198 lines
4.1 KiB
C++
198 lines
4.1 KiB
C++
#include "const.h"
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#include "globals.h"
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#include "text.h"
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#include "menu.h"
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//Constructor
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Menu::Menu()
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{
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init(0, 0, 0, MENU_BACKGROUND_SOLID);
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}
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//Inicializador
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void Menu::init(int x, int y, int offset_sprite_selector, int backgroundType)
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{
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//Inicia variables
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mSelectorIndex = 0;
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mTotalItems = 0;
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mItemSelected = MENU_NO_OPTION;
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mPosX = x;
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mPosY = y;
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mRect.x = 0;
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mRect.y = 0;
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mRect.w = 0;
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mRect.h = 0;
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mRectR = 0;
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mRectG = 0;
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mRectB = 0;
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mBackgroundType = backgroundType;
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//Sprite con los graficos del selector
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mSelectorSprite.setWidth(8);
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mSelectorSprite.setHeight(8);
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mSelectorSprite.setPosX(0);
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mSelectorSprite.setPosY(0);
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mSelectorSprite.setTexture(gMenuTexture);
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mSelectorSprite.setSpriteClip(offset_sprite_selector, 0, mSelectorSprite.getWidth(), mSelectorSprite.getHeight());
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//Elementos del menu
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for (Uint8 i = 0; i < 10; i++)
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{
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mMenuItem[i].label = "";
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mMenuItem[i].x = mPosX;
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mMenuItem[i].y = mPosY + (i * (BLOCK + 2));
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}
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//Mueve el grafico del selector al elemento seleccionado
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moveSelectorSprite(mSelectorIndex);
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}
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//Obtiene el valor de la variable
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Uint8 Menu::getItemSelected()
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{
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return mItemSelected;
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};
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//Mueve el grafico del selector al elemento seleccionado
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void Menu::moveSelectorSprite(int pos)
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{
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mSelectorSprite.setPosX(mMenuItem[pos].x - (BLOCK * 1));
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mSelectorSprite.setPosY(mMenuItem[pos].y);
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}
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//Deja el menu apuntando al primer elemento
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void Menu::resetMenu()
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{
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mItemSelected = MENU_NO_OPTION;
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mSelectorIndex = 0;
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moveSelectorSprite(mSelectorIndex);
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};
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//Deja el menu apuntando al siguiente elemento
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void Menu::increaseSelectorIndex()
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{
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if (mSelectorIndex < (mTotalItems - 1))
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{
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++mSelectorIndex;
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}
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};
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//Deja el menu apuntando al elemento anterior
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void Menu::decreaseSelectorIndex()
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{
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if (mSelectorIndex > 0)
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{
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--mSelectorIndex;
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}
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};
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//Comprueba la entrada (teclado, gamepad) y actua en consecuencia
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void Menu::checkInput(Uint8 input)
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{
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switch (input)
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{
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case INPUT_UP:
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decreaseSelectorIndex();
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moveSelectorSprite(mSelectorIndex);
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break;
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case INPUT_DOWN:
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increaseSelectorIndex();
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moveSelectorSprite(mSelectorIndex);
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break;
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case INPUT_FIRE:
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mItemSelected = mSelectorIndex;
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break;
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}
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}
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//Pinta el menu en pantalla
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void Menu::render(Text &text)
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{
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//Render color filled quad
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if (mBackgroundType == MENU_BACKGROUND_SOLID)
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{
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SDL_SetRenderDrawColor(gRenderer, mRectR, mRectG, mRectB, mRectA);
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SDL_RenderFillRect(gRenderer, &mRect);
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}
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//Render text
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int i = 0;
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mSelectorSprite.render();
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for (i = 0; i < mTotalItems; i++)
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{
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text.write(mMenuItem[i].x, mMenuItem[i].y, mMenuItem[i].label);
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}
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}
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//Establece el rectangulo de fondo del menu
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void Menu::setRectSize()
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{
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int i = 0;
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int maxLength = 0;
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//La altura se corresponde al numero de items mas un hueco arriba y otro abajo
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mRect.h = (mTotalItems + 2) * BLOCK;
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//La anchura es la de la cadena mas larga mas tres bloques, uno por la derecha
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//y dos por la izquierda, uno de ellos para el selector
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for (i = 0; i < mTotalItems; i++)
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{
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if (mMenuItem[i].label.length() > maxLength)
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{
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maxLength = mMenuItem[i].label.length();
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}
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}
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mRect.w = (maxLength + 3) * BLOCK;
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mRect.x = mPosX - (BLOCK * 2);
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mRect.y = mPosY - BLOCK;
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}
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//Establece el valor de la variable
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void Menu::setTotalItems(int num)
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{
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mTotalItems = num;
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}
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//Establece el color del rectangulo de fondo
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void Menu::setBackgroundColor(int r, int g, int b, int alpha)
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{
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mRectR = r;
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mRectG = g;
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mRectB = b;
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mRectA = alpha;
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}
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//Centra el menu en pantalla
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void Menu::centerMenuOnScreen()
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{
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//Actualiza el rectangulo de fondo para recalcular las dimensiones
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setRectSize();
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//Establece la nueva posición centrada en funcion del ancho
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//de la pantalla y del ancho del rectangulo
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mPosX = (SCREEN_WIDTH / 2) - (mRect.w / 2) + (BLOCK * 2);
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//Reposiciona los elementos del menu
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for (Uint8 i = 0; i < 10; i++)
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{
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mMenuItem[i].x = mPosX;
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}
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//Recalcula el rectangulo de fondo
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setRectSize();
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//Recoloca el selector
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moveSelectorSprite(mSelectorIndex);
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}
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//Añade un item al menu
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void Menu::addItem(std::string text)
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{
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if (mTotalItems < 10)
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{
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mMenuItem[mTotalItems].label = text;
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setTotalItems(mTotalItems + 1);
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setRectSize();
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}
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} |