1.4 KiB
Executable File
UI Renderer
Current state
No UI primitives exist. The framebuffer is currently filled by the game world only
(render_viewport in game.rs: tile pass + entity sprite pass). pixelhelper.rs has
low-level pixel/blit helpers but nothing higher-level.
Goal
Draw common roguelike UI elements (panels, borders, HUD bars, etc.) procedurally into the
u8 framebuffer, composited on top of the game world.
Design notes
The virtual resolution is 320×240, so UI layout should be designed in those pixel units.
Likely primitives needed (built on top of pixelhelper.rs):
fill_rect(frame, x, y, w, h, color)— solid filled rectangledraw_rect(frame, x, y, w, h, color)— 1-pixel border rectangledraw_border_box(frame, x, y, w, h, tileset)— box drawn with corner/edge tiles from a tileset (classic roguelike panel look)draw_hbar(frame, x, y, w, value, max, fg, bg)— horizontal progress/HP bar
Panels are typically fixed regions of the screen (e.g. a status bar at the bottom 40px, a message log on the right). Hard-coding these regions first is fine; extract to a layout system only if needed.
The UI layer draws after the world layer so it always appears on top. Draw order within the UI should be back-to-front (backgrounds before text).
Open questions
- Tileset-based borders vs. line-drawing: which look are we going for?
- Does the message log need scrolling? Probably not at first.