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