Implemented stack-based menu system core...
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25f5216e2b
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129
source/main.adb
129
source/main.adb
@ -15,41 +15,66 @@ procedure main is
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player : chad.information := chad.trait (chad.ognjen);
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--~type menu_index is (
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--~none, attribute_menu, skill_menu, resource_menu, unit_menu
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--~);
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------------------------------------------------------------------------------------------
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--~show_menu_index : menu_index := none;
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type menu_index is (
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menu_none, menu_attribute, menu_skill, menu_resource--, menu_unit, menu_might, menu_magic
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);
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--~procedure show_menu is
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--~begin
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--~case show_menu_index is
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--~when none => null;
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--~when attribute_menu => attribute.menu (0, 0, true);
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--~when skill_menu => skill.menu (0, 0, true);
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--~when resource_menu => resource.menu (0, 0, true);
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--~when unit_menu => unit.menu (0, 0, true);
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--~end case;
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--~end show_menu;
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menu_limit : constant integer := 3;
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menu_count : integer := 0;
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--~procedure bind (signal : in core.signal_code; action : in core.accessor) is
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--~begin
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--~if core.signal_mode = core.signal_code'pos (signal) then
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--~action.all;
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--~end if;
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--~end bind;
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menu_stack : array (1 .. menu_limit) of menu_index := (others => menu_none);
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procedure idle is begin null; end idle;
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procedure move_camera_up is begin core.camera.y := core.camera.y - 1; end move_camera_up;
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procedure move_camera_down is begin core.camera.y := core.camera.y + 1; end move_camera_down;
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procedure move_camera_left is begin core.camera.x := core.camera.x - 1; end move_camera_left;
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procedure move_camera_right is begin core.camera.x := core.camera.x + 1; end move_camera_right;
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procedure menu_insert (index : in menu_index) is
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begin
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menu_count := menu_count mod menu_limit + 1;
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--
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menu_stack (menu_count) := index;
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end menu_insert;
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action_list : constant array (core.signal_code) of access procedure := (
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procedure menu_remove is
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begin
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if menu_count = 0 then return; end if;
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menu_stack (menu_count) := menu_none;
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--
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menu_count := menu_count - 1;
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end menu_remove;
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procedure menu_render is
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begin
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for index in 1 .. menu_limit
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loop
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case menu_stack (index) is
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when menu_none => null;
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when menu_attribute => attribute.menu (100, 100, false);
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when menu_skill => skill.menu (200, 200, false);
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when menu_resource => resource.menu (300, 300, false);
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end case;
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end loop;
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end menu_render;
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------------------------------------------------------------------------------------------
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procedure idle is begin null; end idle;
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procedure move_camera_up is begin core.camera.y := core.camera.y - 1; end move_camera_up;
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procedure move_camera_down is begin core.camera.y := core.camera.y + 1; end move_camera_down;
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procedure move_camera_left is begin core.camera.x := core.camera.x - 1; end move_camera_left;
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procedure move_camera_right is begin core.camera.x := core.camera.x + 1; end move_camera_right;
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procedure show_attribute_menu is begin menu_insert (menu_attribute); end show_attribute_menu;
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procedure show_skill_menu is begin menu_insert (menu_skill); end show_skill_menu;
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procedure show_resource_menu is begin menu_insert (menu_resource); end show_resource_menu;
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procedure hide_top_menu is begin menu_remove; end hide_top_menu;
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signal_list : constant array (core.signal_code) of access procedure := (
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core.signal_up => move_camera_up'access,
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core.signal_down => move_camera_down'access,
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core.signal_left => move_camera_left'access,
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core.signal_right => move_camera_right'access,
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core.signal_a => show_attribute_menu'access,
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core.signal_s => show_skill_menu'access,
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core.signal_r => show_resource_menu'access,
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core.signal_grave => hide_top_menu'access,
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others => idle'access
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);
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@ -67,11 +92,6 @@ begin
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core.configure;
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ui.configure;
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--~bind (core.signal_up, move_camera_up'access);
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--~bind (core.signal_down, move_camera_down'access);
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--~bind (core.signal_left, move_camera_left'access);
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--~bind (core.signal_right, move_camera_right'access);
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core.play_sound (core.import_sound (core.c_string ("./song/main_menu.ogg")));
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attribute.configure;
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@ -94,21 +114,13 @@ begin
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core.echo (core.success, "Successfully initialized game data, entering main gameplay loop.");
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------------------------------------------------------------------------------------------
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gameplay: loop
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core.synchronize;
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--
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exit when core.engine_active = false;
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--
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--~if core.signal_mode = core.signal_code'pos (core.signal_a) then preview_width := preview_width - 60; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_d) then preview_width := preview_width + 60; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_w) then preview_height := preview_height - 60; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_s) then preview_height := preview_height + 60; end if;
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--
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--~if core.signal_mode = core.signal_code'pos (core.signal_left) then core.camera.x := core.camera.x - 1; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_right) then core.camera.x := core.camera.x + 1; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_up) then core.camera.y := core.camera.y - 1; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_down) then core.camera.y := core.camera.y + 1; end if;
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--
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if core.cursor_mode = 3 then ui.active := ui.default; else ui.active := ui.steam; end if;
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--
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core.camera.x := core.clip (core.camera.x, 0, world.map.width - preview_width / core.base);
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@ -123,45 +135,30 @@ begin
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ui.draw_menu (0, 0, preview_width, preview_height - 32, false);
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ui.draw_tiny_menu (preview_width, 0, side_panel, preview_height - 32, true);
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--
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--~for this in magic.blow_away .. magic.thunderclap loop magic.view (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.chain_magic_arrow)) - 60, 112 * 0 + 64); end loop;
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--~for this in magic.agony_mass .. magic.weakness loop magic.view (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.thunderclap)) - 60, 112 * 1 + 64); end loop;
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--~for this in magic.earthquake .. magic.summon_earth_elemental loop magic.view (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.weakness)) - 60, 112 * 2 + 64); end loop;
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--~for this in magic.determination_mass .. magic.summon_fire_elemental loop magic.view (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.summon_earth_elemental)) - 60, 112 * 3 + 64); end loop;
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--~for this in magic.blindness .. magic.sunburst loop magic.view (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.summon_fire_elemental)) - 60, 112 * 4 + 64); end loop;
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--~for this in magic.dispel_magic_mass .. magic.time_statis loop magic.view (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.sunburst)) - 60, 112 * 5 + 64); end loop;
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--~for this in magic.blizzard .. magic.winter_circle loop magic.view (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.time_statis)) - 60, 112 * 6 + 64); end loop;
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--
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--~for index in item.codex loop item.draw (index, 32 * (item.codex'pos (index) / 10) + 32, 32 * (item.codex'pos (index) mod 10) + 32); end loop;
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--~for index in attribute.codex loop attribute.draw (index, 32 * attribute.codex'pos (index) + 64, 64); end loop;
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--~for index in resource.codex loop resource.draw (index, 32 * resource.codex'pos (index) + 64, 96); end loop;
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--~for index in skill.codex loop skill.draw (index, 32 * skill.codex'pos (index) + 64, 128); end loop;
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--
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ui.draw_state_box (preview_width + 32, 32);
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--
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--~if core.signal_mode = core.signal_code'pos (core.signal_a) then show_menu_index := attribute_menu; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_s) then show_menu_index := skill_menu; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_r) then show_menu_index := resource_menu; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_u) then show_menu_index := unit_menu; end if;
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--~if core.cursor_mode = 2 and show_menu_index /= none then show_menu_index := none; end if;
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--
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attribute.menu (100, 100, false);
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skill.menu (600, 200, false);
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resource.menu (100, 400, false);
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--~attribute.menu (100, 100, false);
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--~skill.menu (600, 200, false);
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--~resource.menu (100, 400, false);
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--~unit.menu (0, 0, true);
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--
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--~unit.stat (unit.griffin, 0, 0, true);
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--~unit.stat (unit.halberdier, 0, 0, true);
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unit.stat (unit.spirit, 0, 0, true);
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--~unit.stat (unit.spirit, 0, 0, true);
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--~unit.stat (unit.power_lich, 600, 300, false);
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--
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--~magic.menu (0, 0, true);
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--~might.menu (0, 0, true);
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--
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action_list (core.signal_code'val (core.signal_mode)).all;
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signal_list (core.signal_code'val (core.signal_mode)).all;
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--
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menu_render;
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--
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core.write (integer'image (menu_count), 0, 0, ui.font (ui.active), 16#FF0000#);
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--
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ui.draw_text_box (0, core.window_height - 32, core.window_width, 32);
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end loop gameplay;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------
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end main;
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@ -150,6 +150,7 @@ void engine_configure (void) {
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}
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void engine_synchronize (void) {
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/*int signal = signal_none;*/
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int signal = signal_none;
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Color background = { 50, 60, 70, 100 };
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