JKSV/source/ui/Menu.cpp
2025-07-28 18:28:11 -04:00

136 lines
5.3 KiB
C++

#include "ui/Menu.hpp"
#include "colors.hpp"
#include "config.hpp"
#include "input.hpp"
#include "ui/render_functions.hpp"
#include <cmath>
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<double>(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<double>(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();
}