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/*
===========================================================================
blockattack - Block Attack - Rise of the Blocks
Copyright (C) 2005-2012 Poul Sander
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 2 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/
Source information and contacts persons can be found at
http://blockattack.net
===========================================================================
*/
#ifndef _MENUSYSTEM_H
#define _MENUSYSTEM_H
#include <string>
#include "SDL.h"
#include <map>
#include <vector>
#include "sago/SagoSprite.hpp"
#include "sago/GameStateInterface.hpp"
#include <memory>
#include "sago/SagoTextField.hpp"
//The ButtonGfx object hold common media for all buttons, so we can reskin them by only changeing one pointer
struct ButtonGfx
{
//The size of the buttons, so we don't have to ask w and h from the SDL Surfaces each time
int xsize = 0;
int ysize = 0;
sago::SagoTextField* getLabel(const std::string& text);
void setSurfaces();
private:
std::map<std::string, std::shared_ptr<sago::SagoTextField> > labels;
};
extern ButtonGfx standardButton;
//A button
class Button
{
private:
//Pointer to a callback function.
void (*action)(void);
//If true the menu should also be closed then the button is clicked
bool popOnRun = false;
public:
//The label. This is written on the button
std::string label;
//Is the button marked?
bool marked = false;
//Where is the button on the screen
int x = 0;
int y = 0;
Button();
Button(const Button& b);
virtual ~Button();
//Set the text to write on the button
void setLabel(const std::string& text);
//Set the action to run
void setAction(void (*action2run)(void));
virtual void doAction(); //Run the callback function
void setPopOnRun(bool popOnRun);
bool isPopOnRun() const;
//May hold any other information the callback might need
int iGeneric1 = 0;
};
class Menu : public sago::GameStateInterface
{
private:
std::vector<Button*> buttons; //Vector holder the buttons
Button exit; //The exit button is special since it does not have a callback function
bool isSubmenu = false; //True if the menu is a submenu
int marked = 0; //The index of the marked button (for keyboard up/down)
bool running = true; //The menu is running. The menu will terminate then this is false
SDL_Renderer *screen = nullptr; //Pointer to the screen to draw to
std::string title;
void drawSelf(SDL_Renderer* target); //Private function to draw the screen
void placeButtons(); //Rearanges the buttons to the correct place.
bool bMouseUp = false;
public:
//numberOfItems is the expected numberOfItems for vector initialization
//SubMenu is true by default
Menu(SDL_Renderer *screen,bool isSubmenu);
Menu(SDL_Renderer *screen);
Menu(SDL_Renderer *screen, const std::string& title, bool isSubmenu);
virtual ~Menu() {}
//Add a button to the menu
void addButton(Button *b);
bool IsActive() override;
void Draw(SDL_Renderer* target) override;
void ProcessInput(const SDL_Event& event, bool &processed) override;
void Update() override;
};
class FileMenu
{
private:
std::string pm_path;
std::string pm_fileending;
bool pm_hidden_files = false;
public:
FileMenu(const std::string& path, const std::string& fileending, bool hidden_files = false);
std::string getFile(SDL_Surface **screen);
};
bool isUpEvent(const SDL_Event& event);
bool isDownEvent(const SDL_Event& event);
bool isLeftEvent(const SDL_Event& event);
bool isRightEvent(const SDL_Event& event);
bool isEscapeEvent(const SDL_Event& event);
bool isConfirmEvent(const SDL_Event& event);
#endif /* _MENUSYSTEM_H */
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