Nimbin[12]?SDL & Graphics / mapcreator / src/building/craft.cpp

mapcreator git · master

SDL3 2.5D game and engine using assets, with map editor

sdl3 c++ game engine map-editor cmake · first commit 2025-10-31 · last commit 2026-09-07 (1 month ago) · synced 3 days ago · upstream: git.ide3.de/hsnr/sdl-spieleentwicklung/map_creator

C++ 99.3%
git clone https://git.christianimmanuel.de/sdl-graphics/mapcreator.gitwget https://git.christianimmanuel.de/sdl-graphics/mapcreator/archive/mapcreator.tar.gz
src/building/craft.cpp 14.9 KB · 424 lines raw
#include "building/craft.hpp"

#include "defaults/ui.hpp"
#include "defaults/icons.hpp"

#include "game/game.hpp"


namespace Craft {


    const int MENU_BG_COLOR_R = 0;
    const int MENU_BG_COLOR_G = 0;
    const int MENU_BG_COLOR_B = 0;
    const int MENU_BG_COLOR_A = 182;

    const int   MENU_PADDING = 16;
    const float MENU_INNER_W = 800;
    const float MENU_INNER_H = 600;
    const float MENU_W = MENU_PADDING * 2 + MENU_INNER_W;
    const float MENU_H = MENU_PADDING * 2 + MENU_INNER_H;
    const int   MENU_ITEM_SPACING = 6;
    const float MENU_TILE_SIZE = 48.0f;
    const float MENU_INFO_W    = 300.0f;

    const float MENU_BORDER_OUTER     = 4.0f;
    const float MENU_BORDER_SEPARATOR = 4.0f;
    const float MENU_TILE_BORDER      = 2.0f;
    const int MENU_COLS = 6;
    const int MENU_ROWS = 8;

    SDL_FRect MENU_CRAFT_BUTTON = {0,0,0,0};
    SDL_FRect MENU_INFO_PANEL      = {0,0,0,0};
    SDL_Color MENU_HOVER_BORDER_C = Default::menu_hovering_color;


    ItemCrafting item;





    void
    draw_ItemInfoPanel(SDL_Renderer* renderer,
            TTF_Font* font,
            const SDL_FRect& panel_rect,
            ItemType t) {
        const float border = 4.f;

        SDL_SetRenderDrawColor(renderer, 60, 60, 70, 255);
        SDL_FRect panel_border{
            panel_rect.x - border,
                panel_rect.y - border,
                panel_rect.w + border * 2.f,
                panel_rect.h + border * 2.f
        };
        SDL_RenderFillRect(renderer, &panel_border);

        SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
        SDL_RenderFillRect(renderer, &panel_rect);

        if (t == ItemType::NONE) return;

        const float line_h  = 20.f;
        const float spacing = 4.f;

        float y = panel_rect.y + 6.f;
        float x = panel_rect.x + 6.f;

        auto draw_line = [&](const std::string& s) {
            SDL_Color white{255,255,255,255};
            SDL_Surface* surf = TTF_RenderText_Solid(font, s.c_str(), s.length(), white);
            if (!surf) return;

            SDL_Texture* tex = SDL_CreateTextureFromSurface(renderer, surf);
            if (tex) {
                SDL_FRect dst{ x, y, (float)surf->w, (float)surf->h };
                SDL_RenderTexture(renderer, tex, nullptr, &dst);
                SDL_DestroyTexture(tex);
            }
            y += line_h + spacing;
            SDL_DestroySurface(surf);
        };

        const ItemStats& s = Item::get(t);

        draw_line("ITEM:");
        draw_line(s.title);
        y += spacing;

        draw_line("COST:");
        for (auto& c : s.cost) {
            std::string n;
            switch (c.type) {
                case ResourceType::WOOD:  n = "Wood"; break;
                case ResourceType::STONE: n = "Stone"; break;
                case ResourceType::CLAY:  n = "Clay"; break;
                case ResourceType::BONE:  n = "Bone"; break;
                default:                  n = "?"; break;
            }
            draw_line(n + ": " + std::to_string(c.amount));
        }
        y += spacing;

        draw_line("STATS:");
        if (s.base_damage > 0) draw_line("Damage: " + std::to_string(s.base_damage));
        if (s.base_armor  > 0) draw_line("Armor: "  + std::to_string(s.base_armor));
        draw_line("Health: " + std::to_string(s.base_health));
        draw_line("Max Lvl: " + std::to_string(s.max_level));
    }


    void
    draw_CraftMenu(Game* game, BuildingType type, bool hovering_craft_button) {
        SDL_Renderer* renderer = game->renderer;
        SDL_Rect win_size = game->win_size;
        BuildingData_s building_s = BuildingData::building_data[static_cast<size_t>(type)];
        const float menu_x = static_cast<float>(win_size.w/2) - MENU_W/2;
        const float menu_y = static_cast<float>(win_size.h/2) - MENU_H/2;

        const float inner_x = menu_x + MENU_BORDER_OUTER;
        const float inner_y = menu_y + MENU_BORDER_OUTER;
        const float inner_w = MENU_W - MENU_BORDER_OUTER * 2;
        const float inner_h = MENU_H - MENU_BORDER_OUTER * 2;

        const float info_x = inner_x + inner_w - MENU_INFO_W;

        const float sep_x = info_x - MENU_BORDER_SEPARATOR;

        const float grid_x = inner_x;
        const float grid_y = inner_y;
        const float grid_w = sep_x - inner_x;
        const float grid_h = inner_h;

        // MENU BACKGROUND
        SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
        SDL_SetRenderDrawColor(renderer,
            MENU_BG_COLOR_R, MENU_BG_COLOR_G,
            MENU_BG_COLOR_B, MENU_BG_COLOR_A
        );

        SDL_FRect bg = { menu_x, menu_y, MENU_W, MENU_H };
        SDL_RenderFillRect(renderer, &bg);

        // LEFT RIGHT SEPARATOR
        SDL_FRect separator_bar = { sep_x, inner_y, MENU_BORDER_SEPARATOR, inner_h };

        SDL_SetRenderDrawColor(renderer, 80, 80, 80, 255);
        SDL_RenderFillRect(renderer, &separator_bar);

        // HEADER BAR
        const float header_h = 40.0f;
        SDL_FRect header_rect = { grid_x, grid_y, grid_w, header_h };

        SDL_SetRenderDrawColor(renderer, 50, 50, 50, 255);
        SDL_RenderFillRect(renderer, &header_rect);

        const std::string header_text =
            building_s.title +
            std::string(" | Level ") +
            std::to_string(BuildingData::get_WorkbenchLevel(building_s.type));

        int text_w = 0;
        int text_h = 0;
        TTF_GetStringSize(Ui::font_menu, header_text.c_str(), header_text.size(), &text_w, &text_h);

        float text_x = header_rect.x + (header_rect.w - text_w) * 0.5f;
        float text_y = header_rect.y + (header_h - text_h) * 0.5f;

        SDL_FRect text_dest = { text_x, text_y, static_cast<float>(text_w), static_cast<float>(text_h) };

        SDL_Color text_color = { 230, 230, 230, 255 };
        SDL_Surface* surface_text = TTF_RenderText_Blended(Ui::font_menu, header_text.c_str(), header_text.size(), text_color);
        if (!surface_text) {
            SDL_DestroySurface(surface_text);
            return;
        }

        SDL_Texture* texture_text = SDL_CreateTextureFromSurface(renderer, surface_text);
        if (!texture_text) {
            SDL_DestroySurface(surface_text);
            return;
        }
        SDL_RenderTexture(renderer, texture_text, nullptr, &text_dest);

        SDL_DestroyTexture(texture_text);


        // GRID
        const float tile_total = MENU_TILE_SIZE + MENU_TILE_BORDER * 2;

        const float grid_required_w = MENU_COLS * tile_total + (MENU_COLS - 1) * MENU_ITEM_SPACING;
        const float grid_required_h = MENU_ROWS * tile_total + (MENU_ROWS - 1) * MENU_ITEM_SPACING;

        const float grid_content_y = grid_y + header_h;
        const float grid_start_x   = grid_x + (grid_w - grid_required_w) * 0.5f;
        const float grid_start_y   = grid_content_y + (grid_h - header_h - grid_required_h) * 0.5f;


        int active_i_el = -1;

        std::vector<ItemType> researched_items =
            Item::get_ResearchedItems(game->state_playing->player->researched_items);

        size_t i_count = researched_items.size();

        size_t index = 0;
        for (int r = 0; r < MENU_ROWS; ++r) {
            for (int c = 0; c < MENU_COLS; ++c) {

                if (Building::draw_menu_curser_grid_active == r*MENU_COLS+c) {
                    active_i_el = index;
                }

                float x = grid_start_x + c * (tile_total + MENU_ITEM_SPACING);
                float y = grid_start_y + r * (tile_total + MENU_ITEM_SPACING);

                SDL_FRect border_rect{ x, y, tile_total, tile_total };
                SDL_FRect tile_rect{
                      x + MENU_TILE_BORDER,
                      y + MENU_TILE_BORDER,
                      MENU_TILE_SIZE,
                      MENU_TILE_SIZE
                };

                if (Building::draw_menu_curser_grid_active == static_cast<int>(index))
                    SDL_SetRenderDrawColor(renderer, 20, 215, 0, 255);
                else if (Building::draw_menu_curser_grid == static_cast<int>(index))
                    SDL_SetRenderDrawColor(renderer, MENU_HOVER_BORDER_C.r, MENU_HOVER_BORDER_C.g, MENU_HOVER_BORDER_C.b, MENU_HOVER_BORDER_C.a);
                else
                    SDL_SetRenderDrawColor(renderer, 20, 20, 20, 255);
                SDL_RenderFillRect(renderer, &border_rect);

                SDL_SetRenderDrawColor(renderer, 60, 60, 60, 255);
                SDL_RenderFillRect(renderer, &tile_rect);

                if (index < i_count) {
                    auto it2 = Icon::item_pos.find(researched_items[index]);
                    if (it2 != Icon::item_pos.end()) {
                        SDL_FRect src{ it2->second.x * 16.f, it2->second.y * 16.f, 16.f, 16.f };
                        SDL_RenderTexture(renderer, Icon::icons_texture, &src, &tile_rect);
                    }
                }

                index++;
            }
        }

        // INFO PANEL
        SDL_FRect info_panel = { info_x, inner_y, MENU_INFO_W, inner_h };
        MENU_INFO_PANEL = info_panel;

        ItemType item_for_info = ItemType::NONE;

        if (active_i_el > -1 && active_i_el < (int)i_count) {
            const auto& researched = Item::get_ResearchedItems(game->state_playing->player->researched_items);
            item_for_info = researched[static_cast<size_t>(active_i_el)];
        }

        draw_ItemInfoPanel(renderer, Ui::font_menu, info_panel, item_for_info);


        // CRAFT BUTTON
        float btn_h = 36.0f;
        float btn_w = MENU_INFO_W - MENU_BORDER_OUTER * 2;
        float btn_x = info_x + MENU_BORDER_OUTER;
        float btn_y = inner_y + inner_h - btn_h - MENU_BORDER_OUTER;

        SDL_FRect btn_rect = { btn_x, btn_y, btn_w, btn_h };
        SDL_FRect btn_rect_bg = { btn_x-2, btn_y-2, btn_w+4, btn_h+4 };
        MENU_CRAFT_BUTTON = btn_rect;

        if (hovering_craft_button)
            SDL_SetRenderDrawColor(renderer, MENU_HOVER_BORDER_C.r, MENU_HOVER_BORDER_C.g, MENU_HOVER_BORDER_C.b, MENU_HOVER_BORDER_C.a);
        else
            SDL_SetRenderDrawColor(renderer, 0,0,0, 255);
        SDL_RenderFillRect(renderer, &btn_rect_bg);

        SDL_SetRenderDrawColor(renderer, 50, 50, 50, 255);
        SDL_RenderFillRect(renderer, &btn_rect);

        // Draw progress
        if (Craft::item.is_crafting) {
            float progress = Craft::item.duration / Craft::item.duration_max;
            SDL_FRect progress_rect = { btn_x, btn_y, btn_w * progress, btn_h };
            SDL_SetRenderDrawColor(renderer, 100, 200, 100, 255);
            SDL_RenderFillRect(renderer, &progress_rect);
        }

        // Button label
        const std::string btn_text = "Craft";

        int r_w = 0;
        int r_h = 0;
        TTF_GetStringSize(Ui::font_menu, btn_text.c_str(), btn_text.size(), &r_w, &r_h);

        float r_x = btn_x + (btn_w - r_w) * 0.5f;
        float r_y = btn_y + (btn_h - r_h) * 0.5f;

        SDL_FRect r_dest = { r_x, r_y, static_cast<float>(r_w), static_cast<float>(r_h) };

        SDL_Color r_color = { 230, 230, 230, 255 };
        SDL_Surface* r_surface = TTF_RenderText_Blended(Ui::font_menu, btn_text.c_str(), btn_text.size(), r_color);
        if (!r_surface) {
            SDL_DestroySurface(r_surface);
            return;
        }

        SDL_Texture* r_texture = SDL_CreateTextureFromSurface(renderer, r_surface);
        if (!r_texture) {
            SDL_DestroySurface(r_surface);
            return;
        }

        SDL_RenderTexture(renderer, r_texture, nullptr, &r_dest);

        SDL_DestroyTexture(r_texture);
    }

    bool
    is_CursorOverMenuInfoPanel(const SDL_FPoint mouse_pos) {
        std::cout << "IP " << MENU_INFO_PANEL.x << " " << MENU_INFO_PANEL.y << " " << MENU_INFO_PANEL.w << " " << MENU_INFO_PANEL.h  << " MPP " << mouse_pos.x << " " << mouse_pos.y << std::endl;
        return (
            mouse_pos.x >= MENU_INFO_PANEL.x &&
            mouse_pos.x <= MENU_INFO_PANEL.x + MENU_INFO_PANEL.w &&
            mouse_pos.y >= MENU_INFO_PANEL.y &&
            mouse_pos.y <= MENU_INFO_PANEL.y + MENU_INFO_PANEL.h
        );
    }


    bool
    cursor_OverCraftButton(const SDL_FPoint mouse_pos) {
        return (
                mouse_pos.x >= MENU_CRAFT_BUTTON.x &&
                mouse_pos.x <= MENU_CRAFT_BUTTON.x + MENU_CRAFT_BUTTON.w &&
                mouse_pos.y >= MENU_CRAFT_BUTTON.y &&
                mouse_pos.y <= MENU_CRAFT_BUTTON.y + MENU_CRAFT_BUTTON.h
               );
    }

    int
    cursor_CraftGridTileIndex(SDL_FPoint mouse, SDL_Rect win_size) {
        const float MENU_W = MENU_PADDING * 2 + MENU_INNER_W;
        const float MENU_H = MENU_PADDING * 2 + MENU_INNER_H;
        const float menu_x = static_cast<float>(win_size.w / 2) - MENU_W / 2;
        const float menu_y = static_cast<float>(win_size.h / 2) - MENU_H / 2;

        const float inner_x = menu_x + MENU_BORDER_OUTER;
        const float inner_y = menu_y + MENU_BORDER_OUTER;
        const float inner_w = MENU_W - MENU_BORDER_OUTER * 2;
        const float inner_h = MENU_H - MENU_BORDER_OUTER * 2;

        const float info_x = inner_x + inner_w - MENU_INFO_W;
        const float sep_x = info_x - MENU_BORDER_SEPARATOR;

        const float grid_x = inner_x;
        const float grid_y = inner_y;
        const float grid_w = sep_x - inner_x;
        const float grid_h = inner_h;

        const float header_h = 40.0f;

        const float tile_total = MENU_TILE_SIZE + MENU_TILE_BORDER * 2;
        const float grid_required_w = MENU_COLS * tile_total + (MENU_COLS - 1) * MENU_ITEM_SPACING;
        const float grid_required_h = MENU_ROWS * tile_total + (MENU_ROWS - 1) * MENU_ITEM_SPACING;

        const float grid_content_y = grid_y + header_h;
        const float grid_start_x = grid_x + (grid_w - grid_required_w) * 0.5f;
        const float grid_start_y = grid_content_y + (grid_h - header_h - grid_required_h) * 0.5f;

        if (mouse.x < grid_start_x ||
            mouse.y < grid_start_y ||
            mouse.x > grid_start_x + grid_required_w ||
            mouse.y > grid_start_y + grid_required_h) {
            return -1;
        }

        float rel_x = mouse.x - grid_start_x;
        float rel_y = mouse.y - grid_start_y;

        const float step = tile_total + MENU_ITEM_SPACING;

        int c = static_cast<int>(rel_x / step);
        int r = static_cast<int>(rel_y / step);

        if (c < 0 || c >= MENU_COLS || r < 0 || r >= MENU_ROWS) {
            return -1;
        }

        float cx = rel_x - c * step;
        float cy = rel_y - r * step;

        if (cx < MENU_TILE_BORDER || cx > MENU_TILE_BORDER + MENU_TILE_SIZE ||
            cy < MENU_TILE_BORDER || cy > MENU_TILE_BORDER + MENU_TILE_SIZE) {
            return -1;
        }

        return r * MENU_COLS + c;
    }




    bool
    craft_Start(Inventory* inventory, ItemType type) {
        std::cout << "CRAFTING START " << (int)type << std::endl;

        Item::craft_ItemStart(inventory, type, Craft::item);

        return true;
    }

    void
    craft_Stop() {
        Item::craft_Stop(Craft::item);
    }

    bool
    craft_Continue(Inventory* inventory, Messages* messages) {
        return Item::craft_Item(inventory, Craft::item, messages);
    }

}