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#include "menu.h"
#include "game.h"
#include "renderer.h"
Menu::Menu() {
items.push_back({.text = "New Game", .activationFunction = [this] (Game& game) {
close();
game.losing = LoseState::PoppingLamps;
game.muxer.stopMusic();
}});
items.push_back({.text = "Toggle Fullscreen", .activationFunction = [] (Game& game) {
game.renderer.toggleFullscreen();
}});
items.push_back({.text = "Toggle Music", .activationFunction = [] (Game& game) {
game.muxer.toggleMute();
}});
items.push_back({.text = "Quit", .activationFunction = [this] (Game& game) {
close();
game.losing = LoseState::PoppingLamps;
game.quitting = true;
game.muxer.stopMusic();
}});
}
void Menu::open(Game& game) {
menuState = MenuState::Opening;
menuDisplayProgress.start(200);
game.muxer.playSound("openmenu");
}
void Menu::close() {
menuState = MenuState::Closing;
menuDisplayProgress.start(200);
}
void Menu::update(size_t dt, Game& game) {
if (menuState != MenuState::Open) {
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
game.quit = true;
}
}
}
switch (menuState) {
case MenuState::Closed: {
// Shouldn't happen.
break;
}
case MenuState::Opening: {
menuDisplayProgress.tick(dt);
if (menuDisplayProgress.isComplete()) {
menuState = MenuState::Open;
}
break;
}
case MenuState::Closing: {
menuDisplayProgress.tick(dt);
if (menuDisplayProgress.isComplete()) {
menuState = MenuState::Closed;
}
break;
}
case MenuState::Open: {
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
game.quit = true;
} else if (e.type == SDL_KEYDOWN) {
switch (e.key.keysym.sym)
{
case SDLK_ESCAPE: {
close();
game.muxer.playSound("closemenu");
break;
}
case SDLK_SPACE:
case SDLK_RETURN: {
items[cursor].activationFunction(game);
game.muxer.playSound("menuselect");
break;
}
case SDLK_UP:
case SDLK_w: {
cursor--;
if (cursor < 0) {
cursor = items.size() - 1;
}
game.muxer.playSound("menucursor");
break;
}
case SDLK_DOWN:
case SDLK_s: {
cursor++;
if (cursor >= items.size()) {
cursor = 0;
}
game.muxer.playSound("menucursor");
break;
}
}
}
}
break;
}
}
}
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