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#import "Basic";
#import "Math";
Button :: struct {
x0, y0, x1, y1: float;
text: string;
alpha: float = 0.4;
scale: float = 1.0;
}
Menu_Data :: struct {
selection: int;
font: *Simp.Dynamic_Font;
buttons: [..] Button;
}
init_menu_app :: (widget: *Widget_State) {
data := New(Menu_Data);
data.selection = 0;
data.font = null;
// Define the buttons up front
array_add(*data.buttons, .{ 100.0, 500.0, 400.0, 600.0, "Example widget", 0.4, 1.0 });
array_add(*data.buttons, .{ 100.0, 350.0, 400.0, 450.0, "Maze App", 0.4, 1.0 });
array_add(*data.buttons, .{ 100.0, 200.0, 400.0, 300.0, "Quit", 0.4, 1.0 });
widget.data = data;
widget.init = (widget: *Widget_State) {
data := cast(*Menu_Data) widget.data;
// Load the font
data.font = Simp.get_font_at_size("data", "Anonymous_Pro.ttf", 48);
// Dynamically resize our buttons so they always fit their text!
if data.font {
for * data.buttons {
text_width := Simp.prepare_text(data.font, it.text);
center_x := (it.x0 + it.x1) / 2.0;
// Ensure the button is at least as wide as the text + 60px of padding
needed_width := cast(float)text_width + 60.0;
actual_width := max(it.x1 - it.x0, needed_width);
it.x0 = center_x - actual_width / 2.0;
it.x1 = center_x + actual_width / 2.0;
}
}
};
widget.update = update;
widget.handle_input = handle_input;
widget.render = render;
widget.shutdown = (widget: *Widget_State) {
data := cast(*Menu_Data) widget.data;
array_free(data.buttons);
free(data);
};
}
#scope_file
time_selected := 0.0;
update :: (widget: *Widget_State, dt: float) {
data := cast(*Menu_Data) widget.data;
time_selected += dt;
debug_add_value("time_selected: %", time_selected);
for * data.buttons {
// 1. Set our targets
target_scale := ifx data.selection == it_index then 1.05 else 1.0;
target_alpha: float;
if data.selection == it_index {
// make button GROW
target_alpha = 1.0;
target_scale = target_scale + (sin(cast(float)time_selected * 2.0) * 0.03);
// STOP GROW
if time_selected > (3.14 / 4.0) {
target_scale = 1.08;
}
} else {
// Dimmer when unselected
target_alpha = 0.4;
}
// 2. Smoothly lerp current values towards the targets using exponential decay
it.scale = it.scale + (target_scale - it.scale) * (15.0 * dt);
it.alpha = it.alpha + (target_alpha - it.alpha) * (15.0 * dt);
}
}
handle_input :: (widget: *Widget_State, occluded: bool) -> (occludes: bool) {
data := cast(*Menu_Data) widget.data;
start_select := data.selection;
occludes := false;
if !occluded {
// Query the mouse position! By passing true for right_handed,
// Y=0 is at the bottom, which perfectly matches our rendering projection.
mouse_x, mouse_y, success := get_mouse_pointer_position(window, true);
if success {
mouse_x_f := cast(float) mouse_x;
mouse_y_f := cast(float) mouse_y;
for data.buttons {
if mouse_x_f >= it.x0 && mouse_x_f <= it.x1 && mouse_y_f >= it.y0 && mouse_y_f <= it.y1 {
occludes = true;
data.selection = it_index;
}
}
}
if Input.mouse_delta_x + Input.mouse_delta_y + Input.mouse_delta_z != 0 {
if !occludes {
data.selection = -1; // Deselect if moving mouse outside
}
}
} else {
data.selection = -1;
}
for event: Input.events_this_frame {
if event.type == .KEYBOARD && event.key_pressed {
if event.key_code == .ARROW_UP {
if data.selection <= 0 {
data.selection = data.buttons.count - 1;
} else {
data.selection -= 1;
}
}
if event.key_code == .ARROW_DOWN {
data.selection += 1;
if data.selection >= data.buttons.count then data.selection = 0;
}
if event.key_code == .ENTER || event.key_code == .MOUSE_BUTTON_LEFT {
// Execute button action
if data.selection == 0 {
switch_app(*example_state);
} else if data.selection == 1 {
switch_app(*maze_state);
} else if data.selection == 2 {
exit(0);
}
}
}
}
if start_select != data.selection {
time_selected = 0;
}
return occludes;
}
render :: (widget: *Widget_State) {
data := cast(*Menu_Data) widget.data;
// Clear to a blueish color to represent the menu
Simp.clear_render_target(0.2, 0.3, 0.4, 1.0);
Simp.set_shader_for_color(true);
Simp.immediate_begin();
Simp.immediate_set_2d_projection(window_width, window_height);
// Iterate through and draw all buttons dynamically based on their struct definition
for data.buttons {
color := ifx data.selection == it_index then Vector4.{0.8, 0.8, 0.2, it.alpha} else Vector4.{0.5, 0.5, 0.5, it.alpha};
// Scale the button from its center
center_x := (it.x0 + it.x1) / 2.0;
center_y := (it.y0 + it.y1) / 2.0;
width := it.x1 - it.x0;
height := it.y1 - it.y0;
draw_x0 := center_x - (width / 2.0) * it.scale;
draw_x1 := center_x + (width / 2.0) * it.scale;
draw_y0 := center_y - (height / 2.0) * it.scale;
draw_y1 := center_y + (height / 2.0) * it.scale;
Simp.immediate_quad(draw_x0, draw_y0, draw_x1, draw_y1, color);
}
Simp.immediate_flush();
// Draw text on the buttons (perfectly centered!)
if data.font {
for data.buttons {
text_width := Simp.prepare_text(data.font, it.text);
// Calculate the dead-center of the unscaled button
center_x := (it.x0 + it.x1) / 2.0;
center_y := (it.y0 + it.y1) / 2.0;
// Calculate text placement (subtract half text width/height)
// Note: Font size is 48, so we subtract ~24 for vertical centering
text_x := center_x - (cast(float)text_width / 2.0);
text_y := center_y - 24.0 + 8.0; // 8.0 is a minor visual baseline tweak
// 1. Generate the unscaled quads in world space
Simp.generate_quads_for_prepared_text(data.font, cast(int)text_x, cast(int)text_y, 0);
// 2. Mathematically scale every quad outward from the button's center!
for * quad: data.font.current_quads {
quad.p0.x = center_x + (quad.p0.x - center_x) * it.scale;
quad.p0.y = center_y + (quad.p0.y - center_y) * it.scale;
quad.p1.x = center_x + (quad.p1.x - center_x) * it.scale;
quad.p1.y = center_y + (quad.p1.y - center_y) * it.scale;
quad.p2.x = center_x + (quad.p2.x - center_x) * it.scale;
quad.p2.y = center_y + (quad.p2.y - center_y) * it.scale;
quad.p3.x = center_x + (quad.p3.x - center_x) * it.scale;
quad.p3.y = center_y + (quad.p3.y - center_y) * it.scale;
}
// 3. Draw the newly scaled quads
Simp.draw_generated_quads(data.font, .{0, 0, 0, it.alpha});
}
}
}
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