taisei/src/menu/ingamemenu.c
2024-05-17 14:11:48 +02:00

237 lines
5.7 KiB
C

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