/*
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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/pause-menu.hpp"
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#include "game/states/main-menu.hpp"
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#include "game/states/options-menu.hpp"
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#include "game/menu.hpp"
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#include "animation/ease.hpp"
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#include "animation/animation.hpp"
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#include "animation/animator.hpp"
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#include "application.hpp"
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#include "scene/text.hpp"
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namespace game {
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namespace state {
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namespace pause_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* resume_text = new scene::text();
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scene::text* options_text = new scene::text();
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scene::text* main_menu_text = new scene::text();
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scene::text* quit_text = new scene::text();
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// Set content of menu item texts
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resume_text->set_content((*ctx->strings)["pause_menu_resume"]);
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options_text->set_content((*ctx->strings)["pause_menu_options"]);
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main_menu_text->set_content((*ctx->strings)["pause_menu_main_menu"]);
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quit_text->set_content((*ctx->strings)["pause_menu_quit"]);
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// Build list of menu item texts
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ctx->menu_item_texts.push_back({resume_text, nullptr});
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ctx->menu_item_texts.push_back({options_text, nullptr});
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ctx->menu_item_texts.push_back({main_menu_text, nullptr});
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ctx->menu_item_texts.push_back({quit_text, nullptr});
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// Init menu item index
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game::menu::init_menu_item_index(ctx, "pause");
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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, true, false);
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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_resume_callback = [ctx]()
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{
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// Disable unpause control
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ctx->controls["pause"]->set_activated_callback(nullptr);
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// Disable menu controls
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game::menu::clear_controls(ctx);
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auto resume_paused_state = [ctx]()
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{
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ctx->app->queue_state(*ctx->paused_state);
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};
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// Fade out pause menu then resume paused state
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game::menu::fade_out(ctx, resume_paused_state);
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game::menu::fade_out_bg(ctx);
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};
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auto select_options_callback = [ctx]()
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{
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// Disable unpause control
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ctx->controls["pause"]->set_activated_callback(nullptr);
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// Disable menu controls
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game::menu::clear_controls(ctx);
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// Fade out pause menu then open options menu
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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 = "options_menu";
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next_state.enter = std::bind(game::state::options_menu::enter, ctx);
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next_state.exit = std::bind(game::state::options_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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auto select_main_menu_callback = [ctx]()
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{
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// Disable unpause control
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ctx->controls["pause"]->set_activated_callback(nullptr);
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// Disable menu controls
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game::menu::clear_controls(ctx);
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// Clear paused state
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ctx->paused_state.reset();
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// Fade out pause menu then return to main menu
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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, true);
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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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auto select_quit_callback = [ctx]()
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{
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// Disable unpause control
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ctx->controls["pause"]->set_activated_callback(nullptr);
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// Disable menu controls
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game::menu::clear_controls(ctx);
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// Clear paused state
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ctx->paused_state.reset();
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// Fade out then quit
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game::menu::fade_out(ctx, std::bind(&application::close, ctx->app, EXIT_SUCCESS));
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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_resume_callback);
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ctx->menu_select_callbacks.push_back(select_options_callback);
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ctx->menu_select_callbacks.push_back(select_main_menu_callback);
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ctx->menu_select_callbacks.push_back(select_quit_callback);
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// Build list of menu right callbacks
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ctx->menu_right_callbacks.resize(4, nullptr);
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// Build list of menu left callbacks
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ctx->menu_left_callbacks.resize(4, nullptr);
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// Set menu back callback
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ctx->menu_back_callback = select_resume_callback;
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// Queue control setup
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ctx->function_queue.push
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(
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[ctx, select_resume_callback]()
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{
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// Enable unpause control
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ctx->controls["pause"]->set_activated_callback(select_resume_callback);
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// Enable menu controls
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game::menu::setup_controls(ctx);
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}
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);
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// Fade in menu and menu BG
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game::menu::fade_in(ctx, nullptr);
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if (!ctx->menu_bg_billboard->is_active())
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game::menu::fade_in_bg(ctx);
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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 pause_menu
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} // namespace state
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} // namespace game
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