From b33bbf962c82f1fd26ac13e3ae73426b73c04ecd Mon Sep 17 00:00:00 2001 From: xolatile Date: Sat, 16 Mar 2024 08:08:50 -0400 Subject: [PATCH] Implemented stack-based menu system core... --- source/main.adb | 129 +++++++++++++++++++++++++++----------------------------- source/raylib.c | 1 + 2 files changed, 64 insertions(+), 66 deletions(-) diff --git a/source/main.adb b/source/main.adb index fbaab0e..52bef22 100644 --- a/source/main.adb +++ b/source/main.adb @@ -15,41 +15,66 @@ procedure main is player : chad.information := chad.trait (chad.ognjen); - --~type menu_index is ( - --~none, attribute_menu, skill_menu, resource_menu, unit_menu - --~); + ------------------------------------------------------------------------------------------ - --~show_menu_index : menu_index := none; + type menu_index is ( + menu_none, menu_attribute, menu_skill, menu_resource--, menu_unit, menu_might, menu_magic + ); - --~procedure show_menu is - --~begin - --~case show_menu_index is - --~when none => null; - --~when attribute_menu => attribute.menu (0, 0, true); - --~when skill_menu => skill.menu (0, 0, true); - --~when resource_menu => resource.menu (0, 0, true); - --~when unit_menu => unit.menu (0, 0, true); - --~end case; - --~end show_menu; + menu_limit : constant integer := 3; + menu_count : integer := 0; - --~procedure bind (signal : in core.signal_code; action : in core.accessor) is - --~begin - --~if core.signal_mode = core.signal_code'pos (signal) then - --~action.all; - --~end if; - --~end bind; + menu_stack : array (1 .. menu_limit) of menu_index := (others => menu_none); - procedure idle is begin null; end idle; - procedure move_camera_up is begin core.camera.y := core.camera.y - 1; end move_camera_up; - procedure move_camera_down is begin core.camera.y := core.camera.y + 1; end move_camera_down; - procedure move_camera_left is begin core.camera.x := core.camera.x - 1; end move_camera_left; - procedure move_camera_right is begin core.camera.x := core.camera.x + 1; end move_camera_right; + procedure menu_insert (index : in menu_index) is + begin + menu_count := menu_count mod menu_limit + 1; + -- + menu_stack (menu_count) := index; + end menu_insert; - action_list : constant array (core.signal_code) of access procedure := ( + procedure menu_remove is + begin + if menu_count = 0 then return; end if; + menu_stack (menu_count) := menu_none; + -- + menu_count := menu_count - 1; + end menu_remove; + + procedure menu_render is + begin + for index in 1 .. menu_limit + loop + case menu_stack (index) is + when menu_none => null; + when menu_attribute => attribute.menu (100, 100, false); + when menu_skill => skill.menu (200, 200, false); + when menu_resource => resource.menu (300, 300, false); + end case; + end loop; + end menu_render; + + ------------------------------------------------------------------------------------------ + + procedure idle is begin null; end idle; + procedure move_camera_up is begin core.camera.y := core.camera.y - 1; end move_camera_up; + procedure move_camera_down is begin core.camera.y := core.camera.y + 1; end move_camera_down; + procedure move_camera_left is begin core.camera.x := core.camera.x - 1; end move_camera_left; + procedure move_camera_right is begin core.camera.x := core.camera.x + 1; end move_camera_right; + procedure show_attribute_menu is begin menu_insert (menu_attribute); end show_attribute_menu; + procedure show_skill_menu is begin menu_insert (menu_skill); end show_skill_menu; + procedure show_resource_menu is begin menu_insert (menu_resource); end show_resource_menu; + procedure hide_top_menu is begin menu_remove; end hide_top_menu; + + signal_list : constant array (core.signal_code) of access procedure := ( core.signal_up => move_camera_up'access, core.signal_down => move_camera_down'access, core.signal_left => move_camera_left'access, core.signal_right => move_camera_right'access, + core.signal_a => show_attribute_menu'access, + core.signal_s => show_skill_menu'access, + core.signal_r => show_resource_menu'access, + core.signal_grave => hide_top_menu'access, others => idle'access ); @@ -67,11 +92,6 @@ begin core.configure; ui.configure; - --~bind (core.signal_up, move_camera_up'access); - --~bind (core.signal_down, move_camera_down'access); - --~bind (core.signal_left, move_camera_left'access); - --~bind (core.signal_right, move_camera_right'access); - core.play_sound (core.import_sound (core.c_string ("./song/main_menu.ogg"))); attribute.configure; @@ -94,21 +114,13 @@ begin core.echo (core.success, "Successfully initialized game data, entering main gameplay loop."); + ------------------------------------------------------------------------------------------ + gameplay: loop core.synchronize; -- exit when core.engine_active = false; -- - --~if core.signal_mode = core.signal_code'pos (core.signal_a) then preview_width := preview_width - 60; end if; - --~if core.signal_mode = core.signal_code'pos (core.signal_d) then preview_width := preview_width + 60; end if; - --~if core.signal_mode = core.signal_code'pos (core.signal_w) then preview_height := preview_height - 60; end if; - --~if core.signal_mode = core.signal_code'pos (core.signal_s) then preview_height := preview_height + 60; end if; - -- - --~if core.signal_mode = core.signal_code'pos (core.signal_left) then core.camera.x := core.camera.x - 1; end if; - --~if core.signal_mode = core.signal_code'pos (core.signal_right) then core.camera.x := core.camera.x + 1; end if; - --~if core.signal_mode = core.signal_code'pos (core.signal_up) then core.camera.y := core.camera.y - 1; end if; - --~if core.signal_mode = core.signal_code'pos (core.signal_down) then core.camera.y := core.camera.y + 1; end if; - -- if core.cursor_mode = 3 then ui.active := ui.default; else ui.active := ui.steam; end if; -- core.camera.x := core.clip (core.camera.x, 0, world.map.width - preview_width / core.base); @@ -123,45 +135,30 @@ begin ui.draw_menu (0, 0, preview_width, preview_height - 32, false); ui.draw_tiny_menu (preview_width, 0, side_panel, preview_height - 32, true); -- - --~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; - --~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; - --~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; - --~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; - --~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; - --~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; - --~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; - -- - --~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; - --~for index in attribute.codex loop attribute.draw (index, 32 * attribute.codex'pos (index) + 64, 64); end loop; - --~for index in resource.codex loop resource.draw (index, 32 * resource.codex'pos (index) + 64, 96); end loop; - --~for index in skill.codex loop skill.draw (index, 32 * skill.codex'pos (index) + 64, 128); end loop; - -- ui.draw_state_box (preview_width + 32, 32); -- - --~if core.signal_mode = core.signal_code'pos (core.signal_a) then show_menu_index := attribute_menu; end if; - --~if core.signal_mode = core.signal_code'pos (core.signal_s) then show_menu_index := skill_menu; end if; - --~if core.signal_mode = core.signal_code'pos (core.signal_r) then show_menu_index := resource_menu; end if; - --~if core.signal_mode = core.signal_code'pos (core.signal_u) then show_menu_index := unit_menu; end if; - --~if core.cursor_mode = 2 and show_menu_index /= none then show_menu_index := none; end if; - -- - attribute.menu (100, 100, false); - skill.menu (600, 200, false); - resource.menu (100, 400, false); + --~attribute.menu (100, 100, false); + --~skill.menu (600, 200, false); + --~resource.menu (100, 400, false); --~unit.menu (0, 0, true); -- --~unit.stat (unit.griffin, 0, 0, true); --~unit.stat (unit.halberdier, 0, 0, true); - unit.stat (unit.spirit, 0, 0, true); + --~unit.stat (unit.spirit, 0, 0, true); --~unit.stat (unit.power_lich, 600, 300, false); -- --~magic.menu (0, 0, true); --~might.menu (0, 0, true); -- - action_list (core.signal_code'val (core.signal_mode)).all; + signal_list (core.signal_code'val (core.signal_mode)).all; + -- + menu_render; + -- + core.write (integer'image (menu_count), 0, 0, ui.font (ui.active), 16#FF0000#); -- ui.draw_text_box (0, core.window_height - 32, core.window_width, 32); end loop gameplay; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- + ------------------------------------------------------------------------------------------ end main; diff --git a/source/raylib.c b/source/raylib.c index 3f03682..6e0c2e0 100644 --- a/source/raylib.c +++ b/source/raylib.c @@ -150,6 +150,7 @@ void engine_configure (void) { } void engine_synchronize (void) { + /*int signal = signal_none;*/ int signal = signal_none; Color background = { 50, 60, 70, 100 };