Moved client back to go

main
noah metz 2024-10-07 21:14:29 -06:00
parent 346822164d
commit 5baf53e284
8 changed files with 186 additions and 62 deletions

29
.gitignore vendored

@ -1,17 +1,22 @@
# Ignore everything
*
# Binaries for programs and plugins
*.exe
*.exe~
*.dll
*.so
*.dylib
# But not these files...
!/.gitignore
# Test binary, built with `go test -c`
*.test
!*.go
!go.sum
!go.mod
# Output of the go coverage tool, specifically when used with LiteIDE
*.out
!README.md
!LICENSE
# Dependency directories (remove the comment below to include it)
# vendor/
# !Makefile
# Go workspace file
go.work
go.work.sum
# ...even if they are in subdirectories
!*/
# env file
.env

@ -1,4 +0,0 @@
bin_PROGRAMS = roleplay
roleplay_SOURCES = src/main.c
roleplay_LDADD = @RAYLIB_LIBS@
roleplay_CFLAGS = @RAYLIB_CFLAGS@

@ -1,28 +0,0 @@
# -*- Autoconf -*-
# Process this file with autoconf to produce a configure script.
AC_PREREQ([2.00])
AC_INIT([roleplay], [v1.0])
AC_CONFIG_SRCDIR([src/main.c])
AC_CONFIG_AUX_DIR([config])
# Initialize automake
AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects])
# Checks for programs.
AC_PROG_CC
# Checks for libraries.
PKG_CHECK_MODULES([RAYLIB], [raylib])
AC_SUBST([RAYLIB_CFLAGS])
AC_SUBST([RAYLIB_LIBS])
# Checks for header files.
AC_CHECK_HEADER([stdint.h])
# Checks for typedefs, structures, and compiler characteristics.
# Checks for library functions.
AC_CONFIG_FILES([Makefile])
AC_OUTPUT

@ -0,0 +1,150 @@
package main
import (
"github.com/gen2brain/raylib-go/raylib"
)
type ClientAuth struct {
}
type LoginState int
const (
LOGIN_STATE_CREDENTIALS LoginState = iota
LOGIN_STATE_ATTEMPTING
LOGIN_STATE_ERROR
)
type ButtonState int
const (
BUTTON_STATE_IDLE ButtonState = iota
BUTTON_STATE_HOVER
BUTTON_STATE_PRESSED
)
type ClientState struct {
auth *ClientAuth
login LoginState
login_button ButtonState
ui_scale uint
window_scale rl.Vector2
}
const (
WIDTH uint = 1600
HEIGHT uint = 1000
)
func scale(original rl.Rectangle, ui_scale uint, window_scale rl.Vector2) 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,
}
}
func center(original rl.Rectangle, off_x, off_y int, window_scale rl.Vector2, width, height uint) 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,
Width: original.Width,
Height: original.Height,
}
}
func button(rectangle rl.Rectangle, idle, hover, pressed rl.Color, text string, font_size int32, text_color rl.Color, last_state ButtonState) (action bool, next_state ButtonState) {
over := rl.CheckCollisionPointRec(rl.GetMousePosition(), rectangle)
action = false
next_state = last_state
if(rl.IsMouseButtonPressed(rl.MouseButtonLeft) && over) {
next_state = BUTTON_STATE_PRESSED
} else if(rl.IsMouseButtonReleased(rl.MouseButtonLeft) && last_state == BUTTON_STATE_PRESSED) {
next_state = BUTTON_STATE_IDLE
if(over) {
action = true
}
} else if(rl.IsMouseButtonUp(rl.MouseButtonLeft)) {
if(last_state == BUTTON_STATE_IDLE && over) {
next_state = BUTTON_STATE_HOVER
} else if (last_state == BUTTON_STATE_HOVER && !over) {
next_state = BUTTON_STATE_IDLE
}
}
var color rl.Color
switch(next_state) {
case BUTTON_STATE_HOVER:
color = hover
case BUTTON_STATE_PRESSED:
color = pressed
default:
color = idle
}
rl.DrawRectangleRec(rectangle, color)
text_size := rl.MeasureTextEx(rl.GetFontDefault(), text, float32(font_size), 1.0)
rl.DrawText(text, int32(rectangle.X + rectangle.Width/2 - text_size.X/2), int32(rectangle.Y + rectangle.Height/2 - text_size.Y/2), font_size, text_color)
return action, next_state
}
func main() {
state := ClientState{
auth: nil,
login: LOGIN_STATE_CREDENTIALS,
login_button: BUTTON_STATE_IDLE,
ui_scale: 1,
}
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))
for(rl.WindowShouldClose() == false) {
if(state.auth == nil) {
// Draw login
rl.BeginDrawing()
rl.ClearBackground(rl.White)
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)
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)
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)
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
}
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)
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)
rl.DrawText(text, int32(text_rect.X), int32(text_rect.Y), 20, rl.Black)
}
rl.EndDrawing()
} else {
// Draw game
}
}
}

@ -1,15 +0,0 @@
#include "raylib.h"
int main() {
InitWindow(800, 600, "roleplay");
SetTargetFPS(60);
while(!WindowShouldClose()) {
BeginDrawing();
ClearBackground(WHITE);
DrawText("Hello, World!", 100, 100, 20, BLACK);
EndDrawing();
}
CloseWindow();
}

@ -0,0 +1,11 @@
module git.metznet.ca/MetzNet/roleplay
go 1.23.1
require github.com/gen2brain/raylib-go/raylib v0.0.0-20240930075631-c66f9e2942fe
require (
github.com/ebitengine/purego v0.7.1 // indirect
golang.org/x/exp v0.0.0-20240506185415-9bf2ced13842 // indirect
golang.org/x/sys v0.20.0 // indirect
)

@ -0,0 +1,8 @@
github.com/ebitengine/purego v0.7.1 h1:6/55d26lG3o9VCZX8lping+bZcmShseiqlh2bnUDiPA=
github.com/ebitengine/purego v0.7.1/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ=
github.com/gen2brain/raylib-go/raylib v0.0.0-20240930075631-c66f9e2942fe h1:mInjrbJkUglTM7tBmXG+epnPCE744aj15J7vjJwM4gs=
github.com/gen2brain/raylib-go/raylib v0.0.0-20240930075631-c66f9e2942fe/go.mod h1:BaY76bZk7nw1/kVOSQObPY1v1iwVE1KHAGMfvI6oK1Q=
golang.org/x/exp v0.0.0-20240506185415-9bf2ced13842 h1:vr/HnozRka3pE4EsMEg1lgkXJkTFJCVUX+S/ZT6wYzM=
golang.org/x/exp v0.0.0-20240506185415-9bf2ced13842/go.mod h1:XtvwrStGgqGPLc4cjQfWqZHG1YFdYs6swckp8vpsjnc=
golang.org/x/sys v0.20.0 h1:Od9JTbYCk261bKm4M/mw7AklTlFYIa0bIp9BgSm1S8Y=
golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=

@ -1,3 +0,0 @@
module git.metznet.ca/MetzNet/roleplay/server
go 1.23.1