Refactored some core and UI code...
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source/main.adb
134
source/main.adb
@ -7,6 +7,8 @@ pragma ada_2012;
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--~with core, ui, effect, attribute, skill, resource, faction, might, magic, item, unit, construction, chad, deity, world, ai;
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with core, ui, effect, attribute, skill, resource, faction, item, unit, construction, chad, world;
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use core;
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procedure main is
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -24,17 +26,17 @@ procedure main is
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map_preview_panel, status_preview_panel, text_box_panel
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);
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view_icon : array (view) of core.sprite := (others => (others => 0));
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view_icon : array (view) of sprite := (others => (others => 0));
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view_list : array (view) of boolean := (others => true);
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view_text : array (view) of core.long_string := (
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view_text : array (view) of long_string := (
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"Toggle map preview panel. ",
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"Toggle status preview panel. ",
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"Toggle text box panel. "
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);
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procedure swap_map_preview_panel is begin view_list (map_preview_panel) := (if view_list (map_preview_panel) then false else true); end swap_map_preview_panel;
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procedure swap_status_preview_panel is begin view_list (status_preview_panel) := (if view_list (status_preview_panel) then false else true); end swap_status_preview_panel;
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procedure swap_text_box_panel is begin view_list (text_box_panel) := (if view_list (text_box_panel) then false else true); end swap_text_box_panel;
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procedure swap_map_preview_panel is begin view_list (map_preview_panel) := not view_list (map_preview_panel); end swap_map_preview_panel;
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procedure swap_status_preview_panel is begin view_list (status_preview_panel) := not view_list (status_preview_panel); end swap_status_preview_panel;
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procedure swap_text_box_panel is begin view_list (text_box_panel) := not view_list (text_box_panel); end swap_text_box_panel;
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view_show : array (view) of access procedure := (
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swap_map_preview_panel'access,
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@ -44,59 +46,59 @@ procedure main is
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------------------------------------------------------------------------------------------
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procedure move_camera_up is
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procedure check_move_camera_up is
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begin
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core.move_camera_up;
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core.camera.y := core.clip (core.camera.y, 0, world.map.height - 1);
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if world.map.clips (core.camera.x, core.camera.y) then
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core.increment (core.camera.y);
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move_camera_up;
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camera.y := clip (camera.y, 0, world.map.height - 1);
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if world.map.clips (camera.x, camera.y) then
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increment (camera.y);
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end if;
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end move_camera_up;
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end check_move_camera_up;
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procedure move_camera_down is
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procedure check_move_camera_down is
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begin
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core.move_camera_down;
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core.camera.y := core.clip (core.camera.y, 0, world.map.height - 1);
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if world.map.clips (core.camera.x, core.camera.y) then
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core.decrement (core.camera.y);
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move_camera_down;
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camera.y := clip (camera.y, 0, world.map.height - 1);
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if world.map.clips (camera.x, camera.y) then
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decrement (camera.y);
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end if;
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end move_camera_down;
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end check_move_camera_down;
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procedure move_camera_left is
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procedure check_move_camera_left is
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begin
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core.move_camera_left;
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core.camera.x := core.clip (core.camera.x, 0, world.map.width - 1);
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if world.map.clips (core.camera.x, core.camera.y) then
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core.increment (core.camera.x);
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move_camera_left;
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camera.x := clip (camera.x, 0, world.map.width - 1);
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if world.map.clips (camera.x, camera.y) then
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increment (camera.x);
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end if;
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end move_camera_left;
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end check_move_camera_left;
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procedure move_camera_right is
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procedure check_move_camera_right is
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begin
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core.move_camera_right;
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core.camera.x := core.clip (core.camera.x, 0, world.map.width - 1);
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if world.map.clips (core.camera.x, core.camera.y) then
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core.decrement (core.camera.x);
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move_camera_right;
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camera.x := clip (camera.x, 0, world.map.width - 1);
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if world.map.clips (camera.x, camera.y) then
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decrement (camera.x);
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end if;
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end move_camera_right;
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end check_move_camera_right;
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procedure ui_main_style is
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begin
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ui.active := ui.style'val ((ui.style'pos (ui.active) + 1) mod (ui.style'pos (ui.style'last) + 1));
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end ui_main_style;
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procedure zoom_in is begin core.zoom := 2; end zoom_in;
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procedure zoom_out is begin core.zoom := 1; end zoom_out;
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procedure zoom_in is begin zoom := 2; end zoom_in;
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procedure zoom_out is begin zoom := 1; end zoom_out;
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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_v => ui_main_style'access,
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core.signal_kp_add => zoom_in'access,
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core.signal_kp_subtract => zoom_out'access,
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others => core.idle'access
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signal_list : constant array (signal_code) of access procedure := (
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signal_up => check_move_camera_up'access,
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signal_down => check_move_camera_down'access,
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signal_left => check_move_camera_left'access,
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signal_right => check_move_camera_right'access,
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signal_v => ui_main_style'access,
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signal_kp_add => zoom_in'access,
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signal_kp_subtract => zoom_out'access,
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others => idle'access
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);
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------------------------------------------------------------------------------------------
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@ -113,11 +115,11 @@ procedure main is
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if not view_list (status_preview_panel) then
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side_panel := 0;
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else
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side_panel := core.window_width / 4;
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side_panel := window_width / 4;
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end if;
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--
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preview_width := core.window_width - side_panel;
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preview_height := core.window_height - text_box_height;
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preview_width := window_width - side_panel;
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preview_height := window_height - text_box_height;
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text_box_height := 32;
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--
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world.draw;
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@ -132,17 +134,17 @@ procedure main is
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end if;
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--
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if view_list (text_box_panel) then
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ui.draw_help_box (0, core.window_height - text_box_height, core.window_width - core.icon * (view'pos (view'last) + 1), text_box_height);
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ui.draw_help_box (0, window_height - text_box_height, window_width - icon * (view'pos (view'last) + 1), text_box_height);
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end if;
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--
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for index in view loop
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ui.draw_icon (view_icon (index), view_text (index),
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core.window_width - core.icon * (view'pos (view'last) + 1) + core.icon * view'pos (index),
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core.window_height - text_box_height,
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window_width - icon * (view'pos (view'last) + 1) + icon * view'pos (index),
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window_height - text_box_height,
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view_show (index));
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end loop;
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--
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signal_list (core.signal_mode).all;
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signal_list (signal_mode).all;
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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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@ -156,18 +158,18 @@ procedure main is
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begin
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core.dash;
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core.echo (core.comment, "Copyright (C) 2024 -- Ognjen 'xolatile' Milan Robovic");
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core.echo (core.comment, "Version -- 1.0.0");
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core.echo (core.comment, "License -- GNU/GPLv3+");
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core.echo (core.comment, "Xhads is free software, you can redistribute it and modify it under the terms of the GNU General Public License by Free Software Foundation.");
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core.dash;
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dash;
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echo (comment, "Copyright (C) 2024 -- Ognjen 'xolatile' Milan Robovic");
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echo (comment, "Version -- 1.0.0");
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echo (comment, "License -- GNU/GPLv3+");
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echo (comment, "Xhads is free software, you can redistribute it and modify it under the terms of the GNU General Public License by Free Software Foundation.");
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dash;
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core.initialize;
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initialize;
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ui.configure;
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core.play (core.import_song (core.c_string ("./song/main_menu.ogg")).index);
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play (import_song (c_string ("./song/main_menu.ogg")).index);
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attribute.configure;
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skill.configure;
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@ -183,40 +185,40 @@ begin
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world.make (world.swamp, 120, 60);
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core.dash;
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core.echo (core.success, "Successfully initialized game data, entering main gameplay loop.");
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core.dash;
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dash;
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echo (success, "Successfully initialized game data, entering main gameplay loop.");
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dash;
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for index in view loop
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view_icon (index) := core.import_sprite ("./sprite/ui/icon/" & core.lowercase (view'image (index)) & ".png", 1, 1);
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view_icon (index) := import_sprite ("./sprite/ui/icon/" & lowercase (view'image (index)) & ".png", 1, 1);
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end loop;
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ui.active := ui.imp;
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core.camera := (1, 1);
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camera := (1, 1);
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------------------------------------------------------------------------------------------
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introduction_loop: loop
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core.synchronize;
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synchronize;
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--
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exit when core.signal_code'pos (core.signal_mode) = core.signal_code'pos (core.signal_space);
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exit when signal_mode = signal_space;
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--
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introduction;
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end loop introduction_loop;
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gameplay_loop: loop
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core.synchronize;
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synchronize;
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--
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exit when core.engine_active = false;
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exit when engine_active = false;
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--
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gameplay;
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end loop gameplay_loop;
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------------------------------------------------------------------------------------------
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core.deinitialize;
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deinitialize;
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core.dash;
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dash;
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end main;
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@ -227,10 +227,11 @@ package body ui is
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------------------------------------------------------------------------------------------
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procedure synchronize is
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use core;
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begin
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for index in 0 .. structure_count - 1 loop
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if core.signal_code'pos (core.signal_mode) = core.signal_code'pos (structure_array (index).toggle) then
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structure_array (index).show := (if structure_array (index).show then false else true);
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if signal_mode = structure_array (index).toggle then
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structure_array (index).show := not structure_array (index).show;
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end if;
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--
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if structure_array (index).show then
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