💿🐜 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/states/language-menu.hpp"
#include "game/states/options-menu.hpp"
#include "application.hpp"
#include "scene/text.hpp"
#include "render/passes/clear-pass.hpp"
#include "debug/logger.hpp"
#include "game/fonts.hpp"
#include "game/menu.hpp"
namespace game {
namespace state {
namespace language_menu {
static void update_text_content(game::context* ctx)
{
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"]);
}
void enter(game::context* ctx)
{
ctx->ui_clear_pass->set_cleared_buffers(true, true, false);
// 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(ctx);
// 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);
// Construct menu item callbacks
auto next_language_callback = [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);
update_text_content(ctx);
game::menu::refresh_text(ctx);
game::menu::align_text(ctx);
game::menu::update_text_tweens(ctx);
};
auto previous_language_callback = [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);
update_text_content(ctx);
game::menu::refresh_text(ctx);
game::menu::align_text(ctx);
game::menu::update_text_tweens(ctx);
};
auto select_back_callback = [ctx]()
{
application::state next_state;
next_state.name = "options_menu";
next_state.enter = std::bind(game::state::options_menu::enter, ctx);
next_state.exit = std::bind(game::state::options_menu::exit, ctx);
ctx->app->change_state(next_state);
};
// 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;
// Setup menu controls
game::menu::setup_controls(ctx);
}
void exit(game::context* ctx)
{
// Destruct menu
game::menu::clear_controls(ctx);
game::menu::clear_callbacks(ctx);
game::menu::remove_text_from_ui(ctx);
game::menu::delete_text(ctx);
ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
}
} // namespace language_menu
} // namespace state
} // namespace game