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mainmenustate.cpp
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/* Copyright (c) 2013, Abdullah A. Hassan <[email protected]>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY,
* OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
* OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
#include "engine.hpp"
#include "mainmenustate.hpp"
#include "renderer.hpp"
#include "input.hpp"
#include "animation.hpp"
#include "introanimation.hpp"
#include "introstate.hpp"
#include "newgamestate.hpp"
#include "animationutils.hpp"
#include "game.hpp"
namespace ADWIF
{
MainMenuState::MainMenuState(const std::shared_ptr<ADWIF::Engine> & engine): myEngine(engine)
{
myLogo = new Animation(myEngine->renderer());
myMenu = new Animation(myEngine->renderer());
myLogo->loadAnimation(introAnimation);
std::vector<std::string> menuEntries = { "New Adventure", "Continue", "About", "Quit" };
std::vector<AnimationFrame> menuFrames;
generateMenu(menuFrames, menuEntries, introPalette, 8, 1, true);
myMenu->loadAnimation(menuFrames);
myMenu->advance(false);
myEngine->delay(50);
}
MainMenuState::~MainMenuState()
{
delete myLogo;
delete myMenu;
}
void MainMenuState::init()
{
done(false);
//myEngine->delay(200);
drawMenu();
}
void MainMenuState::step()
{
drawMenu();
}
void MainMenuState::consume(int key)
{
if (key == Key::Escape)
done(myEngine->input()->promptYn("Really quit? (Y/N)", false));
else if (key == Key::Up || key == Key::Num8)
myMenu->prev();
else if (key == Key::Down || key == Key::Num2)
myMenu->next();
else if (key == Key::Enter || key == '\n' || key == '\r')
{
switch (myMenu->seek())
{
case 0: // New Adventure
{
auto state = std::shared_ptr<GameState>(new NewGameState(myEngine));
myEngine->addState(state);
break;
}
case 1: break; // Continue (TODO)
case 2: // About
{
done(true);
auto state = std::shared_ptr<GameState>(new IntroState(myEngine));
myEngine->addState(state);
break;
}
case 3: // Quit
{
done(myEngine->input()->promptYn("Really quit? (Y/N)", false));
}
}
}
}
void MainMenuState::drawMenu()
{
int yoffset = 4;
myLogo->render(myEngine->renderer()->width() / 2 - myLogo->width() / 2, yoffset, myEngine->delay() / 1000.0);
myMenu->render(myEngine->renderer()->width() / 2 - myMenu->width() - 2, yoffset + myLogo->height() - 3, myEngine->delay() / 1000.0);
}
void MainMenuState::activate() { myEngine->renderer()->clear(); }
}