Mercurial > molko
view examples/example-inventory/main.c @ 219:98adc7dcdcb2
doc: add spec-tileset
author | David Demelier <markand@malikania.fr> |
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date | Wed, 18 Nov 2020 15:03:04 +0100 |
parents | 23a844fdc911 |
children |
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/* * example-inventory.c -- show how to use inventory dialog * * Copyright (c) 2020 David Demelier <markand@malikania.fr> * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #include <core/clock.h> #include <core/core.h> #include <core/event.h> #include <core/image.h> #include <core/painter.h> #include <core/panic.h> #include <core/sys.h> #include <core/texture.h> #include <core/util.h> #include <core/window.h> #include <ui/theme.h> #include <ui/ui.h> #include <rpg/item.h> #include <rpg/inventory.h> #include <rpg/inventory_dialog.h> #include <rpg/rpg.h> /* https://shikashiassets.itch.io/shikashis-fantasy-icons-pack */ #include <assets/images/fish.h> #include <assets/images/potion.h> #include <assets/images/sword.h> #define W 1280 #define H 720 static struct { const unsigned char *data; const size_t datasz; struct texture icon; struct item item; } items[] = { { .data = images_potion, .datasz = sizeof (images_potion), .item = { .name = "Potion", .summary = "Recover 100 HP.", .stackable = ITEM_STACK_MAX } }, { .data = images_fish, .datasz = sizeof (images_fish), .item = { .name = "Fish", .summary = "Recover 1000 HP.", .stackable = ITEM_STACK_MAX } }, { .data = images_sword, .datasz = sizeof (images_sword), .item = { .name = "Sword", .summary = "A very basic sword.", .stackable = 1 } }, }; static void init(void) { if (!core_init() || !ui_init() || !rpg_init()) panic(); if (!window_open("Example - Inventory", W, H)) panic(); for (size_t i = 0; i < NELEM(items); ++i) { if (!image_openmem(&items[i].icon, items[i].data, items[i].datasz)) panic(); items[i].item.icon = &items[i].icon; } } static void quit(void) { window_finish(); rpg_finish(); ui_finish(); core_finish(); } static void run(struct inventory_dialog *dlg) { struct clock clock = {0}; clock_start(&clock); inventory_dialog_open(dlg); while (dlg->state) { union event ev; unsigned int elapsed = clock_elapsed(&clock); clock_start(&clock); while (event_poll(&ev)) { switch (ev.type) { case EVENT_QUIT: inventory_dialog_finish(dlg); break; default: inventory_dialog_handle(dlg, &ev); break; } } inventory_dialog_update(dlg, elapsed); painter_set_color(0xffffffff); painter_clear(); inventory_dialog_draw(dlg); painter_present(); if ((elapsed = clock_elapsed(&clock)) < 20) delay(20 - elapsed); } } static void basic(void) { struct inventory inv = { 0 }; struct inventory_dialog dlg = { .inv = &inv, .x = 60, .y = 60 }; /* Add items manually to be able to sort. */ inv.items[1][5].item = &items[0].item; inv.items[1][5].amount = 12; inv.items[1][2].item = &items[0].item; inv.items[1][2].amount = 9; inv.items[2][7].item = &items[1].item; inv.items[2][7].amount = 9; inv.items[2][8].item = &items[1].item; inv.items[2][8].amount = 3; inv.items[2][4].item = &items[2].item; inv.items[2][4].amount = 1; run(&dlg); } int main(int argc, char **argv) { (void)argc; (void)argv; init(); basic(); quit(); }