💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "game/states/language-menu-state.hpp"
#include "game/states/options-menu-state.hpp"
#include "game/controls.hpp"
#include <engine/scene/text.hpp>
#include <engine/debug/log.hpp>
#include "game/fonts.hpp"
#include "game/menu.hpp"
#include "game/strings.hpp"
#include <engine/utility/hash/fnv1a.hpp>
#include <engine/resources/resource-manager.hpp>
#include <algorithm>
#include <cctype>
using namespace hash::literals;
language_menu_state::language_menu_state(::game& ctx):
game_state(ctx)
{
debug::log_trace("Entering language menu state...");
// Load language manifest
language_manifest = ctx.resource_manager->load<text_file>("languages.txt");
if (!language_manifest)
{
throw std::runtime_error("Failed to load language manifest");
}
// Determine index of current language
language_index = 0;
for (std::size_t i = 0; i < language_manifest->lines.size(); ++i)
{
if (ctx.language_tag == language_manifest->lines[i])
{
language_index = i;
break;
}
}
// Construct menu item texts
language_name_text = std::make_unique<scene::text>();
language_value_text = std::make_unique<scene::text>();
back_text = std::make_unique<scene::text>();
// Build list of menu item texts
ctx.menu_item_texts.push_back({language_name_text.get(), language_value_text.get()});
ctx.menu_item_texts.push_back({back_text.get(), nullptr});
// Set content of menu item texts
update_text_content();
// Init menu item index
::menu::init_menu_item_index(ctx, "language");
::menu::update_text_color(ctx);
::menu::update_text_font(ctx);
::menu::align_text(ctx);
::menu::add_text_to_ui(ctx);
::menu::setup_animations(ctx);
auto change_language = [this, &ctx]()
{
const std::string& language_tag = this->language_manifest->lines[this->language_index];
// Slugify language tag
std::string language_slug = language_tag;
std::transform
(
language_slug.begin(),
language_slug.end(),
language_slug.begin(),
[](unsigned char c)
{
return std::tolower(c);
}
);
// Load language strings
ctx.string_map = ctx.resource_manager->load<i18n::string_map>(language_slug + ".str");
// Update language settings
ctx.language_tag = language_tag;
(*ctx.settings)["language_tag"] = ctx.language_tag;
// Log language change
debug::log_info("Language tag: {}", ctx.language_tag);
// Reload fonts
debug::log_trace("Reloading fonts...");
::load_fonts(ctx);
debug::log_trace("Reloaded fonts");
// Update menus
::menu::update_text_font(ctx);
this->update_text_content();
::menu::refresh_text(ctx);
::menu::align_text(ctx);
};
// Construct menu item callbacks
auto next_language_callback = [this, &ctx, change_language]()
{
this->language_index = (this->language_index + 1) % this->language_manifest->lines.size();
change_language();
};
auto previous_language_callback = [this, &ctx, change_language]()
{
if (this->language_index > 0)
{
--this->language_index;
}
else
{
this->language_index = this->language_manifest->lines.size() - 1;
}
change_language();
};
auto select_back_callback = [&ctx]()
{
// Disable menu controls
ctx.function_queue.push(std::bind(::disable_menu_controls, std::ref(ctx)));
::menu::fade_out
(
ctx,
[&ctx]()
{
// Queue change to options menu state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(std::make_unique<options_menu_state>(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;
// Enable menu controls next frame
ctx.function_queue.push(std::bind(::enable_menu_controls, std::ref(ctx)));
// Fade in menu
::menu::fade_in(ctx, nullptr);
debug::log_trace("Entered language menu state");
}
language_menu_state::~language_menu_state()
{
debug::log_trace("Exiting language menu state...");
// Destruct menu
::disable_menu_controls(ctx);
::menu::clear_callbacks(ctx);
::menu::delete_animations(ctx);
::menu::remove_text_from_ui(ctx);
::menu::delete_text(ctx);
debug::log_trace("Exited language menu state");
}
void language_menu_state::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"));
language_value->set_content(get_string(ctx, "language_name_native"));
back_name->set_content(get_string(ctx, "back"));
}