#include "menucode.h" #include "main_code.h" const float CONST_SPEED_NEG_ACCELERATION_K = 0.03f; const float CONST_MENU_POS_K = 0.25f; const float CONST_MENU_WINDOW_DISTANCE = 240.f + 40.f; const float CONST_SHIFT_ON_SIDE = 0.f; TGameMenu::TGameMenu() : MenuSpeed(0) , MenuPos(0) , HoldToTap(false) , MenuItemCount(1) , SelectedGame(-1) { } void TGameMenu::Draw() { CheckGlError("Draw TGameMenu"); RenderUniform1i("sel", 0); RenderUniform1f("Transparency", 1.f); float bkgShift = MenuPos*0.1f - 100.f; glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["main_menu_bkg_left"]); Renderer->DrawRect(vec2(bkgShift,0.f), vec2(480.f+bkgShift,320.f)); glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["main_menu_bkg_right"]); Renderer->DrawRect(vec2(480.f+bkgShift,0.f), vec2(960.f+bkgShift,320.f)); if (SelectedGame == 0) { RenderUniform1i("sel", 1); } else { RenderUniform1i("sel", 0); } for (int i=0; iTexList["levelshot"+tostr(i+1)]); Renderer->DrawRect(vec2(160.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*i,80.f), vec2(160.f+240.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*i, 240.f)); } if (MenuItemCount == 12) { glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["game_end"]); Renderer->DrawRect(vec2(160.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*12,160.f - 64.f), vec2(160.f+256.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*12, 160.f + 64.f)); } glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["select_level"]); Renderer->DrawRect(vec2(240.f-128.f, 241.f), vec2(240.f+128.f, 305.f)); glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["logo_small"]); Renderer->DrawRect(vec2(240.f-128.f+15.f, 0.f), vec2(240.f+128.f+15.f, 64.f)); CheckGlError("Draw TGameMenu 2"); } void TGameMenu::Update(cardinal dt) { if (HoldToTap) return; float k; MenuPos = MenuPos + MenuSpeed*dt/1000.f; int menuItemToShowCount; if (MenuItemCount == 12) { menuItemToShowCount = 13; } else { menuItemToShowCount = MenuItemCount; } float acc; if (MenuItemCount == 1) { k = 3; } else { k = fabs( - MenuPos - ((menuItemToShowCount-1)*CONST_MENU_WINDOW_DISTANCE*0.5f)) / ((MenuItemCount-1)*CONST_MENU_WINDOW_DISTANCE*0.5f); } acc = -MenuSpeed * CONST_SPEED_NEG_ACCELERATION_K * k; float xleft = (- MenuPos + CONST_SHIFT_ON_SIDE - (menuItemToShowCount-1)*CONST_MENU_WINDOW_DISTANCE); if (xleft < 0) { xleft = 0; } acc += xleft*CONST_MENU_POS_K; float xright = (MenuPos - CONST_SHIFT_ON_SIDE); if (xright < 0) { xright = 0; } acc -= xright*CONST_MENU_POS_K; if ((MenuSpeed + acc*dt) * MenuSpeed < 0) //Check if MenuSpeed changes direction { MenuSpeed = 0; } else { MenuSpeed += acc*dt; } } void TGameMenu::OnTapDown(vec2 pos) { if (pos.v[1]<64.f && pos.v[0]>=265.f-128.f && pos.v[0]<=265.f+128.f) { App->GoFromMenuToCredits(); return; } vec2 realPos = pos - vec2(MenuPos, 0); if (realPos.v[1] >= 80.f && realPos.v[1] <= 240.f) { float x = realPos.v[0] - 160.f; int p = 0; while (x >280.f) { x -= 280.f; p++; } if (x <= 240.f && x >= 0.f && (pGoFromMenuToGame(SelectedGame); SelectedGame = -1; } } void TGameMenu::OnFling(vec2 slideSpeed) { HoldToTap = false; MenuSpeed = slideSpeed.v[0]; } void TGameMenu::OnScroll(vec2 shift) { MenuPos = MenuPos - shift.v[0]; } void TGameMenu::OpenNextLevel() { if (MenuItemCount < 12) { MenuItemCount++; } } int TGameMenu::GetMenuItemCount() { return MenuItemCount; } void TGameMenu::SetMenuItemCount(int menuItemCount) { MenuItemCount = menuItemCount; }