136 lines
2.5 KiB
C
136 lines
2.5 KiB
C
/* date = August 14th 2023 5:00 pm */
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#ifndef VN_SCENE_VIEW_H
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#define VN_SCENE_VIEW_H
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struct scene_view_character_texture_info
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{
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render_handle Texture;
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r32 Scale;
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};
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struct scene_view_character_data
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{
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string Name;
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scene_view_character_texture_info Info;
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b32 Active;
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r32 ActiveT;
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b32 Talking;
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r32 TalkingT;
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r32 PctP;
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};
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enum scene_nav_action_kind
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{
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S_NavAction_None,
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S_NavAction_Proc,
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S_NavAction_Scene,
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};
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struct scene_nav_action
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{
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scene_nav_action_kind Kind;
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string Content;
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};
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struct scene_nav_item
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{
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asset_id TextureID;
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r32 Scale;
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v2_r32 Origin;
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v2_r32 P;
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string HoverText;
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scene_nav_action Action;
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};
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typedef u8 scene_nav_item_op;
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enum
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{
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S_NavItemOp_None = 0,
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S_NavItemOp_TextureID,
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S_NavItemOp_Scale,
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S_NavItemOp_Origin,
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S_NavItemOp_P,
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S_NavItemOp_HoverText,
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S_NavItemOp_Action,
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};
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struct scene_nav
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{
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scene_nav_item *Items;
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s32 ItemCount;
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s32 ItemMax;
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};
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enum scene_view_mode
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{
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SV_Mode_Scene,
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SV_Mode_Nav,
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SV_Mode_P15,
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};
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struct scene_view
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{
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arena *SceneArena;
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//- sixten: state
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scene2_runtime Runtime;
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compiled_scene2 Compiled;
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scene_view_mode Mode;
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//- sixten: messages
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arena *MessageArena;
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scene2_message_list Messages;
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//- sixten: textbox
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char TextboxData[1024];
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u64 TextboxUsed;
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r32 TextboxRevealed;
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//- sixten: characters
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scene_view_character_data Characters[16];
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u64 CharactersUsed;
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//- sixten: nav items
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scene_nav_item *NavItems;
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u64 NavItemCount;
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//- sixten: input per frame
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platform_event_list *EventList;
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r32 dtForFrame;
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//- sixten: 15-puzzle
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r32 BoardOpenT;
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u8 Board[4][4];
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u8 PrevBoard[4][4];
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b32 BoardIsComplete;
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r32 TimeSinceBoardUpdate;
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r32 TimeSinceBoardClear;
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};
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static void SV_SetState(scene_view *View);
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static scene_view *SV_GetState();
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static void SV_NewFrame(scene_view *View, platform_event_list *EventList, r32 dtForFrame);
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static void SV_Reset(void);
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static void SV_SetCurrentSource(compiled_scene2 *Compiled);
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static void SV_Init(scene_view *View);
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static b32 SV_CurrentlyInProc(void);
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static scene_view_character_data *SV_FindTalkingCharacter(void);
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static string SV_DisplayNameFromCharacter(scene_view_character_data *Character);
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static void SV_DrawBackground(scene_view *SceneView, ui_box *Box, render_group *Group);
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static ui_signal SV_BuildNavItem(scene_nav_item * Item, r32 GlobalScale, v2_r32 GlobalDim);
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static void SV_BuildSceneView(vn_input *Input);
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static void SV_Update(arena *FrameArena);
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#endif //VN_SCENE_VIEW_H
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