/*
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* Copyright (C) 2021 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "game/states/extras-menu.hpp"
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#include "game/states/main-menu.hpp"
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#include "game/states/credits.hpp"
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#include "application.hpp"
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#include "scene/text.hpp"
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#include "debug/logger.hpp"
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#include "game/fonts.hpp"
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#include "game/menu.hpp"
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namespace game {
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namespace state {
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namespace extras_menu {
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void enter(game::context* ctx)
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{
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// Construct menu item texts
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scene::text* credits_text = new scene::text();
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scene::text* back_text = new scene::text();
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// Build list of menu item texts
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ctx->menu_item_texts.push_back({credits_text, nullptr});
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ctx->menu_item_texts.push_back({back_text, nullptr});
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// Set content of menu item texts
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credits_text->set_content((*ctx->strings)["extras_menu_credits"]);
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back_text->set_content((*ctx->strings)["back"]);
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// Init menu item index
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game::menu::init_menu_item_index(ctx, "extras");
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game::menu::update_text_color(ctx);
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game::menu::update_text_font(ctx);
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game::menu::align_text(ctx);
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game::menu::update_text_tweens(ctx);
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game::menu::add_text_to_ui(ctx);
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game::menu::setup_animations(ctx);
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// Construct menu item callbacks
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auto select_credits_callback = [ctx]()
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{
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// Disable controls
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game::menu::clear_controls(ctx);
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game::menu::fade_out
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(
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ctx,
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[ctx]()
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{
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application::state next_state;
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next_state.name = "credits";
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next_state.enter = std::bind(game::state::credits::enter, ctx);
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next_state.exit = std::bind(game::state::credits::exit, ctx);
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ctx->app->queue_state(next_state);
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}
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);
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};
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auto select_back_callback = [ctx]()
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{
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// Disable controls
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game::menu::clear_controls(ctx);
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game::menu::fade_out
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(
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ctx,
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[ctx]()
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{
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application::state next_state;
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next_state.name = "main_menu";
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next_state.enter = std::bind(game::state::main_menu::enter, ctx, false);
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next_state.exit = std::bind(game::state::main_menu::exit, ctx);
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ctx->app->queue_state(next_state);
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}
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);
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};
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// Build list of menu select callbacks
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ctx->menu_select_callbacks.push_back(select_credits_callback);
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ctx->menu_select_callbacks.push_back(select_back_callback);
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// Build list of menu left callbacks
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ctx->menu_left_callbacks.push_back(nullptr);
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ctx->menu_left_callbacks.push_back(nullptr);
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// Build list of menu right callbacks
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ctx->menu_right_callbacks.push_back(nullptr);
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ctx->menu_right_callbacks.push_back(nullptr);
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// Set menu back callback
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ctx->menu_back_callback = select_back_callback;
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// Queue menu control setup
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ctx->function_queue.push(std::bind(game::menu::setup_controls, ctx));
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// Fade in menu
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game::menu::fade_in(ctx, nullptr);
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}
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void exit(game::context* ctx)
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{
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// Destruct menu
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game::menu::clear_controls(ctx);
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game::menu::clear_callbacks(ctx);
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game::menu::delete_animations(ctx);
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game::menu::remove_text_from_ui(ctx);
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game::menu::delete_text(ctx);
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}
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} // namespace extras_menu
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} // namespace state
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} // namespace game
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