big refactor
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Vendored
+99
@@ -0,0 +1,99 @@
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#ifndef GAMEGUI_H
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#define GAMEGUI_H
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#include "sprite.h"
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#include <raylib.h>
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typedef enum {
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NOT_CLICKED,
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HOVER,
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CLICKED
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} ButtonState;
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typedef struct
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{
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Sprite sprite;
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Vector2 notClicked;
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Vector2 hover;
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Vector2 clicked;
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bool isHovered;
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bool isClicked;
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} ImageButton;
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typedef struct
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{
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Sprite sprite;
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} ImageElement;
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ImageButton CreateImageButton(ButtonState state, Texture2D *texture, const TextureAsset *asset, Vector2 *source, Vector2 *clicked, Vector2 *hover, Rectangle *destRec){
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return (ImageButton){
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.sprite = {
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.texture = *texture,
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.sourceRec = (Rectangle){ source->x, source->y, asset->frameWidth, asset->frameHeight},
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.destRec = *destRec,
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.frameSize = (Vector2){asset->frameWidth, asset->frameHeight},
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.origin = (Vector2){0.0f, 0.0f},
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.rotation = 0.0f,
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.color = WHITE
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},
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.notClicked = (Vector2){source->x, source->y},
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.hover = *hover,
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.clicked = *clicked
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};
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}
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ImageElement CreateImageElement(Texture2D *texture, const TextureAsset *asset, Vector2 *source, Rectangle *destRec){
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return (ImageElement){
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.sprite = {
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.texture = *texture,
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.sourceRec = (Rectangle){ source->x, source->y, asset->frameWidth, asset->frameHeight},
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.destRec = *destRec,
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.frameSize = (Vector2){asset->frameWidth, asset->frameHeight},
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.origin = (Vector2){0.0f, 0.0f},
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.rotation = 0.0f,
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.color = WHITE
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}
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};
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}
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int isImageButtonClicked(ImageButton *b, Sound soundHover, Sound soundClick){
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if (CheckCollisionPointRec(GetMousePosition(), b->sprite.destRec)) {
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if (!b->isHovered) {
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PlaySound(soundHover);
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b->isHovered = true;
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UpdateSpriteSourceRec(&b->sprite, &b->hover);
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}
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)){
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if (!b->isClicked) {
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PlaySound(soundClick);
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b->isClicked = true;
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UpdateSpriteSourceRec(&b->sprite, &b->clicked);
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}
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}
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
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{
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b->isClicked = false;
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b->isHovered = false;
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UpdateSpriteSourceRec(&b->sprite, &b->notClicked);
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return true;
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}
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} else {
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UpdateSpriteSourceRec(&b->sprite, &b->notClicked);
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b->isClicked = false;
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b->isHovered = false;
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}
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return false;
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}
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void renderImageButton(ImageButton *b) {
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RenderSprite(&b->sprite);
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}
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void renderImageElement(ImageElement *e){
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RenderSprite(&e->sprite);
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}
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#endif // GAMEGUI_H
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