💿🐜 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"
namespace game {
namespace state {
namespace language_menu {
static void update_text_font(game::context* ctx)
{
for (scene::text* text: ctx->language_menu_texts)
{
text->set_material(&ctx->menu_font_material);
text->set_font(&ctx->menu_font);
}
}
static void update_text_color(game::context* ctx)
{
float4 inactive_color = {1.0f, 1.0f, 1.0f, 0.5f};
float4 active_color = {1.0f, 1.0f, 1.0f, 1.0f};
for (std::size_t i = 0; i < ctx->language_menu_texts.size(); ++i)
{
scene::text* text = ctx->language_menu_texts[i];
if (i == ctx->language_menu_index)
text->set_color(active_color);
else
text->set_color(inactive_color);
}
}
static void update_text_content(game::context* ctx)
{
ctx->language_menu_language_text->set_content((*ctx->strings)["language_name"]);
ctx->language_menu_back_text->set_content((*ctx->strings)["back"]);
}
static void refresh_texts(game::context* ctx)
{
for (scene::text* text: ctx->language_menu_texts)
{
text->refresh();
}
}
static void align_texts(game::context* ctx)
{
float menu_width = 0.0f;
for (std::size_t i = 0; i < ctx->language_menu_texts.size(); ++i)
{
scene::text* text = ctx->language_menu_texts[i];
// Update menu width
const auto& bounds = static_cast<const geom::aabb<float>&>(text->get_local_bounds());
float width = bounds.max_point.x - bounds.min_point.x;
menu_width = std::max<float>(menu_width, width);
}
float menu_height = ctx->language_menu_texts.size() * ctx->menu_font.get_font_metrics().linespace;
float menu_x = -menu_width * 0.5f;
float menu_y = menu_height * 0.5f - ctx->menu_font.get_font_metrics().linespace;
for (std::size_t i = 0; i < ctx->language_menu_texts.size(); ++i)
{
scene::text* text = ctx->language_menu_texts[i];
// Align text
const auto& bounds = static_cast<const geom::aabb<float>&>(text->get_local_bounds());
float w = bounds.max_point.x - bounds.min_point.x;
float x = -w * 0.5f;
//float x = menu_x;
float y = menu_y - ctx->menu_font.get_font_metrics().linespace * i;
text->set_translation({std::round(x), std::round(y), 0.0f});
}
}
static void update_text_tweens(game::context* ctx)
{
for (scene::text* text: ctx->language_menu_texts)
{
text->update_tweens();
}
}
void enter(game::context* ctx)
{
ctx->ui_clear_pass->set_cleared_buffers(true, true, false);
ctx->language_menu_index = 0;
// Construct language menu texts
ctx->language_menu_language_text = new scene::text();
ctx->language_menu_back_text = new scene::text();
// Build list of language menu texts
ctx->language_menu_texts.push_back(ctx->language_menu_language_text);
ctx->language_menu_texts.push_back(ctx->language_menu_back_text);
// Construct language menu callbacks
auto menu_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);
};
auto next_language_callback = [ctx]()
{
if (ctx->language_menu_index != 0)
return;
// 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);
update_text_font(ctx);
update_text_content(ctx);
refresh_texts(ctx);
align_texts(ctx);
update_text_tweens(ctx);
};
auto previous_language_callback = [ctx]()
{
if (ctx->language_menu_index != 0)
return;
// 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];
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);
update_text_font(ctx);
update_text_content(ctx);
refresh_texts(ctx);
align_texts(ctx);
update_text_tweens(ctx);
};
// Build list of language menu callbacks
ctx->language_menu_callbacks.push_back(next_language_callback);
ctx->language_menu_callbacks.push_back(menu_back_callback);
ctx->controls["menu_down"]->set_activated_callback
(
[ctx]()
{
++ctx->language_menu_index;
if (ctx->language_menu_index >= ctx->language_menu_texts.size())
ctx->language_menu_index = 0;
update_text_color(ctx);
}
);
ctx->controls["menu_up"]->set_activated_callback
(
[ctx]()
{
--ctx->language_menu_index;
if (ctx->language_menu_index < 0)
ctx->language_menu_index = ctx->language_menu_texts.size() - 1;
update_text_color(ctx);
}
);
ctx->controls["menu_left"]->set_activated_callback(previous_language_callback);
ctx->controls["menu_right"]->set_activated_callback(next_language_callback);
ctx->controls["menu_select"]->set_activated_callback
(
[ctx]()
{
auto callback = ctx->language_menu_callbacks[ctx->language_menu_index];
if (callback != nullptr)
callback();
}
);
ctx->controls["menu_back"]->set_activated_callback(menu_back_callback);
for (scene::text* text: ctx->language_menu_texts)
ctx->ui_scene->add_object(text);
update_text_font(ctx);
update_text_color(ctx);
update_text_content(ctx);
align_texts(ctx);
update_text_tweens(ctx);
}
void exit(game::context* ctx)
{
// Clear control callbacks
ctx->controls["menu_down"]->set_activated_callback(nullptr);
ctx->controls["menu_up"]->set_activated_callback(nullptr);
ctx->controls["menu_left"]->set_activated_callback(nullptr);
ctx->controls["menu_right"]->set_activated_callback(nullptr);
ctx->controls["menu_select"]->set_activated_callback(nullptr);
ctx->controls["menu_back"]->set_activated_callback(nullptr);
// Clear language menu callbacks
ctx->language_menu_callbacks.clear();
// Destruct language menu texts
for (scene::text* text: ctx->language_menu_texts)
{
ctx->ui_scene->remove_object(text);
delete text;
}
ctx->language_menu_texts.clear();
ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
}
} // namespace language_menu
} // namespace state
} // namespace game