/* * 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/options-menu.hpp" #include "game/states/main-menu.hpp" #include "game/states/controls-menu.hpp" #include "game/states/graphics-menu.hpp" #include "game/states/sound-menu.hpp" #include "game/states/language-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 "render/passes/clear-pass.hpp" namespace game { namespace state { namespace options_menu { void enter(game::context* ctx) { ctx->ui_clear_pass->set_cleared_buffers(true, true, false); // 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); game::menu::update_text_tweens(ctx); game::menu::add_text_to_ui(ctx); // Construct menu item callbacks auto select_controls_callback = [ctx]() { application::state next_state; next_state.name = "controls_menu"; next_state.enter = std::bind(game::state::controls_menu::enter, ctx); next_state.exit = std::bind(game::state::controls_menu::exit, ctx); ctx->app->change_state(next_state); }; auto select_graphics_callback = [ctx]() { application::state next_state; next_state.name = "graphics_menu"; next_state.enter = std::bind(game::state::graphics_menu::enter, ctx); next_state.exit = std::bind(game::state::graphics_menu::exit, ctx); ctx->app->change_state(next_state); }; auto select_sound_callback = [ctx]() { application::state next_state; next_state.name = "sound_menu"; next_state.enter = std::bind(game::state::sound_menu::enter, ctx); next_state.exit = std::bind(game::state::sound_menu::exit, ctx); ctx->app->change_state(next_state); }; auto select_language_callback = [ctx]() { application::state next_state; next_state.name = "language_menu"; next_state.enter = std::bind(game::state::language_menu::enter, ctx); next_state.exit = std::bind(game::state::language_menu::exit, ctx); ctx->app->change_state(next_state); }; auto select_back_callback = [ctx]() { // Save config game::save_config(ctx); // Return to main menu application::state next_state; next_state.name = "main_menu"; next_state.enter = std::bind(game::state::main_menu::enter, ctx); next_state.exit = std::bind(game::state::main_menu::exit, ctx); ctx->app->change_state(next_state); }; // 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; // Setup menu controls game::menu::setup_controls(ctx); } void exit(game::context* ctx) { // Destruct menu game::menu::clear_controls(ctx); game::menu::clear_callbacks(ctx); game::menu::remove_text_from_ui(ctx); game::menu::delete_text(ctx); // Save config game::save_config(ctx); ctx->ui_clear_pass->set_cleared_buffers(false, true, false); } } // namespace options_menu } // namespace state } // namespace game