git repos / blockattack-game

source/code/menudef.cpp

browsing at commit = c53e6443d15070255f63c24f440ebebb254fa397

raw · blame · history

/*
menudef.cpp
Copyright (C) 2011 Poul Sander

    This program is free software; you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation; either version 2 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program; if not, write to the Free Software
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

    Poul Sander
    blockattack@poulsander.com
*/

#include "global.hpp"
#include <iostream>
#include <stdlib.h>
#include "menu/MenuItem.hpp"
#include "MenuSystem.h"
#include "common.h"

using namespace std;

//Menu
void PrintHi()
{
	cout << "Hi" <<endl;
}

//Stores the controls
struct control
{
	SDLKey up;
	SDLKey down;
	SDLKey left;
	SDLKey right;
	SDLKey change;
	SDLKey push;
};

bool OpenDialogbox(int x, int y, char *name);
void OpenScoresDisplay();
extern control keySettings[3];

//Function to return the name of a key, to be displayed...
static string getKeyName(SDLKey key)
{
	string keyname(SDL_GetKeyName(key));
	cout << key << " translated to " << keyname << endl;
	return keyname;
}

class Button_changekey : public Button
{
private:
	SDLKey *m_key2change;
	string m_keyname;
public:
	Button_changekey(SDLKey *key, string keyname);
	void doAction();
};

Button_changekey::Button_changekey(SDLKey* key, string keyname)
{
	m_key2change = key;
	m_keyname = keyname;
	setLabel(m_keyname+" : "+getKeyName(*m_key2change));
}

void Button_changekey::doAction()
{
	SDL_Event event;

	bool finnish = false;
	while (!finnish)
	{
		SDL_Delay(10);
		while ( SDL_PollEvent(&event) )
		{
			if (event.type == SDL_KEYDOWN)
			{
				if (event.key.keysym.sym != SDLK_ESCAPE)
					*m_key2change = event.key.keysym.sym;
				finnish = true;
			}
		}
	}
	setLabel(m_keyname+" : "+getKeyName(*m_key2change));
}

void InitMenues()
{
	ButtonGfx::setSurfaces(menuMarked,menuUnmarked);
	ButtonGfx::thefont = nf_scoreboard_font;
}

void runGame(int gametype);

void runSinglePlayerEndless(Button* b)
{
	runGame(0);
}

void runSinglePlayerTimeTrial(Button* b)
{
	runGame(1);
}

void runSinglePlayerPuzzle(Button* b)
{
	runGame(3);
}

void runSinglePlayerVs(Button* b)
{
	runGame(4);
}

void buttonActionMusic(Button* b)
{
	MusicEnabled = !MusicEnabled;
	b->setLabel(MusicEnabled? "Music: On" : "Music: Off");
}

void buttonActionSound(Button* b)
{
	SoundEnabled = !SoundEnabled;
	b->setLabel(SoundEnabled? _("Sound: On") : _("Sound: Off") );
}

void buttonActionFullscreen(Button* b)
{
	bFullscreen = !bFullscreen;
	b->setLabel(bFullscreen? _("Fullscreen: On") : _("Fullscreen: Off") );
	ResetFullscreen();
}

void buttonActionPlayer1Name(Button *b)
{
	if (OpenDialogbox(200,100,player1name))
		return; //must save if true
}

void buttonActionPlayer2Name(Button *b)
{
	if (OpenDialogbox(200,100,player2name))
		return; //must save if true
}

void buttonActionHighscores(Button *b)
{
	OpenScoresDisplay();
}

static void ChangeKeysMenu(long playernumber)
{
	Menu km(&screen,_("Change key bindings"),true);
	Button_changekey bLeft(&keySettings[playernumber].left,_("Left") );
	Button_changekey bRight(&keySettings[playernumber].right,_("Right") );
	Button_changekey bUp(&keySettings[playernumber].up,_("Up") );
	Button_changekey bDown(&keySettings[playernumber].down,_("Down") );
	Button_changekey bPush(&keySettings[playernumber].push,_("Push") );
	Button_changekey bSwitch(&keySettings[playernumber].change,_("Change") );
	km.addButton(&bLeft);
	km.addButton(&bRight);
	km.addButton(&bUp);
	km.addButton(&bDown);
	km.addButton(&bPush);
	km.addButton(&bSwitch);
	km.run();
}

static void ChangeKeysMenu1(Button *b)
{
	ChangeKeysMenu(0);
}

static void ChangeKeysMenu2(Button *b)
{
	ChangeKeysMenu(2);
}

void ConfigureMenu(Button *b)
{
	Menu cm(&screen,_("Configuration"),true);
	Button bMusic,bSound,buttonFullscreen,bPlayer1Name,bPlayer2Name;
	Button bPlayer1Keys, bPlayer2Keys;
	bMusic.setLabel(MusicEnabled? _("Music: On") : _("Music: Off") );
	bMusic.setAction(buttonActionMusic);
	bSound.setLabel(SoundEnabled? _("Music: On") : _("Music: Off") );
	bSound.setAction(buttonActionSound);
	buttonFullscreen.setLabel(bFullscreen? _("Fullscreen: On") : _("Fullscreen: Off") );
	buttonFullscreen.setAction(buttonActionFullscreen);
	bPlayer1Name.setAction(buttonActionPlayer1Name);
	bPlayer1Name.setLabel(_("Change player 1's name") );
	bPlayer2Name.setAction(buttonActionPlayer2Name);
	bPlayer2Name.setLabel(_("Change player 2's name") );
	bPlayer1Keys.setAction(ChangeKeysMenu1);
	bPlayer1Keys.setLabel(_("Change player 1's keys") );
	bPlayer2Keys.setAction(ChangeKeysMenu2);
	bPlayer2Keys.setLabel(_("Change player 2's keys") );
	cm.addButton(&bMusic);
	cm.addButton(&bSound);
	cm.addButton(&buttonFullscreen);
	cm.addButton(&bPlayer1Name);
	cm.addButton(&bPlayer2Name);
	cm.addButton(&bPlayer1Keys);
	cm.addButton(&bPlayer2Keys);
	cm.run();
}

void MainMenu()
{
	InitMenues();
	Menu m(&screen,_("Block Attack - Rise of the blocks"),false);
	Button bHi,bTimetrial1, bPuzzle, bVs1, bConfigure,bHighscore;
	bHi.setLabel(_("Single player - endless") );
	bHi.setAction(runSinglePlayerEndless);
	bTimetrial1.setLabel(_("Single player - time trial") );
	bTimetrial1.setAction(runSinglePlayerTimeTrial);
	bPuzzle.setLabel(_("Single player - puzzle mode") );
	bPuzzle.setAction(runSinglePlayerPuzzle);
	bVs1.setLabel(_("Single player - vs") );
	bVs1.setAction(runSinglePlayerVs);
	bConfigure.setLabel(_("Configure") );
	bConfigure.setAction(ConfigureMenu);
	bHighscore.setLabel(_("Highscores") );
	bHighscore.setAction(buttonActionHighscores);
	m.addButton(&bHi);
	m.addButton(&bTimetrial1);
	m.addButton(&bPuzzle);
	m.addButton(&bVs1);
	m.addButton(&bConfigure);
	m.addButton(&bHighscore);
	m.run();
}