💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

199 lines
5.4 KiB

/*
* 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/language-menu.hpp"
#include "game/state/options-menu.hpp"
#include "application.hpp"
#include "scene/text.hpp"
#include "debug/logger.hpp"
#include "game/fonts.hpp"
#include "game/menu.hpp"
namespace game {
namespace state {
language_menu::language_menu(game::context& ctx):
game::state::base(ctx)
{
ctx.logger->push_task("Entering language menu state");
// Construct menu item texts
scene::text* language_name_text = new scene::text();
scene::text* language_value_text = new scene::text();
scene::text* back_text = new scene::text();
// Build list of menu item texts
ctx.menu_item_texts.push_back({language_name_text, language_value_text});
ctx.menu_item_texts.push_back({back_text, nullptr});
// Set content of menu item texts
update_text_content();
// Init menu item index
game::menu::init_menu_item_index(ctx, "language");
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 next_language_callback = [this, &ctx]()
{
// Increment language index
++ctx.language_index;
if (ctx.language_index >= ctx.language_count)
ctx.language_index = 0;
// Find corresponding language code and strings
ctx.language_code = (*ctx.string_table)[0][ctx.language_index + 2];
ctx.strings = &ctx.string_table_map[ctx.language_code];
// Update language in config
(*ctx.config)["language"] = ctx.language_code;
ctx.logger->log("Language changed to \"" + ctx.language_code + "\"");
// Reload fonts
ctx.logger->push_task("Reloading fonts");
try
{
game::load_fonts(ctx);
}
catch (...)
{
ctx.logger->pop_task(EXIT_FAILURE);
}
ctx.logger->pop_task(EXIT_SUCCESS);
game::menu::update_text_font(ctx);
this->update_text_content();
game::menu::refresh_text(ctx);
game::menu::align_text(ctx);
game::menu::update_text_tweens(ctx);
};
auto previous_language_callback = [this, &ctx]()
{
// Increment language index
--ctx.language_index;
if (ctx.language_index < 0)
ctx.language_index = ctx.language_count - 1;
// Find corresponding language code and strings
ctx.language_code = (*ctx.string_table)[0][ctx.language_index + 2];
ctx.strings = &ctx.string_table_map[ctx.language_code];
// Update language in config
(*ctx.config)["language"] = ctx.language_code;
ctx.logger->log("Language changed to \"" + ctx.language_code + "\"");
// Reload fonts
ctx.logger->push_task("Reloading fonts");
try
{
game::load_fonts(ctx);
}
catch (...)
{
ctx.logger->pop_task(EXIT_FAILURE);
}
ctx.logger->pop_task(EXIT_SUCCESS);
game::menu::update_text_font(ctx);
this->update_text_content();
game::menu::refresh_text(ctx);
game::menu::align_text(ctx);
game::menu::update_text_tweens(ctx);
};
auto select_back_callback = [&ctx]()
{
// Disable controls
game::menu::clear_controls(ctx);
game::menu::fade_out
(
ctx,
[&ctx]()
{
// Queue change to options menu state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(new game::state::options_menu(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;
// 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);
}
language_menu::~language_menu()
{
ctx.logger->push_task("Exiting language 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);
}
void language_menu::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((*ctx.strings)["language_menu_language"]);
language_value->set_content((*ctx.strings)["language_name"]);
back_name->set_content((*ctx.strings)["back"]);
}
} // namespace state
} // namespace game