mirror of
https://github.com/rwengine/openrw.git
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163 lines
4.4 KiB
C++
163 lines
4.4 KiB
C++
#ifndef _GAME_MENUSYSTEM_HPP_
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#define _GAME_MENUSYSTEM_HPP_
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#include <algorithm>
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#include <functional>
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#include <glm/glm.hpp>
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#include <memory>
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#include <render/GameRenderer.hpp>
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#include <string>
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/**
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* Default values for menus that should match the look and feel of the original
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*/
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namespace MenuDefaults {
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constexpr int kFont = 1;
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constexpr const char* kStartGameId = "FET_SAN";
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constexpr const char* kResumeGameId = "FEM_RES";
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constexpr const char* kLoadGameId = "FET_LG";
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constexpr const char* kDebugId = "FEM_DBG";
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constexpr const char* kOptionsId = "FET_OPT";
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constexpr const char* kQuitGameId = "FET_QG";
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}
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/**
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* @brief Implements user navigable menus
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*
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* This is a temporary implementation
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*/
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class Menu {
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public:
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/**
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* @brief Handles rendering and dispatch of menu items
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*/
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class MenuEntry {
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GameString text;
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std::function<void(void)> callback;
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public:
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MenuEntry(const std::string& n, std::function<void(void)> cb)
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: text(GameStringUtil::fromString(n)), callback(cb) {
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}
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MenuEntry(const GameString& n, std::function<void(void)> cb)
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: text(n), callback(cb) {
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}
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void draw(int font, float size, bool active, GameRenderer* r,
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glm::vec2& basis) {
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TextRenderer::TextInfo ti;
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ti.font = font;
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ti.screenPosition = basis;
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ti.text = text;
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ti.size = size;
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if (!active) {
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ti.baseColour = glm::u8vec3(255);
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} else {
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ti.baseColour = glm::u8vec3(255, 255, 0);
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}
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r->text.renderText(ti);
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basis.y += size;
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}
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void activate(float clickX, float clickY) {
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RW_UNUSED(clickX);
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RW_UNUSED(clickY);
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callback();
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}
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};
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Menu(std::vector<MenuEntry> initial, int font = MenuDefaults::kFont,
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float size = 30.f)
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: activeEntry(-1), font(font), size(size), entries(std::move(initial)) {
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}
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/**
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* @brief creates a menu from the given menu items
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* @return a shared pointer to the menu with the items
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*/
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static std::shared_ptr<Menu> create(std::vector<MenuEntry> items,
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int font = MenuDefaults::kFont,
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float size = 30.f) {
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return std::make_shared<Menu>(std::move(items), font, size);
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}
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Menu& lambda(const GameString& n, std::function<void()> callback) {
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entries.emplace_back(n, callback);
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return *this;
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}
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Menu& lambda(const std::string& n, std::function<void(void)> callback) {
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entries.emplace_back(GameStringUtil::fromString(n), callback);
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return *this;
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}
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/**
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* Active Entry index
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*/
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int activeEntry;
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glm::vec2 offset;
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void draw(GameRenderer* r) {
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glm::vec2 basis(offset);
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for (size_t i = 0; i < entries.size(); ++i) {
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bool active = false;
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if (activeEntry >= 0 && i == (unsigned)activeEntry) {
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active = true;
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}
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entries[i].draw(font, size, active, r, basis);
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}
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}
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void hover(const float x, const float y) {
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glm::vec2 c(x - offset.x, y - offset.y);
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for (size_t i = 0; i < entries.size(); ++i) {
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if (c.y > 0.f && c.y < size) {
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activeEntry = i;
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return;
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} else {
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c.y -= size;
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}
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}
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}
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void click(const float x, const float y) {
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glm::vec2 c(x - offset.x, y - offset.y);
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for (auto it = entries.begin(); it != entries.end(); ++it) {
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if (c.y > 0.f && c.y < size) {
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(*it).activate(c.x, c.y);
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return;
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} else {
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c.y -= size;
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}
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}
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}
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// Activates the menu entry at the current active index.
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void activate() {
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if (activeEntry >= 0 && (unsigned)activeEntry < entries.size()) {
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entries[activeEntry].activate(0.f, 0.f);
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}
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}
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void move(int movement) {
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activeEntry += movement;
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if (activeEntry >= int(entries.size())) {
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activeEntry = 0;
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} else if (activeEntry < 0) {
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activeEntry = entries.size() - 1;
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}
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}
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const std::vector<MenuEntry>& getEntries() const {
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return entries;
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}
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private:
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int font;
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float size;
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std::vector<MenuEntry> entries;
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};
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#endif
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