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openrw/rwgame/MenuSystem.hpp

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#ifndef _GAME_MENUSYSTEM_HPP_
#define _GAME_MENUSYSTEM_HPP_
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#include <algorithm>
#include <functional>
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#include <initializer_list>
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#include <memory>
#include <optional>
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#include <string>
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#include <vector>
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#include <glm/vec2.hpp>
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#include <fonts/GameTexts.hpp>
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#include <rw/debug.hpp>
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class GameRenderer;
/**
* Default values for menus that should match the look and feel of the original
*/
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namespace MenuDefaults {
constexpr int kFont = 1;
constexpr const char* kStartGameId = "FET_SAN";
constexpr const char* kResumeGameId = "FEM_RES";
constexpr const char* kLoadGameId = "FET_LG";
constexpr const char* kDebugId = "FEM_DBG";
constexpr const char* kOptionsId = "FET_OPT";
constexpr const char* kQuitGameId = "FET_QG";
}
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/**
* @brief Implements user navigable menus
*
* This is a temporary implementation
*/
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class Menu {
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public:
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/**
* @brief Handles rendering and dispatch of menu items
*/
class MenuEntry {
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GameString text;
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std::function<void(void)> callback;
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public:
MenuEntry(const std::string& n, const std::function<void(void)>& cb)
: text(GameStringUtil::fromString(n, FONT_PRICEDOWN)), callback(cb) {
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}
MenuEntry(const GameString& n, const std::function<void(void)>& cb)
: text(n), callback(cb) {
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}
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void draw(font_t font, float size, bool active, GameRenderer& r,
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glm::vec2& basis);
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void activate(float clickX, float clickY) {
RW_UNUSED(clickX);
RW_UNUSED(clickY);
callback();
}
};
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Menu(std::initializer_list<MenuEntry>&& initial,
const glm::vec2& offset = glm::vec2(), int font = MenuDefaults::kFont,
float size = 30.f)
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: activeEntry(-1)
, offset(offset)
, font(font)
, size(size)
, entries(initial) {
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}
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Menu& lambda(const GameString& n, std::function<void()> callback) {
entries.emplace_back(n, callback);
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return *this;
}
Menu& lambda(const std::string& n, std::function<void(void)> callback) {
entries.emplace_back(GameStringUtil::fromString(n, FONT_PRICEDOWN), callback);
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return *this;
}
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/**
* Active Entry index
*/
int activeEntry;
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void draw(GameRenderer& r);
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void hover(const float x, const float y);
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void click(const float x, const float y);
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// Activates the menu entry at the current active index.
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void activate();
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void move(int movement);
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const std::vector<MenuEntry>& getEntries() const {
return entries;
}
private:
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glm::vec2 offset{};
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int font;
float size;
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std::vector<MenuEntry> entries;
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};
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#endif