double-hit-balls/jni/menucode.cpp
2013-02-06 20:38:11 +00:00

208 lines
4.4 KiB
C++

#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; i<MenuItemCount; i++)
{
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["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)
{
Application->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 && (p<MenuItemCount))
{
SelectedGame = p;
return;
}
}
SelectedGame = -1;
}
void TGameMenu::OnTapUp(vec2 pos)
{
HoldToTap = false;
if (SelectedGame != -1)
{
MenuPos = -CONST_MENU_WINDOW_DISTANCE*SelectedGame-40.f;
Application->GoFromMenuToGame(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;
}