GameEngine/source/layout/gui_inventory.h
2026-02-20 16:12:16 +01:00

128 lines
4.1 KiB
C

/*******************************************************************************************
*
* Inventory v1.0.0 - Tool Description
*
* MODULE USAGE:
* #define GUI_INVENTORY_IMPLEMENTATION
* #include "gui_inventory.h"
*
* INIT: GuiInventoryState state = InitGuiInventory();
* DRAW: GuiInventory(&state);
*
* LICENSE: Propietary License
*
* Copyright (c) 2022 SleepeeSoftware. All Rights Reserved.
*
* Unauthorized copying of this file, via any medium is strictly prohibited
* This project is proprietary and confidential unless the owner allows
* usage in any other form by expresely written permission.
*
**********************************************************************************************/
#include "raylib.h"
// WARNING: raygui implementation is expected to be defined before including this header
#undef RAYGUI_IMPLEMENTATION
#include "raygui.h"
#include <string.h> // Required for: strcpy()
#ifndef GUI_INVENTORY_H
#define GUI_INVENTORY_H
typedef struct {
// Define anchors
Vector2 anchor01; // ANCHOR ID:1
// Define controls variables
// Define rectangles
Rectangle layoutRecs[3];
// Custom state variables (depend on development software)
// NOTE: This variables should be added manually if required
} GuiInventoryState;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
GuiInventoryState InitGuiInventory(void);
void GuiInventory(GuiInventoryState *state);
#ifdef __cplusplus
}
#endif
#endif // GUI_INVENTORY_H
/***********************************************************************************
*
* GUI_INVENTORY IMPLEMENTATION
*
************************************************************************************/
#if defined(GUI_INVENTORY_IMPLEMENTATION)
#include "raygui.h"
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Internal Module Functions Definition
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
GuiInventoryState InitGuiInventory(void)
{
GuiInventoryState state = { 0 };
// Init anchors
state.anchor01 = (Vector2){ 840, 72 }; // ANCHOR ID:1
// Initilize controls variables
// Init controls rectangles
state.layoutRecs[0] = (Rectangle){ state.anchor01.x + 0, state.anchor01.y + 0, 240, 528 };// GroupBox: Inventory
state.layoutRecs[1] = (Rectangle){ state.anchor01.x + -264, state.anchor01.y + 48, 240, 192 };// Panel: DataPanel
state.layoutRecs[2] = (Rectangle){ state.anchor01.x + -264, state.anchor01.y + 264, 240, 216 };// Panel: DescriptionPanel
// Custom variables initialization
return state;
}
void GuiInventory(GuiInventoryState *state)
{
// Const text
const char *InventoryText = "Void Bag"; // GROUPBOX: Inventory
// Draw controls
GuiGroupBox(state->layoutRecs[0], InventoryText);
GuiPanel(state->layoutRecs[1], DataPanelText);
GuiPanel(state->layoutRecs[2], DescriptionPanelText);
}
#endif // GUI_INVENTORY_IMPLEMENTATION