fullscreen(bool fullscreen) {
}
}
// TODO: currently the icon shows on gnome's sidebar correctly but not in gnome-system-monitor.
// investigate.
void x11_assign_window_icon(const char *icon_path) {
int icon_width, icon_height;
unsigned char *icon_data = stbi_load(icon_path, &icon_width, &icon_height, NULL, STBI_rgb_alpha);
@@ -754,7 +756,7 @@ void x11_make_window_non_resizable(int width, int height) {
void zephr_init(const char* font_path, const char* icon_path, const char* window_title, Size window_size) {
zephr_ctx = malloc(sizeof(ZephrContext));
zephr_ctx = calloc(1, sizeof(ZephrContext));
// TODO: should I initalize the audio here or let the game handle that??
int res = audio_init();
@@ -790,6 +792,9 @@ bool zephr_should_quit(void) {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
zephr_ctx->cursor = ZEPHR_CURSOR_ARROW;
zephr_ctx->mouse.released = false;
audio_update();
return zephr_ctx->should_quit;
@@ -799,9 +804,8 @@ bool zephr_should_quit(void) {
void zephr_swap_buffers(void) {
CORE_DEBUG_ASSERT(zephr_ctx, "Zephr context not initialized");
zephr_ctx->mouse.released = false;
glXSwapBuffers(x11_display, x11_window);
XDefineCursor(x11_display, x11_window, zephr_ctx->cursors[zephr_ctx->cursor]);
}
Size zephr_get_window_size(void) {
@@ -1042,30 +1046,6 @@ void zephr_set_cursor(ZephrCursor cursor) {
}
zephr_ctx->cursor = cursor;
switch (cursor) {
case ZEPHR_CURSOR_ARROW:
XDefineCursor(x11_display, x11_window, zephr_ctx->cursors[ZEPHR_CURSOR_ARROW]);
break;
case ZEPHR_CURSOR_IBEAM:
XDefineCursor(x11_display, x11_window, zephr_ctx->cursors[ZEPHR_CURSOR_IBEAM]);
break;
case ZEPHR_CURSOR_CROSSHAIR:
XDefineCursor(x11_display, x11_window, zephr_ctx->cursors[ZEPHR_CURSOR_CROSSHAIR]);
break;
case ZEPHR_CURSOR_HAND:
XDefineCursor(x11_display, x11_window, zephr_ctx->cursors[ZEPHR_CURSOR_HAND]);
break;
case ZEPHR_CURSOR_HRESIZE:
XDefineCursor(x11_display, x11_window, zephr_ctx->cursors[ZEPHR_CURSOR_HRESIZE]);
break;
case ZEPHR_CURSOR_VRESIZE:
XDefineCursor(x11_display, x11_window, zephr_ctx->cursors[ZEPHR_CURSOR_VRESIZE]);
break;
default :
XDefineCursor(x11_display, x11_window, zephr_ctx->cursors[ZEPHR_CURSOR_ARROW]);
break;
}
}
/* bool zephr_keyboard_scancode_is_pressed(ZephrScancode scancode) { */