-/*
- * PartyMenu.cpp
- *
- * Created on: Oct 21, 2012
- * Author: holy
- */
-
#include "PartyMenu.h"
+#include "CapsuleMenu.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 "../math/Vector.h"
#include "../graphics/Font.h"
+#include "../graphics/Frame.h"
#include "../graphics/Texture.h"
using app::Input;
using common::GameConfig;
-using geometry::Vector;
+using math::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].SetHero(game->state->party, i);
status[i].SetResources(game->menuResources);
}
- status[1].SetPosition(Vector<int>(status[0].Width() + Res().normalFont->CharWidth(), 0));
- status[2].SetPosition(Vector<int>(0, status[0].Height() + Res().normalFont->CharHeight()));
- status[3].SetPosition(Vector<int>(status[0].Width() + Res().normalFont->CharWidth(), status[0].Height() + Res().normalFont->CharHeight()));
+ 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, game->state->capsule);
+ mainMenu.Add(Res().mainMenuConfigText, 6);
+ mainMenu.Add(Res().mainMenuEquipmentText, 3);
+ mainMenu.Add(Res().mainMenuScenarioText, 7);
}
PartyMenu::~PartyMenu() {
void PartyMenu::OnEnterState(SDL_Surface *) {
-
+ mainMenu.StartAnimation(Ctrl());
}
void PartyMenu::OnExitState(SDL_Surface *) {
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:
+ if (game->state->capsule) {
+ Ctrl().PushState(new CapsuleMenu(this));
+ } else {
+ // noise and blur
+ }
+ 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) {
+void PartyMenu::UpdateWorld(Uint32 deltaT) {
}
void PartyMenu::Render(SDL_Surface *screen) {
- Res().menubg->Render(screen, Vector<int>(), Vector<int>(screen->w, screen->h));
- RenderHeros(screen, Vector<int>());
+ 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());
}
-void PartyMenu::RenderHeros(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
+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->Draw(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);
+ 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;
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));
+}
+
}