💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "game/state/extras-menu.hpp"
#include "game/state/main-menu.hpp"
#include "game/state/credits.hpp"
#include "application.hpp"
#include "scene/text.hpp"
#include "debug/logger.hpp"
#include "game/fonts.hpp"
#include "game/menu.hpp"
namespace game {
namespace state {
extras_menu::extras_menu(game::context& ctx):
game::state::base(ctx)
{
ctx.logger->push_task("Entering extras menu state");
// Construct menu item texts
scene::text* credits_text = new scene::text();
scene::text* back_text = new scene::text();
// Build list of menu item texts
ctx.menu_item_texts.push_back({credits_text, nullptr});
ctx.menu_item_texts.push_back({back_text, nullptr});
// Set content of menu item texts
credits_text->set_content((*ctx.strings)["extras_menu_credits"]);
back_text->set_content((*ctx.strings)["back"]);
// Init menu item index
game::menu::init_menu_item_index(ctx, "extras");
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 select_credits_callback = [&ctx]()
{
// Disable controls
game::menu::clear_controls(ctx);
game::menu::fade_out
(
ctx,
[&ctx]()
{
// Queue change to credits state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(new game::state::credits(ctx));
}
);
}
);
};
auto select_back_callback = [&ctx]()
{
// Disable controls
game::menu::clear_controls(ctx);
game::menu::fade_out
(
ctx,
[&ctx]()
{
// Queue change to main menu state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(new game::state::main_menu(ctx, false));
}
);
}
);
};
// Build list of menu select callbacks
ctx.menu_select_callbacks.push_back(select_credits_callback);
ctx.menu_select_callbacks.push_back(select_back_callback);
// Build list of menu left callbacks
ctx.menu_left_callbacks.push_back(nullptr);
ctx.menu_left_callbacks.push_back(nullptr);
// Build list of menu right callbacks
ctx.menu_right_callbacks.push_back(nullptr);
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);
ctx.logger->pop_task(EXIT_SUCCESS);
}
extras_menu::~extras_menu()
{
ctx.logger->push_task("Exiting extras 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);
ctx.logger->pop_task(EXIT_SUCCESS);
}
} // namespace state
} // namespace game