git repos / blockattack-game

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/*
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menudef.cpp
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Copyright (C) 2011 Poul Sander
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    This program is free software; you can redistribute it and/or modify
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    it under the terms of the GNU General Public License as published by
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    the Free Software Foundation; either version 2 of the License, or
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    (at your option) any later version.
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    This program is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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    GNU General Public License for more details.
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    You should have received a copy of the GNU General Public License
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    along with this program; if not, write to the Free Software
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    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
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    Poul Sander
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    blockattack@poulsander.com
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*/
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#include "global.hpp"
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#include <iostream>
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#include <stdlib.h>
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#include "menu/MenuItem.hpp"
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#include "MenuSystem.h"
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using namespace std;
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//Menu
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void PrintHi()
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{
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    cout << "Hi" <<endl;
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}
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//Stores the controls
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struct control
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{
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    SDLKey up;
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    SDLKey down;
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    SDLKey left;
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    SDLKey right;
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    SDLKey change;
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    SDLKey push;
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};
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bool OpenDialogbox(int x, int y, char *name);
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void OpenScoresDisplay();
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extern control keySettings[3];
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//Function to return the name of a key, to be displayed...
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static string getKeyName(SDLKey key)
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{
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    string keyname(SDL_GetKeyName(key));
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    cout << key << " translated to " << keyname << endl;
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    return keyname;
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}
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class Button_changekey : public Button {
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private:
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   SDLKey *m_key2change; 
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   string m_keyname;
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public:
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    Button_changekey(SDLKey *key, string keyname);
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    void doAction();
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};
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Button_changekey::Button_changekey(SDLKey* key, string keyname) {
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    m_key2change = key;
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    m_keyname = keyname;
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    setLabel(m_keyname+" : "+getKeyName(*m_key2change));
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}
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void Button_changekey::doAction() {
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    setLabel(m_keyname+" : "+getKeyName(*m_key2change));
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}
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void InitMenues()
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{
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    ButtonGfx::setSurfaces(menuMarked,menuUnmarked);
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    ButtonGfx::thefont = nf_scoreboard_font;
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}
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void runGame(int gametype);
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void runSinglePlayerEndless(Button* b) {
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    runGame(0);
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}
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void runSinglePlayerTimeTrial(Button* b) {
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    runGame(1);
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}
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void runSinglePlayerPuzzle(Button* b) {
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    runGame(3);
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}
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void runSinglePlayerVs(Button* b) {
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    runGame(4);
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}
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void buttonActionMusic(Button* b) {
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    MusicEnabled = !MusicEnabled;
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    b->setLabel(MusicEnabled? "Music: On" : "Music: Off");
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}
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void buttonActionSound(Button* b) {
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    SoundEnabled = !SoundEnabled;
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    b->setLabel(SoundEnabled? "Music: On" : "Music: Off");
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}
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void buttonActionFullscreen(Button* b) {
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    bFullscreen = !bFullscreen;
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    b->setLabel(bFullscreen? "Fullscreen: On" : "Fullscreen: Off");
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    ResetFullscreen();
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}
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void buttonActionPlayer1Name(Button *b) {
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   if (OpenDialogbox(200,100,player1name))
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        return; //must save if true
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}
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void buttonActionPlayer2Name(Button *b) {
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   if (OpenDialogbox(200,100,player2name))
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        return; //must save if true
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}
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void buttonActionHighscores(Button *b) {
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    OpenScoresDisplay();
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}
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static void ChangeKeysMenu(long playernumber) {
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    Menu km(&screen,false);
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    Button_changekey bLeft(&keySettings[playernumber].left,"Left");
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    Button_changekey bRight(&keySettings[playernumber].right,"Right");
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    Button_changekey bUp(&keySettings[playernumber].up,"Up");
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    Button_changekey bDown(&keySettings[playernumber].down,"Down");
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    Button_changekey bPush(&keySettings[playernumber].push,"Push");
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    Button_changekey bSwitch(&keySettings[playernumber].change,"Change");
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    km.addButton(&bLeft);
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    km.addButton(&bRight);
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    km.addButton(&bUp);
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    km.addButton(&bDown);
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    km.addButton(&bPush);
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    km.addButton(&bSwitch);
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    km.run();
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}
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static void ChangeKeysMenu1(Button *b) {
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    ChangeKeysMenu(0);
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}
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static void ChangeKeysMenu2(Button *b) {
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    ChangeKeysMenu(2);
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}
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void ConfigureMenu(Button *b) {
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    Menu cm(&screen,false);
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    Button bMusic,bSound,buttonFullscreen,bPlayer1Name,bPlayer2Name;
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    Button bPlayer1Keys, bPlayer2Keys;
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    bMusic.setLabel(MusicEnabled? "Music: On" : "Music: Off");
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    bMusic.setAction(buttonActionMusic);
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    bSound.setLabel(SoundEnabled? "Music: On" : "Music: Off");
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    bSound.setAction(buttonActionSound);
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    buttonFullscreen.setLabel(bFullscreen? "Fullscreen: On" : "Fullscreen: Off");
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    buttonFullscreen.setAction(buttonActionFullscreen);
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    bPlayer1Name.setAction(buttonActionPlayer1Name);
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    bPlayer1Name.setLabel("Change player 1's name");
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    bPlayer2Name.setAction(buttonActionPlayer2Name);
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    bPlayer2Name.setLabel("Change player 2's name");
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    bPlayer1Keys.setAction(ChangeKeysMenu1);
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    bPlayer1Keys.setLabel("Change player 1's keys");
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    bPlayer2Keys.setAction(ChangeKeysMenu2);
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    bPlayer2Keys.setLabel("Change player 2's keys");
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    cm.addButton(&bMusic);
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    cm.addButton(&bSound);
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    cm.addButton(&buttonFullscreen);
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    cm.addButton(&bPlayer1Name);
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    cm.addButton(&bPlayer2Name);
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    cm.addButton(&bPlayer1Keys);
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    cm.addButton(&bPlayer2Keys);
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    cm.run();
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}
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void MainMenu()
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{
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    InitMenues();
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    Menu m(&screen,true);
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    Button bHi,bTimetrial1, bPuzzle, bVs1, bConfigure,bHighscore;
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    bHi.setLabel("Single player - endless");
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    bHi.setAction(runSinglePlayerEndless);
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    bTimetrial1.setLabel("Single player - time trial");
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    bTimetrial1.setAction(runSinglePlayerTimeTrial);
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    bPuzzle.setLabel("Single player - puzzle mode");
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    bPuzzle.setAction(runSinglePlayerPuzzle);
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    bVs1.setLabel("Single player - vs");
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    bVs1.setAction(runSinglePlayerVs);
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    bConfigure.setLabel("Configure");
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    bConfigure.setAction(ConfigureMenu);
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    bHighscore.setLabel("Highscores");
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    bHighscore.setAction(buttonActionHighscores);
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    m.addButton(&bHi);
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    m.addButton(&bTimetrial1);
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    m.addButton(&bPuzzle);
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    m.addButton(&bVs1);
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    m.addButton(&bConfigure);
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    m.addButton(&bHighscore);
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    m.run();
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}
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