breakhack/src/menu.c

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/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* This program 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.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
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#include <stdlib.h>
#include <stdbool.h>
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#include <string.h>
#include "menu.h"
#include "util.h"
#include "sprite.h"
#include "defines.h"
#include "gui_button.h"
#include "keyboard.h"
#include "mixer.h"
#include "collisions.h"
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#include "texturecache.h"
static SDL_Color C_MENU_DEFAULT = { 255, 255, 0, 255 };
static SDL_Color C_MENU_OUTLINE_DEFAULT = { 0, 0, 0, 255 };
static SDL_Color C_MENU_HOVER = { 255, 0, 0, 255 };
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typedef struct MenuItem {
Sprite *sprite;
Sprite *hsprite;
GuiButton *button;
} MenuItem;
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static void redraw_description(Menu *m, SDL_Renderer *renderer);
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Menu *
menu_create(void)
{
Menu *menu = ec_malloc(sizeof(Menu));
menu->items = linkedlist_create();
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menu->descriptions = linkedlist_create();
menu->selected = 0;
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menu->menuDescription = sprite_create();
sprite_load_text_texture(menu->menuDescription,
"GUI/SDS_8x8.ttf",
0,
10,
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1);
menu->menuDescription->fixed = true;
menu->menuDescription->pos = POS(20, SCREEN_HEIGHT - 20);
menu->menuDescription->hidden = true;
return menu;
}
void
menu_create_text_menu(Menu **menu, TEXT_MENU_ITEM *menu_items, unsigned int size, SDL_Renderer *renderer)
{
if (*menu != NULL) {
menu_destroy(*menu);
*menu = NULL;
}
*menu = menu_create();
for (unsigned int i = 0; i < size; ++i) {
unsigned int hcenter;
Sprite *s1 = sprite_create();
sprite_load_text_texture(s1, "GUI/SDS_8x8.ttf", 0, 25, 2);
texture_load_from_text(s1->textures[0], menu_items[i].label,
C_MENU_DEFAULT, C_MENU_OUTLINE_DEFAULT, renderer);
hcenter = (SCREEN_WIDTH/2) - (s1->textures[0]->dim.width/2);
s1->pos = (Position) { (int) hcenter, (int) 200 + (i*50) };
s1->dim = s1->textures[0]->dim;
s1->fixed = true;
Sprite *s2 = sprite_create();
sprite_load_text_texture(s2, "GUI/SDS_8x8.ttf", 0, 25, 2);
texture_load_from_text(s2->textures[0], menu_items[i].label,
C_MENU_HOVER, C_MENU_OUTLINE_DEFAULT, renderer);
s2->pos = (Position) { (int) hcenter, (int) 200 + (i*50) };
s2->dim = s2->textures[0]->dim;
s2->fixed = true;
menu_item_add(*menu, s1, s2, menu_items[i].callback);
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linkedlist_append(&(*menu)->descriptions, (void*) menu_items[i].description);
}
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(*menu)->selected = 0;
redraw_description(*menu, renderer);
}
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Menu *
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menu_create_character_selector(void (*onCharacterSelect)(const char *), Camera *cam)
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{
const char *spriteSheets[] = {
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"Commissions/Warrior.png",
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"Commissions/Rogue.png",
"Commissions/Mage.png"
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};
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static const char *callbackData[] = {
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"warrior",
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"rogue",
"mage"
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};
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static char *descriptions[] = {
"Play as the warrior",
"Play as the rogue",
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"Play as the mage"
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};
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Menu *menu = menu_create();
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int xoffset = 168;
for (size_t i = 0; i < 3; ++i) {
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Sprite *s1 = sprite_create();
sprite_set_texture(s1, texturecache_add(spriteSheets[i]), 0);
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s1->clip = CLIP16(0, 48);
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s1->dim = DIM(64, 64);
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s1->pos = POS(xoffset - 32, 256);
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s1->fixed = true;
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Sprite *s2 = sprite_create();
sprite_set_texture(s2, texturecache_add(spriteSheets[i]), 0);
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s2->clip = CLIP16(0, 0);
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s2->dim = DIM(64, 64);
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s2->pos = POS(xoffset - 32, 256);
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s2->fixed = true;
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menu_item_add(menu, s1, s2, (void (*)(void *)) onCharacterSelect);
MenuItem *item = linkedlist_get(&menu->items, (Uint32) i);
item->button->usrdata = callbackData[i];
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xoffset += 168;
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linkedlist_append(&menu->descriptions, descriptions[i]);
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}
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menu->selected = 0;
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redraw_description(menu, cam->renderer);
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return menu;
}
static bool
handle_keyboard_input(Menu *m, Input *input)
{
int lastSelect = -1;
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if (input_key_is_pressed(input, KEY_UP | KEY_LEFT)) {
lastSelect = m->selected;
m->selected--;
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} else if (input_key_is_pressed(input, KEY_DOWN | KEY_RIGHT)) {
lastSelect = m->selected;
m->selected++;
} else if (input_key_is_pressed(input, KEY_ENTER)) {
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MenuItem *item = linkedlist_get(&m->items, m->selected);
if (item->button->event)
item->button->event(item->button->usrdata);
return true;
} else {
return false;
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}
m->selected = m->selected % linkedlist_size(m->items);
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if (lastSelect != -1)
mixer_play_effect(CLICK);
((MenuItem*) linkedlist_get(&m->items, lastSelect))->button->hover = false;
((MenuItem*) linkedlist_get(&m->items, m->selected))->button->hover = true;
return false;
}
static void
handle_mouse_motion(Menu *m, Input *input)
{
if (!input_mouse_moved(input))
return;
Position p = { input->mouseX, input->mouseY };
int lastSelect = m->selected;
int index = 0;
LinkedList *items = m->items;
while (items) {
MenuItem *item = items->data;
items = items->next;
if (position_in_rect(&p, &item->button->area)) {
m->selected = index;
if (index != lastSelect)
mixer_play_effect(CLICK);
break;
}
index++;
}
}
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static void
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redraw_description(Menu *m, SDL_Renderer *renderer)
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{
char *description = linkedlist_get(&m->descriptions, m->selected);
if (!description || strlen(description) <= 1) {
m->menuDescription->hidden = true;
return;
}
m->menuDescription->hidden = false;
texture_load_from_text(m->menuDescription->textures[0],
description,
C_WHITE,
C_BLACK,
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renderer);
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m->menuDescription->dim = DIM(
m->menuDescription->textures[0]->dim.width,
m->menuDescription->textures[0]->dim.height);
}
void
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menu_update(Menu *m, Input *input, Camera *cam)
{
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if (!m)
return;
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static int lastSelected = -1;
if (handle_keyboard_input(m, input)) {
return;
}
handle_mouse_motion(m, input);
LinkedList *items = m->items;
while (items) {
MenuItem *item = items->data;
items = items->next;
Position p = { input->mouseX, input->mouseY };
if (position_in_rect(&p, &item->button->area)
&& input_mousebutton_is_pressed(input, MBUTTON_LEFT))
{
item->button->event(item->button->usrdata);
return;
}
}
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if (lastSelected != m->selected) {
lastSelected = m->selected;
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redraw_description(m, cam->renderer);
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}
}
void
menu_item_add(Menu *m, Sprite *s1, Sprite *s2, void (*event)(void*))
{
MenuItem *item = ec_malloc(sizeof(MenuItem));
item->sprite = s1;
item->hsprite = s2;
SDL_Rect area = {
item->sprite->pos.x,
item->sprite->pos.y,
item->sprite->textures[0]->dim.width,
item->sprite->textures[0]->dim.height
};
item->button = gui_button_create(area, event, NULL);
if (linkedlist_size(m->items) == 0)
item->button->hover = true;
linkedlist_append(&m->items, item);
}
void
menu_render(Menu *m, Camera *cam)
{
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if (!m)
return;
LinkedList *items = m->items;
int index = 0;
while (items) {
MenuItem *item = items->data;
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items = items->next;
if (m->selected == index)
sprite_render(item->hsprite, cam);
else
sprite_render(item->sprite, cam);
index++;
}
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sprite_render(m->menuDescription, cam);
}
static void
menu_item_destroy(MenuItem *item)
{
if (item->sprite)
sprite_destroy(item->sprite);
if (item->hsprite)
sprite_destroy(item->hsprite);
gui_button_destroy(item->button);
free(item);
}
void
menu_destroy(Menu *m)
{
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while (m->items)
menu_item_destroy(linkedlist_pop(&m->items));
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while (m->descriptions)
linkedlist_pop(&m->descriptions);
sprite_destroy(m->menuDescription);
free(m);
}