]> git.localhorst.tv Git - l2e.git/blobdiff - src/menu/PartyMenu.cpp
removed stupid file headers that eclipse put in
[l2e.git] / src / menu / PartyMenu.cpp
index 1243df95d4c8d39c18c601eebcbeb9d95ec14cb2..20a2a8ee567dd74b37734699f1577a71d42ca6d9 100644 (file)
@@ -1,17 +1,21 @@
-/*
- * PartyMenu.cpp
- *
- *  Created on: Oct 21, 2012
- *      Author: holy
- */
-
 #include "PartyMenu.h"
 
+#include "ChangeHero.h"
+#include "ConfigMenu.h"
+#include "EquipMenu.h"
+#include "InventoryMenu.h"
 #include "Resources.h"
+#include "ScenarioMenu.h"
+#include "SelectHero.h"
+#include "SpellMenu.h"
+#include "StatusMenu.h"
 #include "../app/Application.h"
 #include "../app/Input.h"
 #include "../common/GameConfig.h"
+#include "../common/GameState.h"
 #include "../geometry/Vector.h"
+#include "../graphics/Font.h"
+#include "../graphics/Frame.h"
 #include "../graphics/Texture.h"
 
 using app::Input;
@@ -21,8 +25,25 @@ using geometry::Vector;
 namespace menu {
 
 PartyMenu::PartyMenu(GameConfig *game)
-: game(game) {
-
+: game(game)
+, mainMenu(*game->menuResources->mainMenuProperties) {
+       for (int i(0); i < 4; ++i) {
+               status[i].SetHero(game->state->party, i);
+               status[i].SetResources(game->menuResources);
+       }
+       statusPositions[0] = Vector<int>(0, 0);
+       statusPositions[1] = Vector<int>(status[0].Width(), 0);
+       statusPositions[2] = Vector<int>(0, status[0].Height());
+       statusPositions[3] = Vector<int>(status[0].Width(), status[0].Height());
+
+       mainMenu.Add(Res().mainMenuItemText, 0);
+       mainMenu.Add(Res().mainMenuStatusText, 4);
+       mainMenu.Add(Res().mainMenuSpellText, 1);
+       mainMenu.Add(Res().mainMenuChangeText, 5);
+       mainMenu.Add(Res().mainMenuCapsuleText, 2);
+       mainMenu.Add(Res().mainMenuConfigText, 6);
+       mainMenu.Add(Res().mainMenuEquipmentText, 3);
+       mainMenu.Add(Res().mainMenuScenarioText, 7);
 }
 
 PartyMenu::~PartyMenu() {
@@ -57,6 +78,46 @@ void PartyMenu::HandleEvents(const Input &input) {
                Ctrl().PopState();
                return;
        }
+
+       if (input.JustPressed(Input::PAD_UP)) {
+               mainMenu.PreviousRow();
+       } else if (input.JustPressed(Input::PAD_RIGHT)) {
+               mainMenu.NextItem();
+       } else if (input.JustPressed(Input::PAD_DOWN)) {
+               mainMenu.NextRow();
+       } else if (input.JustPressed(Input::PAD_LEFT)) {
+               mainMenu.PreviousItem();
+       }
+
+       if (input.JustPressed(Input::ACTION_A)) {
+               switch (mainMenu.Selected()) {
+                       case MENU_ITEM_ITEM:
+                               Ctrl().PushState(new InventoryMenu(this));
+                               break;
+                       case MENU_ITEM_SPELL:
+                               Ctrl().PushState(new SelectHero(this, this, this, OnSpellSelect));
+                               break;
+                       case MENU_ITEM_CAPSULE:
+                               break;
+                       case MENU_ITEM_EQUIP:
+                               Ctrl().PushState(new SelectHero(this, this, this, OnEquipSelect));
+                               break;
+                       case MENU_ITEM_STATUS:
+                               Ctrl().PushState(new SelectHero(this, this, this, OnStatusSelect));
+                               break;
+                       case MENU_ITEM_CHANGE:
+                               Ctrl().PushState(new ChangeHero(this));
+                               break;
+                       case MENU_ITEM_CONFIG:
+                               Ctrl().PushState(new ConfigMenu(this));
+                               break;
+                       case MENU_ITEM_SCENARIO:
+                               Ctrl().PushState(new ScenarioMenu(this));
+                               break;
+                       default:
+                               break;
+               }
+       }
 }
 
 void PartyMenu::UpdateWorld(float deltaT) {
@@ -64,9 +125,73 @@ void PartyMenu::UpdateWorld(float deltaT) {
 }
 
 void PartyMenu::Render(SDL_Surface *screen) {
+       Vector<int> offset((screen->w - Width()) / 2, (screen->h - Height()) / 2);
+
+       RenderBackground(screen);
+       RenderHeros(screen, offset);
+       RenderMenu(screen, offset + Vector<int>(8 * Res().normalFont->CharWidth(), 13 * Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 8));
+       RenderInfo(screen, offset + Vector<int>(14 * Res().normalFont->CharWidth(), 21 * Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 8));
+}
+
+int PartyMenu::Width() const {
+       return 2 * (status[0].Width() + Res().normalFont->CharWidth());
+}
+
+int PartyMenu::Height() const {
+       return 2 * Res().normalFont->CharHeight()
+                       + 2 * status[0].Height()
+                       + Res().normalFont->CharHeight()
+                       + 8 * Res().normalFont->CharHeight()
+                       + 5 * Res().normalFont->CharHeight()
+                       + 2 * Res().normalFont->CharHeight();
+}
+
+void PartyMenu::RenderBackground(SDL_Surface *screen) const {
        Res().menubg->Render(screen, Vector<int>(), Vector<int>(screen->w, screen->h));
 }
 
+void PartyMenu::RenderHeros(SDL_Surface *screen, const Vector<int> &offset) const {
+       for (int i(0); i < 4; ++i) {
+               status[i].Render(screen, offset + StatusOffset(i));
+       }
+}
+
+Vector<int> PartyMenu::StatusOffset(int index) const {
+       return statusPositions[index] + Vector<int>(Res().normalFont->CharWidth(), 2 * Res().normalFont->CharHeight());
+}
+
+void PartyMenu::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) const {
+       Vector<int> menuOffset(3 * Res().normalFont->CharWidth(), Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 4);
+
+       Res().statusFrame->Draw(screen, offset, 23 * Res().normalFont->CharWidth(), 8 * Res().normalFont->CharHeight());
+       mainMenu.Draw(screen, offset + menuOffset);
+}
+
+void PartyMenu::RenderInfo(SDL_Surface *screen, const Vector<int> &offset) const {
+       Res().statusFrame->Draw(screen, offset, 17 * Res().normalFont->CharWidth(), 5 * Res().normalFont->CharHeight());
+
+       Vector<int> timeLabelOffset(2 * Res().normalFont->CharWidth(), Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 4);
+       Res().normalFont->DrawString(Res().mainMenuTimeText, screen, offset + timeLabelOffset);
+
+       Vector<int> hoursOffset(timeLabelOffset.X() + 6 * Res().normalFont->CharWidth(), timeLabelOffset.Y());
+       Res().normalFont->DrawNumber(game->state->time / 60 / 60, screen, offset + hoursOffset, 4);
+
+       Vector<int> timeSeparatorOffset(hoursOffset.X() + 4 * Res().normalFont->CharWidth(), hoursOffset.Y());
+       Res().normalFont->DrawChar(':', screen, offset + timeSeparatorOffset);
+
+       Vector<int> minutesOffset(timeSeparatorOffset.X() + Res().normalFont->CharWidth(), timeSeparatorOffset.Y());
+       Res().normalFont->DrawNumber(game->state->time / 60, screen, offset + minutesOffset, 2);
+       if (game->state->time / 60 < 10) {
+               Res().normalFont->DrawChar('0', screen, offset + minutesOffset);
+       }
+
+       Vector<int> goldLabelOffset(2 * Res().normalFont->CharWidth(), 2 * Res().normalFont->CharHeight() + Res().normalFont->CharHeight() * 3 / 4);
+       Res().normalFont->DrawString(Res().mainMenuGoldText, screen, offset + goldLabelOffset);
+
+       Vector<int> goldOffset(goldLabelOffset.X() + 6 * Res().normalFont->CharWidth(), goldLabelOffset.Y());
+       Res().normalFont->DrawNumber(game->state->money, screen, offset + goldOffset, 7);
+}
+
 
 Resources &PartyMenu::Res() {
        return *game->menuResources;
@@ -76,4 +201,22 @@ const Resources &PartyMenu::Res() const {
        return *game->menuResources;
 }
 
+void PartyMenu::OnEquipSelect(void *ref, int index) {
+       PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
+       self->Ctrl().ChangeState(
+                       new EquipMenu(self, index));
+}
+
+void PartyMenu::OnSpellSelect(void *ref, int index) {
+       PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
+       self->Ctrl().ChangeState(
+                       new SpellMenu(self, index));
+}
+
+void PartyMenu::OnStatusSelect(void *ref, int index) {
+       PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
+       self->Ctrl().ChangeState(
+                       new StatusMenu(self, index));
+}
+
 }