#include "ui/Menu.hpp" #include "colors.hpp" #include "config.hpp" #include "input.hpp" #include "ui/render_functions.hpp" #include ui::Menu::Menu(int x, int y, int width, int fontSize, int renderTargetHeight) : m_x(x) , m_y(y) , m_optionHeight(std::ceil(static_cast(fontSize) * 1.8f)) , m_originalY(y) , m_targetY(y) , m_width(width) , m_fontSize(fontSize) , m_textY((m_optionHeight / 2) - (m_fontSize / 2) - 1) // This seems to be the best alignment. , m_renderTargetHeight(renderTargetHeight) , m_optionScroll("temp", 16, 0, m_width - 6, m_optionHeight, m_fontSize, colors::BLUE_GREEN, colors::TRANSPARENT) { // Create render target for options static int MENU_ID = 0; std::string menuTargetName = "MENU_" + std::to_string(MENU_ID++); m_optionTarget = sdl::TextureManager::create_load_texture(menuTargetName, m_width, m_optionHeight, SDL_TEXTUREACCESS_STATIC | SDL_TEXTUREACCESS_TARGET); // Calculate around how many options can be shown on the render target at once. m_maxDisplayOptions = (renderTargetHeight - m_originalY) / m_optionHeight; m_scrollLength = std::floor(static_cast(m_maxDisplayOptions) / 2.0f); } void ui::Menu::update(bool hasFocus) { if (m_options.empty()) { return; } m_optionScroll.update(hasFocus); const bool upPressed = input::button_pressed(HidNpadButton_AnyUp); const bool downPressed = input::button_pressed(HidNpadButton_AnyDown); const bool leftPressed = input::button_pressed(HidNpadButton_AnyLeft); const bool rightPressed = input::button_pressed(HidNpadButton_AnyRight); const bool lShoulderPressed = input::button_pressed(HidNpadButton_L); const bool rShoulderPressed = input::button_pressed(HidNpadButton_R); const int optionsSize = m_options.size(); const int prevSelected = m_selected; if (upPressed) { --m_selected; } else if (downPressed) { ++m_selected; } else if (leftPressed) { m_selected -= m_scrollLength; } else if (rightPressed) { m_selected += m_scrollLength; } else if (lShoulderPressed) { m_selected -= m_scrollLength * 3; } else if (rShoulderPressed) { m_selected += m_scrollLength * 3; } if (m_selected < 0) { m_selected = 0; } else if (m_selected >= optionsSize) { m_selected = optionsSize - 1; } // This needs updating. if (m_selected != prevSelected) { m_optionScroll.set_text(m_options[m_selected], false); } // Don't bother continuing further if there's no reason to scroll. if (optionsSize <= m_maxDisplayOptions) { return; } // These are to make things slightly easier to read down here. const int endScrollPoint = optionsSize - (m_maxDisplayOptions - m_scrollLength); const int scrolledItems = m_selected - m_scrollLength; const double scaling = config::get_animation_scaling(); if (m_selected < m_scrollLength) { m_targetY = m_originalY; } // Don't bother. There's no point. else if (m_selected >= endScrollPoint) { m_targetY = m_originalY - (optionsSize - m_maxDisplayOptions) * m_optionHeight; } else if (m_selected >= m_scrollLength) { m_targetY = m_originalY - (scrolledItems * m_optionHeight); } if (m_y != m_targetY) { m_y += std::ceil((m_targetY - m_y) / scaling); } } void ui::Menu::render(SDL_Texture *target, bool hasFocus) { if (m_options.empty()) { return; } SDL_Texture *optionTarget = m_optionTarget->get(); m_colorMod.update(); // I hate doing this. const int optionSize = m_options.size(); for (int i = 0, tempY = m_y; i < optionSize; i++, tempY += m_optionHeight) { if (tempY < -m_fontSize) { continue; } else if (tempY > m_renderTargetHeight) { break; } m_optionTarget->clear(colors::TRANSPARENT); if (i == m_selected) { if (hasFocus) { ui::render_bounding_box(target, m_x - 4, tempY - 4, m_width + 8, m_optionHeight + 8, m_colorMod); } sdl::render_rect_fill(optionTarget, 8, 8, 4, m_optionHeight - 16, colors::BLUE_GREEN); m_optionScroll.render(optionTarget, hasFocus); } else { const char *option = m_options[i].c_str(); sdl::text::render(optionTarget, 24, m_textY, m_fontSize, sdl::text::NO_TEXT_WRAP, colors::WHITE, option); } // render target to target m_optionTarget->render(target, m_x, tempY); } } void ui::Menu::add_option(std::string_view newOption) { // This is needed. The initialization is just a temporary one. if (m_options.empty()) { m_optionScroll.set_text(newOption, false); } m_options.push_back(newOption.data()); } void ui::Menu::edit_option(int index, std::string_view newOption) { const int optionSize = m_options.size(); if (index < 0 || index >= optionSize) { return; } m_options[index] = newOption.data(); } int ui::Menu::get_selected() const { return m_selected; } void ui::Menu::set_selected(int selected) { m_selected = selected; } void ui::Menu::set_width(int width) { m_width = width; } void ui::Menu::reset() { m_selected = 0; m_y = m_originalY; m_options.clear(); }