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#include "asset.h"
#include "input.h"
#include "menu.h"
#ifdef DEBUG
#include "error.h"
#include "platform.h"
#endif
void init_menu(Menu* menu, void* ptr) {
menu->el_count = 0;
menu->selected = 0;
menu->y = renderer_h / 2;
menu->h = 0;
menu->ptr = ptr;
}
void menu_add(
Menu* menu,
const char* text,
Menu_Event on_select,
const BM_Font* font
) {
Menu_Item* it;
int i;
#ifdef DEBUG
if (menu->el_count >= menu_max_elements) {
platform_err("Too many menu elements.\n");
platform_abort(error_gameplay_error);
}
#endif
it = &menu->els[menu->el_count++];
it->on_select = on_select;
it->text_len = 0;
for (i = 0; text[i]; i++) {
it->text[i] = text[i];
it->text_len++;
} it->text[i] = 0;
menu->h = font->char_h * menu->el_count;
menu->y = renderer_h / 2 - (menu->h) / 2;
}
void update_menu(Menu* menu) {
if (button_just_pressed(btn_dpad_down)) {
menu->selected++;
if (menu->selected >= menu->el_count) {
menu->selected = 0;
}
}
if (button_just_pressed(btn_dpad_up)) {
menu->selected--;
if (menu->selected < 0) {
menu->selected = menu->el_count - 1;
}
}
if (
button_just_pressed(btn_jump) ||
button_just_pressed(btn_shoot)
) {
menu->els[menu->selected].on_select(menu);
}
}
void render_menu(Menu* menu, const BM_Font* font) {
int i, x, y, cw, ch;
const Menu_Item* el;
y = menu->y;
cw = font->char_w;
ch = font->char_h;
for (i = 0; i < menu->el_count; i++) {
el = &menu->els[i];
x = renderer_w / 2 - (cw * el->text_len) / 2;
rfont_text(font, x, y, el->text);
if (i == menu->selected) {
rfont_char(font, x - cw, y, '>');
}
y += ch;
}
}
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