💿🐜 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/options-menu.hpp"
#include "game/states/main-menu.hpp"
#include "game/states/controls-menu.hpp"
#include "game/states/graphics-menu.hpp"
#include "game/states/sound-menu.hpp"
#include "game/states/language-menu.hpp"
#include "game/save.hpp"
#include "game/menu.hpp"
#include "animation/ease.hpp"
#include "animation/animation.hpp"
#include "animation/animator.hpp"
#include "application.hpp"
#include "scene/text.hpp"
#include "render/passes/clear-pass.hpp"
namespace game {
namespace state {
namespace options_menu {
void enter(game::context* ctx)
{
ctx->ui_clear_pass->set_cleared_buffers(true, true, false);
// Construct menu item texts
scene::text* controls_text = new scene::text();
scene::text* graphics_text = new scene::text();
scene::text* sound_text = new scene::text();
scene::text* language_text = new scene::text();
scene::text* back_text = new scene::text();
// Set content of menu item texts
controls_text->set_content((*ctx->strings)["options_menu_controls"]);
graphics_text->set_content((*ctx->strings)["options_menu_graphics"]);
sound_text->set_content((*ctx->strings)["options_menu_sound"]);
language_text->set_content((*ctx->strings)["options_menu_language"]);
back_text->set_content((*ctx->strings)["back"]);
// Build list of menu item texts
ctx->menu_item_texts.push_back({controls_text, nullptr});
ctx->menu_item_texts.push_back({graphics_text, nullptr});
ctx->menu_item_texts.push_back({sound_text, nullptr});
ctx->menu_item_texts.push_back({language_text, nullptr});
ctx->menu_item_texts.push_back({back_text, nullptr});
// Init menu item index
game::menu::init_menu_item_index(ctx, "options");
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 select_controls_callback = [ctx]()
{
application::state next_state;
next_state.name = "controls_menu";
next_state.enter = std::bind(game::state::controls_menu::enter, ctx);
next_state.exit = std::bind(game::state::controls_menu::exit, ctx);
ctx->app->change_state(next_state);
};
auto select_graphics_callback = [ctx]()
{
application::state next_state;
next_state.name = "graphics_menu";
next_state.enter = std::bind(game::state::graphics_menu::enter, ctx);
next_state.exit = std::bind(game::state::graphics_menu::exit, ctx);
ctx->app->change_state(next_state);
};
auto select_sound_callback = [ctx]()
{
application::state next_state;
next_state.name = "sound_menu";
next_state.enter = std::bind(game::state::sound_menu::enter, ctx);
next_state.exit = std::bind(game::state::sound_menu::exit, ctx);
ctx->app->change_state(next_state);
};
auto select_language_callback = [ctx]()
{
application::state next_state;
next_state.name = "language_menu";
next_state.enter = std::bind(game::state::language_menu::enter, ctx);
next_state.exit = std::bind(game::state::language_menu::exit, ctx);
ctx->app->change_state(next_state);
};
auto select_back_callback = [ctx]()
{
// Save config
game::save_config(ctx);
// Return to main menu
application::state next_state;
next_state.name = "main_menu";
next_state.enter = std::bind(game::state::main_menu::enter, ctx);
next_state.exit = std::bind(game::state::main_menu::exit, ctx);
ctx->app->change_state(next_state);
};
// Build list of menu select callbacks
ctx->menu_select_callbacks.push_back(select_controls_callback);
ctx->menu_select_callbacks.push_back(select_graphics_callback);
ctx->menu_select_callbacks.push_back(select_sound_callback);
ctx->menu_select_callbacks.push_back(select_language_callback);
ctx->menu_select_callbacks.push_back(select_back_callback);
// Build list of menu right callbacks
ctx->menu_right_callbacks.resize(5, nullptr);
// Build list of menu left callbacks
ctx->menu_left_callbacks.resize(5, 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);
// Save config
game::save_config(ctx);
ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
}
} // namespace options_menu
} // namespace state
} // namespace game