/* * Copyright (C) 2021 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include "game/states/pause-menu.hpp" #include "game/states/main-menu.hpp" #include "game/states/options-menu.hpp" #include "game/menu.hpp" #include "animation/ease.hpp" #include "animation/animation.hpp" #include "animation/animator.hpp" #include "application.hpp" #include "scene/text.hpp" namespace game { namespace state { namespace pause_menu { void enter(game::context* ctx) { // Construct menu item texts scene::text* resume_text = new scene::text(); scene::text* options_text = new scene::text(); scene::text* main_menu_text = new scene::text(); scene::text* quit_text = new scene::text(); // Set content of menu item texts resume_text->set_content((*ctx->strings)["pause_menu_resume"]); options_text->set_content((*ctx->strings)["pause_menu_options"]); main_menu_text->set_content((*ctx->strings)["pause_menu_main_menu"]); quit_text->set_content((*ctx->strings)["pause_menu_quit"]); // Build list of menu item texts ctx->menu_item_texts.push_back({resume_text, nullptr}); ctx->menu_item_texts.push_back({options_text, nullptr}); ctx->menu_item_texts.push_back({main_menu_text, nullptr}); ctx->menu_item_texts.push_back({quit_text, nullptr}); // Init menu item index game::menu::init_menu_item_index(ctx, "pause"); game::menu::update_text_color(ctx); game::menu::update_text_font(ctx); game::menu::align_text(ctx, true, false); game::menu::update_text_tweens(ctx); game::menu::add_text_to_ui(ctx); game::menu::setup_animations(ctx); // Construct menu item callbacks auto select_resume_callback = [ctx]() { // Disable unpause control ctx->controls["pause"]->set_activated_callback(nullptr); // Disable menu controls game::menu::clear_controls(ctx); auto resume_paused_state = [ctx]() { ctx->app->queue_state(*ctx->paused_state); }; // Fade out pause menu then resume paused state game::menu::fade_out(ctx, resume_paused_state); game::menu::fade_out_bg(ctx); }; auto select_options_callback = [ctx]() { // Disable unpause control ctx->controls["pause"]->set_activated_callback(nullptr); // Disable menu controls game::menu::clear_controls(ctx); // Fade out pause menu then open options menu game::menu::fade_out ( ctx, [ctx]() { application::state next_state; next_state.name = "options_menu"; next_state.enter = std::bind(game::state::options_menu::enter, ctx); next_state.exit = std::bind(game::state::options_menu::exit, ctx); ctx->app->queue_state(next_state); } ); }; auto select_main_menu_callback = [ctx]() { // Disable unpause control ctx->controls["pause"]->set_activated_callback(nullptr); // Disable menu controls game::menu::clear_controls(ctx); // Clear paused state ctx->paused_state.reset(); // Fade out pause menu then return to main menu game::menu::fade_out ( ctx, [ctx]() { application::state next_state; next_state.name = "main_menu"; next_state.enter = std::bind(game::state::main_menu::enter, ctx, true); next_state.exit = std::bind(game::state::main_menu::exit, ctx); ctx->app->queue_state(next_state); } ); }; auto select_quit_callback = [ctx]() { // Disable unpause control ctx->controls["pause"]->set_activated_callback(nullptr); // Disable menu controls game::menu::clear_controls(ctx); // Clear paused state ctx->paused_state.reset(); // Fade out then quit game::menu::fade_out(ctx, std::bind(&application::close, ctx->app, EXIT_SUCCESS)); }; // Build list of menu select callbacks ctx->menu_select_callbacks.push_back(select_resume_callback); ctx->menu_select_callbacks.push_back(select_options_callback); ctx->menu_select_callbacks.push_back(select_main_menu_callback); ctx->menu_select_callbacks.push_back(select_quit_callback); // Build list of menu right callbacks ctx->menu_right_callbacks.resize(4, nullptr); // Build list of menu left callbacks ctx->menu_left_callbacks.resize(4, nullptr); // Set menu back callback ctx->menu_back_callback = select_resume_callback; // Queue control setup ctx->function_queue.push ( [ctx, select_resume_callback]() { // Enable unpause control ctx->controls["pause"]->set_activated_callback(select_resume_callback); // Enable menu controls game::menu::setup_controls(ctx); } ); // Fade in menu and menu BG game::menu::fade_in(ctx, nullptr); if (!ctx->menu_bg_billboard->is_active()) game::menu::fade_in_bg(ctx); } void exit(game::context* ctx) { // Destruct menu game::menu::clear_controls(ctx); game::menu::clear_callbacks(ctx); game::menu::delete_animations(ctx); game::menu::remove_text_from_ui(ctx); game::menu::delete_text(ctx); } } // namespace pause_menu } // namespace state } // namespace game