Filling out client

main
noah metz 2024-10-07 22:15:07 -06:00
parent 5baf53e284
commit 28fc752354
1 changed files with 95 additions and 24 deletions

@ -1,11 +1,17 @@
package main
import (
"time"
"github.com/gen2brain/raylib-go/raylib"
)
type ClientAuth struct {
}
type Entity struct {
}
type LoginState int
@ -24,12 +30,24 @@ const (
BUTTON_STATE_PRESSED
)
type Scale struct {
window rl.Vector2
ui uint
}
type ClientState struct {
auth *ClientAuth
login LoginState
login_button ButtonState
ui_scale uint
window_scale rl.Vector2
scale Scale
screen rl.Rectangle
camera rl.Camera
command_queue chan interface{}
network_queue chan interface{}
context *Entity
context_pos rl.Vector2
}
const (
@ -37,19 +55,28 @@ const (
HEIGHT uint = 1000
)
func scale(original rl.Rectangle, ui_scale uint, window_scale rl.Vector2) rl.Rectangle {
func scale(original rl.Rectangle, scale Scale) rl.Rectangle {
return rl.Rectangle{
X: original.X/window_scale.X,
Y: original.Y/window_scale.Y,
Width: original.Width*float32(ui_scale)/window_scale.X,
Height: original.Height*float32(ui_scale)/window_scale.Y,
X: original.X,
Y: original.Y,
Width: original.Width*float32(scale.ui)/scale.window.X,
Height: original.Height*float32(scale.ui)/scale.window.Y,
}
}
func center(original rl.Rectangle, off_x, off_y int, window_scale rl.Vector2, width, height uint) rl.Rectangle {
func offset(original rl.Rectangle, off_x, off_y int, scale Scale) rl.Rectangle {
return rl.Rectangle{
X: (float32(width) /window_scale.X - original.Width )/2 + float32(off_x)/window_scale.X,
Y: (float32(height)/window_scale.Y - original.Height)/2 + float32(off_y)/window_scale.Y,
X: original.X + float32(off_x)/scale.window.X,
Y: original.Y + float32(off_y)/scale.window.Y,
Width: original.Width,
Height: original.Height,
}
}
func center(container, original rl.Rectangle) rl.Rectangle {
return rl.Rectangle{
X: (container.Width - original.Width )/2 + container.X,
Y: (container.Height - original.Height)/2 + container.Y,
Width: original.Width,
Height: original.Height,
}
@ -91,60 +118,104 @@ func button(rectangle rl.Rectangle, idle, hover, pressed rl.Color, text string,
return action, next_state
}
func NetworkThread(network_queue chan interface{}) {
for(true) {
// TODO: remove
time.Sleep(time.Millisecond)
}
}
func LogicThread(state *ClientState) {
for(true) {
select {
case _ = <- state.command_queue:
case _ = <- state.network_queue:
}
time.Sleep(time.Millisecond)
}
}
func main() {
state := ClientState{
auth: nil,
login: LOGIN_STATE_CREDENTIALS,
login_button: BUTTON_STATE_IDLE,
ui_scale: 1,
scale: Scale{
ui: 1,
},
camera: rl.NewCamera3D(rl.Vector3{}, rl.Vector3{}, rl.Vector3{}, 90, rl.CameraOrthographic),
context: nil,
}
go LogicThread(&state)
rl.SetConfigFlags(rl.FlagWindowHighdpi)
rl.InitWindow(0, 0, "roleplay")
rl.SetExitKey(0)
rl.SetTargetFPS(60)
state.window_scale = rl.GetWindowScaleDPI()
rl.SetWindowSize(int(float32(WIDTH)/state.window_scale.X), int(float32(HEIGHT)/state.window_scale.Y))
state.scale.window = rl.GetWindowScaleDPI()
rl.SetWindowSize(int(float32(WIDTH)/state.scale.window.X), int(float32(HEIGHT)/state.scale.window.Y))
state.screen.Width = float32(WIDTH) /state.scale.window.X
state.screen.Height = float32(HEIGHT)/state.scale.window.Y
for(rl.WindowShouldClose() == false) {
if(state.auth == nil) {
// Draw login
rl.BeginDrawing()
rl.ClearBackground(rl.White)
rl.ClearBackground(rl.Black)
logo_rect := scale(rl.Rectangle{Width: 1200, Height: 300}, state.ui_scale, state.window_scale)
logo_rect = center(logo_rect, 0, -300, state.window_scale, WIDTH, HEIGHT)
logo_rect := scale(rl.Rectangle{Width: 1200, Height: 300}, state.scale)
logo_rect = center(state.screen, logo_rect)
logo_rect = offset(logo_rect, 0, -250, state.scale)
rl.DrawRectangleRec(logo_rect, rl.Gray)
form_rect := scale(rl.Rectangle{Width: 600, Height: 400}, state.ui_scale, state.window_scale)
form_rect = center(form_rect, 0, 150, state.window_scale, WIDTH, HEIGHT)
form_rect := scale(rl.Rectangle{Width: 600, Height: 400}, state.scale)
form_rect = center(state.screen, form_rect)
form_rect = offset(form_rect, 0, 200, state.scale)
rl.DrawRectangleRec(form_rect, rl.Gray)
switch(state.login) {
case LOGIN_STATE_CREDENTIALS:
submit_rect := scale(rl.Rectangle{Width: 100, Height: 50}, state.ui_scale, state.window_scale)
submit_rect = center(submit_rect, 0, 300, state.window_scale, WIDTH, HEIGHT)
submit_rect := scale(rl.Rectangle{Width: 100, Height: 50}, state.scale)
submit_rect = center(form_rect, submit_rect)
submit_rect = offset(submit_rect, 0, 125, state.scale)
var submit_action bool
submit_action, state.login_button = button(submit_rect, rl.Black, rl.Brown, rl.Red, "Submit", 12, rl.White, state.login_button)
if submit_action {
state.login = LOGIN_STATE_ATTEMPTING
// TODO: real auth via network thread
state.auth = &ClientAuth{}
}
case LOGIN_STATE_ATTEMPTING:
text := "Logging in..."
text_size := rl.MeasureTextEx(rl.GetFontDefault(), text, 20, 1.0)
text_rect := center(rl.Rectangle{Width: text_size.X, Height: text_size.Y}, 0, 0, state.window_scale, WIDTH, HEIGHT)
text_rect := center(form_rect, rl.Rectangle{Width: text_size.X, Height: text_size.Y})
rl.DrawText(text, int32(text_rect.X), int32(text_rect.Y), 20, rl.Black)
case LOGIN_STATE_ERROR:
text := "Error: {TODO}"
text_size := rl.MeasureTextEx(rl.GetFontDefault(), text, 20, 1.0)
text_rect := center(rl.Rectangle{Width: text_size.X, Height: text_size.Y}, 0, 0, state.window_scale, WIDTH, HEIGHT)
text_rect := center(form_rect, rl.Rectangle{Width: text_size.X, Height: text_size.Y})
rl.DrawText(text, int32(text_rect.X), int32(text_rect.Y), 20, rl.Black)
}
rl.EndDrawing()
} else {
// Draw game
rl.BeginDrawing()
rl.ClearBackground(rl.Black)
rl.BeginMode3D(state.camera)
if rl.IsMouseButtonPressed(rl.MouseButtonRight) {
state.context_pos = rl.GetMousePosition()
// TODO: Cast a ray into the bounding boxes
}
if state.context != nil {
}
rl.EndMode3D()
rl.EndDrawing()
}
}
}