237 lines
5.7 KiB
C
237 lines
5.7 KiB
C
/*
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* This software is licensed under the terms of the MIT License.
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* See COPYING for further information.
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* ---
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* Copyright (c) 2011-2024, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2024, Andrei Alexeyev <akari@taisei-project.org>.
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*/
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#include "ingamemenu.h"
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#include "common.h"
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#include "events.h"
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#include "global.h"
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#include "menu.h"
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#include "renderer/api.h"
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#include "resource/font.h"
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#include "stagedraw.h"
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#include "submenus.h"
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#include "util/graphics.h"
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#include "video.h"
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static void return_to_title(MenuData *m, void *arg) {
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global.gameover = GAMEOVER_ABORT;
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menu_action_close(m, arg);
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}
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void restart_game(MenuData *m, void *arg) {
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global.gameover = GAMEOVER_RESTART;
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menu_action_close(m, arg);
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}
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static void ingame_menu_do(MenuData *m, MenuAction action) {
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m->selected = -1;
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dynarray_foreach(&m->entries, int i, MenuEntry *e, {
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if(e->action == action) {
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m->selected = i;
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}
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});
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assert(m->selected >= 0);
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close_menu(m);
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}
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static bool check_shortcut(SDL_Scancode scan, SDL_Scancode expectscan) {
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if(scan != expectscan) {
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return false;
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}
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KeyIndex k = config_key_from_scancode(scan);
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switch(k) {
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case KEY_UP:
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case KEY_DOWN:
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case KEY_LEFT:
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case KEY_RIGHT:
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case KEY_SHOT:
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case KEY_BOMB:
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return false;
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default:
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return true;
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}
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}
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static bool ingame_menu_input_handler(SDL_Event *event, void *arg) {
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MenuData *menu = arg;
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switch(event->type) {
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case SDL_KEYDOWN: {
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SDL_Scancode scan = event->key.keysym.scancode;
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if(check_shortcut(scan, SDL_SCANCODE_R)) {
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ingame_menu_do(menu, restart_game);
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return true;
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}
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if(check_shortcut(scan, SDL_SCANCODE_Q)) {
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ingame_menu_do(menu, return_to_title);
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return true;
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}
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return false;
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}
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default: {
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return false;
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}
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}
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}
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static bool ingame_menu_input_filter(SDL_Event *event, void *arg) {
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MenuData *menu = arg;
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if(menu->state == MS_Normal) {
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return false;
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}
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switch(TAISEI_EVENT(event->type)) {
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// workaround for #136
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case TE_MENU_ACCEPT:
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return true;
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}
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return false;
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}
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static void ingame_menu_input(MenuData *m) {
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events_poll((EventHandler[]) {
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{ .proc = ingame_menu_input_filter, .arg = m },
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{ .proc = menu_input_handler, .arg = m },
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{ .proc = ingame_menu_input_handler, .arg = m },
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{ NULL }
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}, EFLAG_MENU);
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}
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static void free_ingame_menu(MenuData *m) {
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mem_free(m->context);
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}
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MenuData *create_ingame_menu(void) {
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MenuData *m = alloc_menu();
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m->draw = draw_ingame_menu;
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m->logic = update_ingame_menu;
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m->input = ingame_menu_input;
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m->end = free_ingame_menu;
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m->flags = MF_Abortable | MF_AlwaysProcessInput;
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m->transition = TransEmpty;
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m->cursor = 1;
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m->context = ALLOC(IngameMenuContext, {
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.title = "Game Paused",
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});
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add_menu_entry(m, "Options", menu_action_enter_options, NULL)->transition = TransFadeBlack;
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add_menu_entry(m, "Return to Game", menu_action_close, NULL);
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add_menu_entry(m, "Restart the Game", restart_game, NULL)->transition = TransFadeBlack;
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add_menu_entry(m, "Stop the Game", return_to_title, NULL)->transition = TransFadeBlack;
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set_transition(TransEmpty, 0, m->transition_out_time, NO_CALLCHAIN);
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return m;
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}
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static void skip_stage(MenuData *m, void *arg) {
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global.gameover = GAMEOVER_WIN;
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menu_action_close(m, arg);
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}
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MenuData *create_ingame_menu_replay(void) {
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MenuData *m = alloc_menu();
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m->draw = draw_ingame_menu;
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m->logic = update_ingame_menu;
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m->end = free_ingame_menu;
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m->flags = MF_Abortable | MF_AlwaysProcessInput;
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m->transition = TransEmpty;
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m->cursor = 1;
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m->context = ALLOC(IngameMenuContext, {
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.title = "Replay Paused",
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});
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add_menu_entry(m, "Options", menu_action_enter_options, NULL)->transition = TransFadeBlack;
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add_menu_entry(m, "Continue Watching", menu_action_close, NULL);
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add_menu_entry(m, "Restart the Stage", restart_game, NULL)->transition = TransFadeBlack;
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add_menu_entry(m, "Skip the Stage", skip_stage, NULL)->transition = TransFadeBlack;
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add_menu_entry(m, "Stop Watching", return_to_title, NULL)->transition = TransFadeBlack;
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m->cursor = 1;
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set_transition(TransEmpty, 0, m->transition_out_time, NO_CALLCHAIN);
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return m;
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}
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void draw_ingame_menu_bg(MenuData *menu, float f) {
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float rad = f*IMENU_BLUR;
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r_state_push();
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r_shader("ingame_menu");
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r_uniform_float("rad", rad);
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r_uniform_float("phase", menu->frames / 100.0);
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stage_draw_viewport();
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r_state_pop();
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}
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void update_ingame_menu(MenuData *menu) {
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menu->drawdata[0] += (menu->cursor*35 - menu->drawdata[0])/7.0;
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menu->drawdata[1] += (text_width(res_font("standard"), dynarray_get(&menu->entries, menu->cursor).name, 0) - menu->drawdata[1])/10.0;
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}
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void draw_ingame_menu(MenuData *menu) {
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set_ortho(SCREEN_W, SCREEN_H);
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draw_ingame_menu_bg(menu, 1.0-menu_fade(menu));
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r_state_push();
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r_mat_mv_push();
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r_mat_mv_translate(VIEWPORT_X, VIEWPORT_Y, 0);
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r_mat_mv_translate(VIEWPORT_W/2, VIEWPORT_H/4, 0);
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draw_menu_selector(0, menu->drawdata[0], menu->drawdata[1]*2, 41, menu->frames);
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r_shader("text_default");
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IngameMenuContext *ctx = menu->context;
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if(ctx && ctx->title) {
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float s = 0.3 + 0.2 * sin(menu->frames/10.0);
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r_color(RGBA_MUL_ALPHA(1-s/2, 1-s/2, 1-s, 1-menu_fade(menu)));
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text_draw(ctx->title, &(TextParams) {
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.align = ALIGN_CENTER,
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.pos = { 0, -2 * 35 },
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});
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}
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dynarray_foreach(&menu->entries, int i, MenuEntry *e, {
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if(e->action) {
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float s = 0, t = 0.7;
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if(i == menu->cursor) {
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t = 1;
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s = 0.3 + 0.2*sin(menu->frames/7.0);
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}
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r_color(RGBA_MUL_ALPHA(t-s, t-s, t-s/2, 1-menu_fade(menu)));
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} else {
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r_color(RGBA_MUL_ALPHA(0.5, 0.5, 0.5, 0.5 * (1-menu_fade(menu))));
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}
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text_draw(e->name, &(TextParams) {
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.align = ALIGN_CENTER,
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.pos = { 0, i * 35 },
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});
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});
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r_mat_mv_pop();
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r_state_pop();
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// TODO handle dialog somehow
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stage_draw_hud();
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stage_draw_bottom_text();
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}
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