#include "render_util.h" #include "ui.h" #include "app.h" #include "util/vector.h" #include #ifndef RGB #define RGB(r, g, b) ((r) | ((g) << 8) | ((b) << 16)) #endif static void _ui_Action_ResumeGame(System_UI *sys, ui_Part *part, uintptr_t data) { ui_Action_PopState(sys, part, data); sys->super->paused = false; } static void _ui_Action_ReturnToTitle(System_UI *sys, ui_Part *part, uintptr_t data) { while (vector_Size(sys->state) > 0 && ui_CurrentState(sys) != ui_TitleMenu) { INFO("popping \"%s\"", ui_StateTitle[ui_CurrentState(sys)]); ui_Action_PopState(sys, part, 0); } sys->super->paused = false; if (vector_Size(sys->state) == 0) WARN("new state stack is now empty, ohno"); sys->super->clear_color = RGB(40, 40, 40); app_QueueLoadLevel(sys->super, "title.txt"); } static void _ui_Action_SelectLevel(System_UI *sys, ui_Part *part, uintptr_t data) { while (vector_Size(sys->state) > 0 && ui_CurrentState(sys) != ui_TitleMenu) { INFO("popping \"%s\"", ui_StateTitle[ui_CurrentState(sys)]); ui_Action_PopState(sys, part, data); } sys->super->paused = false; if (vector_Size(sys->state) == 0) WARN("new state stack is now empty, ohno"); const char *level = (const char *)data; app_QueueLoadLevel(sys->super, level); ui_Action_PushState(sys, part, (uintptr_t)ui_Running); } static void _ui_Action_StartFromBeginning(System_UI *sys, ui_Part *part, uintptr_t data) { _ui_Action_SelectLevel(sys, part, (uintptr_t) "intro.txt"); } static void _ui_Action_Quit(System_UI *sys, ui_Part *part, uintptr_t data) { sys->super->wantQuit = true; } static void _ui_Action_ReplayLevel(System_UI *sys, ui_Part *part, uintptr_t data) { _ui_Action_SelectLevel(sys, part, (uintptr_t)sys->super->current_level); } static void _ui_Action_EndIntermission(System_UI *sys, ui_Part *part, uintptr_t data) { if (!data) // next mission string is NULL, return to title _ui_Action_ReturnToTitle(sys, part, 0); else { // load next level // should be able to just use this _ui_Action_SelectLevel(sys, part, data); free((void *)data); } } void ui_EnterIntermission(System_UI *sys, const char *next_level) { // Let's malloc & copy this next_level string // And hide it in the last part of this state // It must be a button, so put the string in the callback data ui_Part *last_part = vector_Back(sys->parts[ui_InterMission]); if (((ui_Button *)last_part->user)->callback_data) free((void *)((ui_Button *)last_part->user)->callback_data); if (!next_level || strlen(next_level) == 0) ((ui_Button *)last_part->user)->callback_data = 0; else ((ui_Button *)last_part->user)->callback_data = (uintptr_t)copy_malloc(next_level); ui_PushState(sys, ui_InterMission); sys->super->paused = true; // We need to update the UI elements in this State // 0 1 2 3 4 5 6 7 8 9 // "Level Time" "Record Time" } #define PUSH_UI(part) \ _p0 = (part); \ vector_Push(p, &_p0); void ui_RebuildUI(System_UI *sys) { vector_Vector *p; ui_Part _p0; // Title Menu p = sys->parts[ui_TitleMenu]; vector_Clear(p); PUSH_UI(ui_Button_New( box2_FromCenter(vec2(SCREEN_WIDTH / 2.0, 250), vec2(500, 50)), "Start from Beginning", &_ui_Action_StartFromBeginning, 0)) PUSH_UI(ui_Button_New( box2_FromCenter(vec2(SCREEN_WIDTH / 2.0, 250 + (50 + UI_PADDING)), vec2(500, 50)), "Select Level", &ui_Action_PushState, ui_SceneSelect)) PUSH_UI(ui_Button_New( box2_FromCenter(vec2(SCREEN_WIDTH / 2.0 - (500 - UI_PADDING) / 4.0 - UI_PADDING / 2.0, 250 + 2 * (50 + UI_PADDING)), vec2((500 - UI_PADDING) / 2.0, 40)), "Options", &ui_Action_PushState, (uintptr_t)ui_Options)) PUSH_UI(ui_Button_New( box2_FromCenter(vec2(SCREEN_WIDTH / 2.0 + (500 - UI_PADDING) / 4.0 + UI_PADDING / 2.0, 250 + 2 * (50 + UI_PADDING)), vec2((500 - UI_PADDING) / 2.0, 40)), "Quit", &_ui_Action_Quit, 0)) // Select Level p = sys->parts[ui_SceneSelect]; vector_Clear(p); PUSH_UI(ui_Button_NewLeftAligned( box2_FromCenter(vec2(SCREEN_WIDTH / 2.0, 280), vec2(400, 40)), "Introduction", &_ui_Action_SelectLevel, (uintptr_t) "intro.txt")); PUSH_UI(ui_Button_NewLeftAligned( box2_FromCenter(vec2(SCREEN_WIDTH / 2.0, 280 + (40 + UI_PADDING / 2.0)), vec2(400, 40)), "Scene 1", &_ui_Action_SelectLevel, (uintptr_t) "level1.txt")); PUSH_UI(ui_Button_NewLeftAligned( box2_FromCenter(vec2(SCREEN_WIDTH / 2.0, 280 + 2 * (40 + UI_PADDING / 2.0)), vec2(400, 40)), "Scene 2", &_ui_Action_SelectLevel, (uintptr_t) "level2.txt")); PUSH_UI(ui_Button_NewLeftAligned( box2_FromCenter(vec2(SCREEN_WIDTH / 2.0, 280 + 3 * (40 + UI_PADDING / 2.0)), vec2(400, 40)), "Scene 3", &_ui_Action_SelectLevel, (uintptr_t) "level3.txt")); PUSH_UI(ui_Button_NewLeftAligned( box2_FromCenter(vec2(SCREEN_WIDTH / 2.0 + 100, 280 + 3 * (40 + UI_PADDING / 2.0) + (40 + UI_PADDING)), vec2(200, 40)), "Return", &ui_Action_PopState, 0)); // Paused p = sys->parts[ui_Paused]; vector_Clear(p); PUSH_UI(ui_Button_New( box2_FromCenter(vec2(SCREEN_WIDTH / 2.0, 250), vec2(400, 40)), "Resume Game", &_ui_Action_ResumeGame, 0)) PUSH_UI(ui_Button_New( box2_FromCenter(vec2(SCREEN_WIDTH / 2.0, 250 + (40 + UI_PADDING)), vec2(400, 40)), "Reselect Level", &ui_Action_PushState, (uintptr_t)ui_SceneSelect)) PUSH_UI(ui_Button_New( box2_FromCenter(vec2(SCREEN_WIDTH / 2.0, 250 + 2 * (40 + UI_PADDING)), vec2(400, 40)), "Leaderboard for This Level", &ui_Action_PushState, (uintptr_t)ui_Leaderboards)) PUSH_UI(ui_Button_New( box2_FromCenter(vec2(SCREEN_WIDTH / 2.0, 250 + 3 * (40 + UI_PADDING)), vec2(400, 40)), "Options", &ui_Action_PushState, (uintptr_t)ui_Options)) PUSH_UI(ui_Button_New( box2_FromCenter(vec2(SCREEN_WIDTH / 2.0, 250 + 4 * (40 + UI_PADDING) + UI_PADDING), vec2(400, 40)), "Return to Title", &_ui_Action_ReturnToTitle, 0)) // Options p = sys->parts[ui_Options]; vector_Clear(p); PUSH_UI(ui_Button_New( box2_FromCenter(vec2(SCREEN_WIDTH / 2.0, 300), vec2(600, 50)), "Return", &ui_Action_PopState, 0)) // InterMission p = sys->parts[ui_InterMission]; vector_Clear(p); ui_BoxBuilder *builder = ui_BoxBuilder_New(); builder->line_height = 36; builder->pivot = vec2(0.5, 0.625); builder->position = vec2(SCREEN_WIDTH / 2.0, SCREEN_HEIGHT / 2.0); ui_BoxBuilder_SetCount(builder, 1, 1); ui_BoxBuilder_SetCount(builder, 2, 1); ui_BoxBuilder_SetCount(builder, 4, 2); ui_BoxBuilder_SetCount(builder, 5, 1); ui_BoxBuilder_SetCount(builder, 7, 1); ui_BoxBuilder_Assemble(builder); PUSH_UI(ui_Label_New( ui_BoxBuilder_At(builder, 1, 1), "Time in This Level", -1)) PUSH_UI(ui_Label_New( ui_BoxBuilder_At(builder, 1, 1), "00:00.00", 1)) PUSH_UI(ui_Label_New( ui_BoxBuilder_At(builder, 2, 1), "Record Time", -1)) PUSH_UI(ui_Label_New( ui_BoxBuilder_At(builder, 2, 1), "00:00.00", 1)) PUSH_UI(ui_Fill_New( box2v( vec2_Add( ui_BoxBuilder_At(builder, 4, 1).lefttop, vec2(0, -UI_PADDING)), vec2(builder->width, 1.0)), RGB(128, 128, 128))); PUSH_UI(ui_Button_New( ui_BoxBuilder_At(builder, 4, 1), "Replay Level", &_ui_Action_ReplayLevel, 0)) PUSH_UI(ui_Button_New( ui_BoxBuilder_At(builder, 4, 2), "Back to Title", &_ui_Action_ReturnToTitle, 0)) PUSH_UI(ui_Button_New( ui_BoxBuilder_At(builder, 5, 1), "View Leaderboards for Level", &ui_Action_PushState, (uintptr_t)ui_Leaderboards)) PUSH_UI(ui_Fill_New( box2v( vec2_Add( ui_BoxBuilder_At(builder, 7, 1).lefttop, vec2(0, -UI_PADDING)), vec2(builder->width, 1.0)), RGB(128, 128, 128))); PUSH_UI(ui_Button_New( ui_BoxBuilder_At(builder, 7, 1), "Proceed to Next Level", &_ui_Action_EndIntermission, 0)) p = sys->parts[ui_Leaderboards]; vector_Clear(p); }