/* * 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/language-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); ctx->options_menu_index = 0; // Construct options menu texts ctx->options_menu_controls_text = new scene::text(); ctx->options_menu_graphics_text = new scene::text(); ctx->options_menu_sound_text = new scene::text(); ctx->options_menu_language_text = new scene::text(); ctx->options_menu_back_text = new scene::text(); // Build list of options menu texts ctx->options_menu_texts.push_back(ctx->options_menu_controls_text); ctx->options_menu_texts.push_back(ctx->options_menu_graphics_text); ctx->options_menu_texts.push_back(ctx->options_menu_sound_text); ctx->options_menu_texts.push_back(ctx->options_menu_language_text); ctx->options_menu_texts.push_back(ctx->options_menu_back_text); // Construct options menu callbacks auto menu_back_callback = [ctx]() { application::state next_state; next_state.name = "main_menu"; next_state.enter = std::bind(game::state::main_menu::enter, ctx, 1); next_state.exit = std::bind(game::state::main_menu::exit, ctx); ctx->app->change_state(next_state); }; auto change_state_language_menu = [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); }; // Build list of options menu callbacks ctx->options_menu_callbacks.push_back(nullptr); ctx->options_menu_callbacks.push_back(nullptr); ctx->options_menu_callbacks.push_back(nullptr); ctx->options_menu_callbacks.push_back(change_state_language_menu); ctx->options_menu_callbacks.push_back(menu_back_callback); // Set content of texts ctx->options_menu_controls_text->set_content((*ctx->strings)["options_menu_controls"]); ctx->options_menu_graphics_text->set_content((*ctx->strings)["options_menu_graphics"]); ctx->options_menu_sound_text->set_content((*ctx->strings)["options_menu_sound"]); ctx->options_menu_language_text->set_content((*ctx->strings)["options_menu_language"]); ctx->options_menu_back_text->set_content((*ctx->strings)["back"]); float4 inactive_color = {1.0f, 1.0f, 1.0f, 0.5f}; float4 active_color = {1.0f, 1.0f, 1.0f, 1.0f}; float menu_width = 0.0f; for (std::size_t i = 0; i < ctx->options_menu_texts.size(); ++i) { scene::text* text = ctx->options_menu_texts[i]; // Set text material and font text->set_material(&ctx->menu_font_material); text->set_font(&ctx->menu_font); // Set text color if (i == ctx->options_menu_index) text->set_color(active_color); else text->set_color(inactive_color); // Update menu width const auto& bounds = static_cast&>(text->get_local_bounds()); float width = bounds.max_point.x - bounds.min_point.x; menu_width = std::max(menu_width, width); // Add text to UI ctx->ui_scene->add_object(text); } // Align texts float menu_height = ctx->options_menu_texts.size() * ctx->menu_font.get_font_metrics().linespace; float menu_x = -menu_width * 0.5f; float menu_y = menu_height * 0.5f - ctx->menu_font.get_font_metrics().linespace; for (std::size_t i = 0; i < ctx->options_menu_texts.size(); ++i) { scene::text* text = ctx->options_menu_texts[i]; float x = menu_x; float y = menu_y - ctx->menu_font.get_font_metrics().linespace * i; text->set_translation({std::round(x), std::round(y), 0.0f}); text->update_tweens(); } ctx->controls["menu_down"]->set_activated_callback ( [ctx]() { ++ctx->options_menu_index; if (ctx->options_menu_index >= ctx->options_menu_texts.size()) ctx->options_menu_index = 0; float4 active_color{1.0f, 1.0f, 1.0f, 1.0f}; float4 inactive_color{1.0f, 1.0f, 1.0f, 0.5f}; for (std::size_t i = 0; i < ctx->options_menu_texts.size(); ++i) { scene::text* text = ctx->options_menu_texts[i]; if (i == ctx->options_menu_index) text->set_color(active_color); else text->set_color(inactive_color); } } ); ctx->controls["menu_up"]->set_activated_callback ( [ctx]() { --ctx->options_menu_index; if (ctx->options_menu_index < 0) ctx->options_menu_index = ctx->options_menu_texts.size() - 1; float4 active_color{1.0f, 1.0f, 1.0f, 1.0f}; float4 inactive_color{1.0f, 1.0f, 1.0f, 0.5f}; for (std::size_t i = 0; i < ctx->options_menu_texts.size(); ++i) { scene::text* text = ctx->options_menu_texts[i]; if (i == ctx->options_menu_index) text->set_color(active_color); else text->set_color(inactive_color); } } ); ctx->controls["menu_select"]->set_activated_callback ( [ctx]() { auto callback = ctx->options_menu_callbacks[ctx->options_menu_index]; if (callback != nullptr) callback(); } ); ctx->controls["menu_back"]->set_activated_callback(menu_back_callback); /* ctx->controls["menu_back"]->set_activated_callback ( std::bind(&application::close, ctx->app, 0) ); */ } void exit(game::context* ctx) { // Clear control callbacks ctx->controls["menu_down"]->set_activated_callback(nullptr); ctx->controls["menu_up"]->set_activated_callback(nullptr); ctx->controls["menu_select"]->set_activated_callback(nullptr); ctx->controls["menu_back"]->set_activated_callback(nullptr); // Clear options menu callbacks ctx->options_menu_callbacks.clear(); // Destruct options menu texts for (scene::text* text: ctx->options_menu_texts) { ctx->ui_scene->remove_object(text); delete text; } ctx->options_menu_texts.clear(); ctx->ui_clear_pass->set_cleared_buffers(false, true, false); } } // namespace options_menu } // namespace state } // namespace game