/* * 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/state/options-menu.hpp" #include "game/state/main-menu.hpp" #include "game/state/controls-menu.hpp" #include "game/state/graphics-menu.hpp" #include "game/state/sound-menu.hpp" #include "game/state/language-menu.hpp" #include "game/state/pause-menu.hpp" #include "game/save.hpp" #include "game/menu.hpp" #include "animation/ease.hpp" #include "animation/animation.hpp" #include "animation/animator.hpp" #include "application.hpp" #include "scene/text.hpp" #include "debug/logger.hpp" namespace game { namespace state { options_menu::options_menu(game::context& ctx): game::state::base(ctx) { ctx.logger->push_task("Entering options menu state"); // Construct menu item texts scene::text* controls_text = new scene::text(); scene::text* graphics_text = new scene::text(); scene::text* sound_text = new scene::text(); scene::text* language_text = new scene::text(); scene::text* back_text = new scene::text(); // Set content of menu item texts controls_text->set_content((*ctx.strings)["options_menu_controls"]); graphics_text->set_content((*ctx.strings)["options_menu_graphics"]); sound_text->set_content((*ctx.strings)["options_menu_sound"]); language_text->set_content((*ctx.strings)["options_menu_language"]); back_text->set_content((*ctx.strings)["back"]); // Build list of menu item texts ctx.menu_item_texts.push_back({controls_text, nullptr}); ctx.menu_item_texts.push_back({graphics_text, nullptr}); ctx.menu_item_texts.push_back({sound_text, nullptr}); ctx.menu_item_texts.push_back({language_text, nullptr}); ctx.menu_item_texts.push_back({back_text, nullptr}); // Init menu item index game::menu::init_menu_item_index(ctx, "options"); game::menu::update_text_color(ctx); game::menu::update_text_font(ctx); game::menu::align_text(ctx, true); game::menu::update_text_tweens(ctx); game::menu::add_text_to_ui(ctx); game::menu::setup_animations(ctx); // Construct menu item callbacks auto select_controls_callback = [&ctx]() { // Disable controls game::menu::clear_controls(ctx); // Return to main menu game::menu::fade_out ( ctx, [&ctx]() { // Queue change to controls menu state ctx.function_queue.push ( [&ctx]() { ctx.state_machine.pop(); ctx.state_machine.emplace(new game::state::controls_menu(ctx)); } ); } ); }; auto select_graphics_callback = [&ctx]() { // Disable controls game::menu::clear_controls(ctx); // Return to main menu game::menu::fade_out ( ctx, [&ctx]() { // Queue change to graphics menu state ctx.function_queue.push ( [&ctx]() { ctx.state_machine.pop(); ctx.state_machine.emplace(new game::state::graphics_menu(ctx)); } ); } ); }; auto select_sound_callback = [&ctx]() { // Disable controls game::menu::clear_controls(ctx); // Return to main menu game::menu::fade_out ( ctx, [&ctx]() { // Queue change to sound menu state ctx.function_queue.push ( [&ctx]() { ctx.state_machine.pop(); ctx.state_machine.emplace(new game::state::sound_menu(ctx)); } ); } ); }; auto select_language_callback = [&ctx]() { // Disable controls game::menu::clear_controls(ctx); // Return to main menu game::menu::fade_out ( ctx, [&ctx]() { // Queue change to language menu state ctx.function_queue.push ( [&ctx]() { ctx.state_machine.pop(); ctx.state_machine.emplace(new game::state::language_menu(ctx)); } ); } ); }; auto select_back_callback = [&ctx]() { // Disable controls game::menu::clear_controls(ctx); // Save config game::save_config(ctx); game::menu::fade_out ( ctx, [&ctx]() { // Queue change to main menu state ctx.function_queue.push ( [&ctx]() { ctx.state_machine.pop(); if (ctx.resume_callback) ctx.state_machine.emplace(new game::state::pause_menu(ctx)); else ctx.state_machine.emplace(new game::state::main_menu(ctx, false)); } ); } ); }; // Build list of menu select callbacks ctx.menu_select_callbacks.push_back(select_controls_callback); ctx.menu_select_callbacks.push_back(select_graphics_callback); ctx.menu_select_callbacks.push_back(select_sound_callback); ctx.menu_select_callbacks.push_back(select_language_callback); ctx.menu_select_callbacks.push_back(select_back_callback); // Build list of menu right callbacks ctx.menu_right_callbacks.resize(5, nullptr); // Build list of menu left callbacks ctx.menu_left_callbacks.resize(5, nullptr); // Set menu back callback ctx.menu_back_callback = select_back_callback; // Queue menu control setup ctx.function_queue.push(std::bind(game::menu::setup_controls, std::ref(ctx))); // Fade in menu game::menu::fade_in(ctx, nullptr); ctx.logger->pop_task(EXIT_SUCCESS); } options_menu::~options_menu() { ctx.logger->push_task("Exiting options menu state"); // 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); ctx.logger->pop_task(EXIT_SUCCESS); } } // namespace state } // namespace game