/* * Copyright (C) 2023 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/language-menu.hpp" #include "game/state/options-menu.hpp" #include "application.hpp" #include "scene/text.hpp" #include "debug/log.hpp" #include "game/fonts.hpp" #include "game/menu.hpp" #include "game/strings.hpp" #include "utility/hash/fnv1a.hpp" using namespace hash::literals; namespace game { namespace state { language_menu::language_menu(game::context& ctx): game::state::base(ctx) { debug::log::trace("Entering language menu state..."); // Construct menu item texts scene::text* language_name_text = new scene::text(); scene::text* language_value_text = new scene::text(); scene::text* back_text = new scene::text(); // Build list of menu item texts ctx.menu_item_texts.push_back({language_name_text, language_value_text}); ctx.menu_item_texts.push_back({back_text, nullptr}); // Set content of menu item texts update_text_content(); // Init menu item index game::menu::init_menu_item_index(ctx, "language"); 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); game::menu::setup_animations(ctx); // Construct menu item callbacks auto next_language_callback = [this, &ctx]() { // Increment language index ctx.language_index = (ctx.language_index + 1) % ctx.language_count; // Update language index setting (*ctx.settings)["language_index"_fnv1a32] = ctx.language_index; // Build string map for current language if not built if (ctx.string_maps[ctx.language_index].empty()) { i18n::build_string_map(*ctx.string_table, 0, ctx.language_index + 2, ctx.string_maps[ctx.language_index]); } // Log language change debug::log::info("Language index: {}; code: {}", ctx.language_index, get_string(ctx, "language_code"_fnv1a32)); // Reload fonts debug::log::trace("Reloading fonts..."); game::load_fonts(ctx); debug::log::trace("Reloaded fonts"); game::menu::update_text_font(ctx); this->update_text_content(); game::menu::refresh_text(ctx); game::menu::align_text(ctx); game::menu::update_text_tweens(ctx); }; auto previous_language_callback = [this, &ctx]() { // Decrement language index if (ctx.language_index > 0) { --ctx.language_index; } else { ctx.language_index = ctx.language_count - 1; } // Update language index setting (*ctx.settings)["language_index"_fnv1a32] = ctx.language_index; // Build string map for current language if not built if (ctx.string_maps[ctx.language_index].empty()) { i18n::build_string_map(*ctx.string_table, 0, ctx.language_index + 2, ctx.string_maps[ctx.language_index]); } // Log language change debug::log::info("Language index: {}; code: {}", ctx.language_index, get_string(ctx, "language_code"_fnv1a32)); // Reload fonts debug::log::trace("Reloading fonts..."); game::load_fonts(ctx); debug::log::trace("Reloaded fonts"); game::menu::update_text_font(ctx); this->update_text_content(); game::menu::refresh_text(ctx); game::menu::align_text(ctx); game::menu::update_text_tweens(ctx); }; auto select_back_callback = [&ctx]() { // Disable controls game::menu::clear_controls(ctx); game::menu::fade_out ( ctx, [&ctx]() { // Queue change to options menu state ctx.function_queue.push ( [&ctx]() { ctx.state_machine.pop(); ctx.state_machine.emplace(new game::state::options_menu(ctx)); } ); } ); }; // Build list of menu select callbacks ctx.menu_select_callbacks.push_back(next_language_callback); ctx.menu_select_callbacks.push_back(select_back_callback); // Build list of menu left callbacks ctx.menu_left_callbacks.push_back(previous_language_callback); ctx.menu_left_callbacks.push_back(nullptr); // Build list of menu right callbacks ctx.menu_right_callbacks.push_back(next_language_callback); ctx.menu_right_callbacks.push_back(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); debug::log::trace("Entered language menu state"); } language_menu::~language_menu() { debug::log::trace("Exiting language 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); debug::log::trace("Exited language menu state..."); } void language_menu::update_text_content() { auto [language_name, language_value] = ctx.menu_item_texts[0]; auto [back_name, back_value] = ctx.menu_item_texts[1]; language_name->set_content(get_string(ctx, "language_menu_language"_fnv1a32)); language_value->set_content(get_string(ctx, "language_name"_fnv1a32)); back_name->set_content(get_string(ctx, "back"_fnv1a32)); } } // namespace state } // namespace game