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