feat(gui): add base dialogs

This commit is contained in:
Rodrigo Verdiani 2025-12-27 22:00:00 -03:00
parent e1dc82e70f
commit eb5e6c6db9
3 changed files with 260 additions and 7 deletions

254
gui.c
View File

@ -5,6 +5,8 @@
#include "gui.h" #include "gui.h"
#include <float.h> #include <float.h>
#include <stdio.h>
#include "dcimgui.h" #include "dcimgui.h"
#include "dcimgui_impl_sdl3.h" #include "dcimgui_impl_sdl3.h"
#include "dcimgui_impl_sdlrenderer3.h" #include "dcimgui_impl_sdlrenderer3.h"
@ -27,7 +29,9 @@ void Gui_Init(Gui_t *gui) {
cImGui_ImplSDLRenderer3_Init(renderer); cImGui_ImplSDLRenderer3_Init(renderer);
gui->isPreferencesDialogOpen = false; gui->isPreferencesDialogOpen = false;
gui->statusBarText = "Welcome to Tibia!"; gui->isNewGameDialogOpen = false;
gui->isJourneyOnwardDialogOpen = false;
Gui_UpdateStatusBar(gui, "Welcome to Tibia!");
} }
void Gui_ProcessEvent(const SDL_Event *event) { void Gui_ProcessEvent(const SDL_Event *event) {
@ -40,10 +44,13 @@ void Gui_StartRender() {
ImGui_NewFrame(); ImGui_NewFrame();
} }
void Gui_Render(Gui_t *gui, ConfigParams_t *configParams) { void Gui_Render(Gui_t *gui, Network_t *network, ConfigParams_t *configParams) {
Gui_RenderMainMenu(gui); Gui_RenderMainMenu(gui);
Gui_RenderStatusBar(gui); Gui_RenderStatusBar(gui);
Gui_RenderPreferences_Dialog(gui, configParams); Gui_RenderPreferences_Dialog(gui, configParams);
Gui_RenderNewGame_Dialog(gui, configParams, network);
Gui_RenderJourneyOnward_Dialog(gui, configParams, network);
} }
void Gui_FinishRender() { void Gui_FinishRender() {
@ -79,9 +86,11 @@ void Gui_RenderMainMenu(Gui_t *gui) {
if (ImGui_BeginMenu("Game")) { if (ImGui_BeginMenu("Game")) {
if (ImGui_MenuItem("New Game")) { if (ImGui_MenuItem("New Game")) {
gui->isNewGameDialogOpen = true;
} }
if (ImGui_MenuItem("Journey Onward")) { if (ImGui_MenuItem("Journey Onward")) {
gui->isJourneyOnwardDialogOpen = true;
} }
if (ImGui_MenuItem("End Game")) { if (ImGui_MenuItem("End Game")) {
@ -124,7 +133,7 @@ void Gui_RenderMainMenu(Gui_t *gui) {
ImGui_EndMainMenuBar(); ImGui_EndMainMenuBar();
} }
void Gui_RenderStatusBar(const Gui_t* gui) { void Gui_RenderStatusBar(const Gui_t *gui) {
const ImGuiViewport *viewport = ImGui_GetMainViewport(); const ImGuiViewport *viewport = ImGui_GetMainViewport();
const float height = ImGui_GetFrameHeight(); const float height = ImGui_GetFrameHeight();
@ -191,7 +200,7 @@ void Gui_RenderPreferences_Dialog(Gui_t *gui, ConfigParams_t *configParams) {
ImGui_SetNextItemWidth(-FLT_MIN); ImGui_SetNextItemWidth(-FLT_MIN);
ImGui_InputText("##Address", configParams->serverAddress, IM_ARRAYSIZE(configParams->serverAddress), 0); ImGui_InputText("##Address", configParams->serverAddress, IM_ARRAYSIZE(configParams->serverAddress), 0);
// Server Address // Server Port
ImGui_TableNextRow(); ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0); ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding(); ImGui_AlignTextToFramePadding();
@ -266,3 +275,240 @@ void Gui_RenderPreferences_Dialog(Gui_t *gui, ConfigParams_t *configParams) {
ImGui_End(); ImGui_End();
} }
void Gui_RenderNewGame_Dialog(Gui_t *gui, const ConfigParams_t* configParams, Network_t *network) {
if (!gui->isNewGameDialogOpen) {
return;
}
const ImGuiViewport *viewport = ImGui_GetMainViewport();
const ImVec2 viewportCenter = {
viewport->Pos.x + viewport->Size.x * 0.5f,
viewport->Pos.y + viewport->Size.y * 0.5f
};
ImGui_SetNextWindowPosEx(viewportCenter, ImGuiCond_Appearing, (ImVec2){0.5f, 0.5f});
ImGui_SetNextWindowSize((ImVec2){550, 0}, ImGuiCond_Always);
if (ImGui_Begin("New Game", &gui->isNewGameDialogOpen,
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse)) {
if (ImGui_BeginTable("TopLayout", 2, ImGuiTableFlags_BordersInnerV)) {
ImGui_TableSetupColumnEx("TopInputs", ImGuiTableColumnFlags_WidthStretch, 0.0f, 0);
ImGui_TableSetupColumnEx("TopButtons", ImGuiTableColumnFlags_WidthFixed, 140.0f, 0);
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
if (ImGui_BeginTable("TopForm", 2, ImGuiTableFlags_SizingFixedFit)) {
ImGui_TableSetupColumnEx("Label", ImGuiTableColumnFlags_WidthFixed, 90.0f, 0);
ImGui_TableSetupColumn("Input", ImGuiTableColumnFlags_WidthStretch);
// Real Name
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Real Name:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
static char realName[64] = "";
ImGui_InputText("##RealName", realName, sizeof(realName), 0);
// Location
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Location:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
static char location[64] = "";
ImGui_InputText("##Location", location, sizeof(location), 0);
// E-Mail
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("E-Mail:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
static char email[64] = "";
ImGui_InputText("##Email", email, sizeof(email), 0);
ImGui_EndTable();
}
ImGui_TableSetColumnIndex(1);
// "Create Character"
if (ImGui_ButtonEx("Create Character", (ImVec2){-FLT_MIN, 0})) {
Network_ConnectAndReportStatus(network, configParams, gui);
}
ImGui_Dummy((ImVec2){0.0f, 10.0f}); // Spacing between buttons
// "Oops, Cancel"
if (ImGui_ButtonEx("Oops, Cancel", (ImVec2){-FLT_MIN, 0})) {
gui->isNewGameDialogOpen = false;
}
ImGui_EndTable();
}
ImGui_Spacing();
ImGui_Separator();
ImGui_Spacing();
if (ImGui_BeginTable("BottomLayout", 2, ImGuiTableFlags_BordersInnerV)) {
ImGui_TableSetupColumnEx("BotInputs", ImGuiTableColumnFlags_WidthStretch, 0.0f, 0);
ImGui_TableSetupColumnEx("BotVisuals", ImGuiTableColumnFlags_WidthFixed, 180.0f, 0);
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
if (ImGui_BeginTable("BotForm", 2, ImGuiTableFlags_SizingFixedFit)) {
ImGui_TableSetupColumnEx("Label", ImGuiTableColumnFlags_WidthFixed, 130.0f, 0);
ImGui_TableSetupColumn("Input", ImGuiTableColumnFlags_WidthStretch);
// Your Name
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Your Name:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
static char charName[64] = "";
ImGui_InputText("##CharName", charName, sizeof(charName), 0);
// Your Sex (Radio Buttons)
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Your Sex:");
ImGui_TableSetColumnIndex(1);
static int sex = 0;
ImGui_RadioButtonIntPtr("male", &sex, 0);
ImGui_SameLine();
ImGui_RadioButtonIntPtr("female", &sex, 1);
// Enter Password
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Enter Password:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
static char pass1[64] = "";
ImGui_InputText("##Pass1", pass1, sizeof(pass1), ImGuiInputTextFlags_Password);
// Retype Password
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Retype Password:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
static char pass2[64] = "";
ImGui_InputText("##Pass2", pass2, sizeof(pass2), ImGuiInputTextFlags_Password);
ImGui_EndTable();
}
ImGui_TableSetColumnIndex(1);
// Calculate where the cursor is to draw the rectangle
const ImVec2 p0 = ImGui_GetCursorScreenPos();
float placeholderHeight = 90.0f; // Roughly matching the input area height
ImVec2 p1 = { p0.x + 160.0f, p0.y + placeholderHeight };
// Draw Gray Rectangle
ImDrawList* draw_list = ImGui_GetWindowDrawList();
ImDrawList_AddRectFilled(draw_list,p0, p1, IM_COL32(200, 200, 200, 255));
ImDrawList_AddRectFilled(draw_list, p0, p1, IM_COL32(100, 100, 100, 255));
// Add text "Placeholder" inside it just for clarity
ImGui_SetCursorPosY(ImGui_GetCursorPosY() + placeholderHeight * 0.4f);
ImGui_SetCursorPosX(ImGui_GetCursorPosX() + 40.0f);
ImGui_TextColored((ImVec4){0.3f,0.3f,0.3f,1.0f}, "Character\nControls");
ImGui_EndTable();
}
}
ImGui_End();
}
void Gui_RenderJourneyOnward_Dialog(Gui_t *gui, ConfigParams_t *configParams, Network_t *network) {
if (!gui->isJourneyOnwardDialogOpen) {
return;
}
const ImGuiViewport *viewport = ImGui_GetMainViewport();
const ImVec2 viewportCenter = {
viewport->Pos.x + viewport->Size.x * 0.5f,
viewport->Pos.y + viewport->Size.y * 0.5f
};
ImGui_SetNextWindowPosEx(viewportCenter, ImGuiCond_Appearing, (ImVec2){0.5f, 0.5f});
ImGui_SetNextWindowSize((ImVec2){380, 0}, ImGuiCond_Always);
if (ImGui_Begin("Journey Onward", &gui->isJourneyOnwardDialogOpen,
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse)) {
if (ImGui_BeginTable("Split", 2, ImGuiTableFlags_BordersInnerV)) {
ImGui_TableSetupColumnEx("Data", ImGuiTableColumnFlags_WidthStretch, 0.0f, 0);
ImGui_TableSetupColumnEx("Actions", ImGuiTableColumnFlags_WidthFixed, 100.0f, 0);
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_Text("Player Data:");
if (ImGui_BeginTable("InputTable", 2, ImGuiTableFlags_SizingFixedFit)) {
ImGui_TableSetupColumnEx("Label", ImGuiTableColumnFlags_WidthFixed, 110.0f, 0);
ImGui_TableSetupColumn("Input", ImGuiTableColumnFlags_WidthStretch);
// Player Name
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Player Name:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
ImGui_InputText("##PName", configParams->lastAccount, IM_ARRAYSIZE(configParams->lastAccount), 0);
// Player Password
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Player Password:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
ImGui_InputText("##PPass", configParams->lastPassword, IM_ARRAYSIZE(configParams->lastPassword),
ImGuiInputTextFlags_Password);
ImGui_EndTable();
}
ImGui_TableSetColumnIndex(1);
// Cancel
if (ImGui_ButtonEx("Cancel", (ImVec2){-FLT_MIN, 0})) {
gui->isJourneyOnwardDialogOpen = false;
}
ImGui_Dummy((ImVec2){0.0f, 10.0f});
// Let's Go
if (ImGui_ButtonEx("Let's Go", (ImVec2){-FLT_MIN, 0})) {
gui->isJourneyOnwardDialogOpen = false;
Network_ConnectAndReportStatus(network, configParams, gui);
}
ImGui_EndTable();
}
}
ImGui_End();
}
void Gui_UpdateStatusBar(Gui_t *gui, const char *message) {
strncpy(gui->statusBarText, message, sizeof(gui->statusBarText) - 1);
gui->statusBarText[sizeof(gui->statusBarText) - 1] = '\0';
}

11
gui.h
View File

@ -8,16 +8,19 @@
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include "config.h" #include "config.h"
#include "network.h"
typedef struct Gui { typedef struct Gui {
bool isPreferencesDialogOpen; bool isPreferencesDialogOpen;
char* statusBarText; bool isNewGameDialogOpen;
bool isJourneyOnwardDialogOpen;
char statusBarText[255];
} Gui_t; } Gui_t;
void Gui_Init(Gui_t* gui); void Gui_Init(Gui_t* gui);
void Gui_ProcessEvent(const SDL_Event* event); void Gui_ProcessEvent(const SDL_Event* event);
void Gui_StartRender(); void Gui_StartRender();
void Gui_Render(Gui_t* gui, ConfigParams_t* configParams); void Gui_Render(Gui_t* gui, Network_t* network, ConfigParams_t* configParams);
void Gui_FinishRender(); void Gui_FinishRender();
void Gui_Shutdown(); void Gui_Shutdown();
@ -25,5 +28,9 @@ void Gui_RenderMainMenu(Gui_t* gui);
void Gui_RenderStatusBar(const Gui_t* gui); void Gui_RenderStatusBar(const Gui_t* gui);
void Gui_RenderPreferences_Dialog(Gui_t* gui, ConfigParams_t* configParams); void Gui_RenderPreferences_Dialog(Gui_t* gui, ConfigParams_t* configParams);
void Gui_RenderNewGame_Dialog(Gui_t* gui, const ConfigParams_t* configParams, Network_t* network);
void Gui_RenderJourneyOnward_Dialog(Gui_t* gui, ConfigParams_t* configParams, Network_t* network);
void Gui_UpdateStatusBar(Gui_t* gui, const char* message);
#endif //TIBIA_GUI_H #endif //TIBIA_GUI_H

View File

@ -14,7 +14,7 @@ void Render_Frame(App_t* app) {
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
Render_MainWindowBackground(app); Render_MainWindowBackground(app);
Gui_Render(&app->gui, &app->configParams); Gui_Render(&app->gui, &app->network, &app->configParams);
Gui_FinishRender(); Gui_FinishRender();
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);