-- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic -- -- GNU General Public Licence (version 3 or later) pragma ada_2012; with core, ui, effect, attribute, skill, resource, faction, might, magic, item, unit, construction, chad, world, ai; procedure main is ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ side_panel : integer := 0; preview_width : integer := 0; preview_height : integer := 0; text_box_height : integer := 0; player : chad.information := chad.trait (chad.ognjen); ------------------------------------------------------------------------------------------ type screen_view is ( map_preview_panel, status_preview_panel, text_box_panel ); screen_view_icon : array (screen_view) of core.sprite; screen_view_list : array (screen_view) of boolean := (others => true); screen_view_text : array (screen_view) of core.long_string := ( "Toggle map preview panel. ", "Toggle status preview panel. ", "Toggle text box panel. " ); procedure toggle_map_preview_panel is begin screen_view_list (map_preview_panel) := (if screen_view_list (map_preview_panel) then false else true); end toggle_map_preview_panel; procedure toggle_status_preview_panel is begin screen_view_list (status_preview_panel) := (if screen_view_list (status_preview_panel) then false else true); end toggle_status_preview_panel; procedure toggle_text_box_panel is begin screen_view_list (text_box_panel) := (if screen_view_list (text_box_panel) then false else true); end toggle_text_box_panel; screen_view_show : array (screen_view) of access procedure := ( toggle_map_preview_panel'access, toggle_status_preview_panel'access, toggle_text_box_panel'access ); ------------------------------------------------------------------------------------------ -- TODO: This menu code is now useless due to new UI code. --~type menu_index is ( --~menu_none, menu_attribute, menu_skill, menu_resource, menu_unit, menu_might, menu_magic --~); --~menu_limit : constant integer := 3; --~menu_count : integer := 0; --~menu_stack : array (1 .. menu_limit) of menu_index := (others => menu_none); --~procedure menu_insert (index : in menu_index) is --~begin --~if menu_count = menu_limit then return; end if; --~-- --~menu_count := menu_count mod menu_limit + 1; --~-- --~menu_stack (menu_count) := index; --~end menu_insert; --~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 --~if menu_count > 0 then --~core.overlay; THIS SLOWS DOWN RENDERING BY 10 FRAMES! --~end if; --~-- --~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); --~when menu_unit => unit.menu (0, 0, true); --~when menu_might => might.menu (0, 0, true); --~when menu_magic => magic.menu (0, 0, true); --~end case; --~end loop; --~end menu_render; ------------------------------------------------------------------------------------------ -- TODO: Also useless, delete later... --~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 show_unit_menu is begin menu_insert (menu_unit); end show_unit_menu; --~procedure show_might_menu is begin menu_insert (menu_might); end show_might_menu; --~procedure show_magic_menu is begin menu_insert (menu_magic); end show_magic_menu; procedure ui_main_style is begin ui.active := ui.style'val ((ui.style'pos (ui.active) + 1) mod 7); end ui_main_style; --~procedure hide_top_menu is begin menu_remove; end hide_top_menu; procedure zoom_in is begin core.zoom := 2; end zoom_in; procedure zoom_out is begin core.zoom := 1; end zoom_out; -- TODO: This is fine. signal_list : constant array (core.signal_code) of access procedure := ( core.signal_up => core.move_camera_up'access, core.signal_down => core.move_camera_down'access, core.signal_left => core.move_camera_left'access, core.signal_right => core.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_u => show_unit_menu'access, --~core.signal_m => show_might_menu'access, --~core.signal_n => show_magic_menu'access, core.signal_v => ui_main_style'access, --~core.signal_grave => hide_top_menu'access, core.signal_kp_add => zoom_in'access, core.signal_kp_subtract => zoom_out'access, others => core.idle'access ); a, b, c : core.sprite; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ begin core.dash; core.echo (core.comment, "Copyright (C) 2024 -- Ognjen 'xolatile' Milan Robovic"); core.echo (core.comment, "Version -- 1.0.0"); core.echo (core.comment, "License -- GNU/GPLv3+"); 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."); core.dash; core.initialize; ui.configure; core.play (core.import_song (core.c_string ("./song/main_menu.ogg")).index); attribute.configure; skill.configure; resource.configure; --~might.configure; --~magic.configure; item.configure; unit.configure; construction.configure; chad.configure; world.configure; ai.configure; world.make (world.grass, 140, 120); core.dash; core.echo (core.success, "Successfully initialized game data, entering main gameplay loop."); core.dash; for index in screen_view loop screen_view_icon (index) := core.import_sprite ("./sprite/ui/icon/" & core.lowercase (screen_view'image (index)) & ".png", 1, 1); end loop; a := core.import_sprite ("./sprite/magic/fire/fireball.png", 1, 1); b := core.import_sprite ("./sprite/magic/light/heal.png", 1, 1); c := core.import_sprite ("./sprite/magic/dark/torment.png", 1, 1); ui.active := ui.imp; ------------------------------------------------------------------------------------------ gameplay: loop core.synchronize; -- exit when core.engine_active = false; -- if not screen_view_list (status_preview_panel) then side_panel := 0; else side_panel := core.window_width / 4; end if; -- preview_width := core.window_width - side_panel; preview_height := core.window_height - text_box_height; text_box_height := 32; -- core.camera.x := core.clip (core.camera.x, 0, world.map.width - 1); core.camera.y := core.clip (core.camera.y, 0, world.map.height - 1); -- world.draw; -- if screen_view_list (map_preview_panel) then ui.draw_menu (0, 0, preview_width, preview_height); end if; -- if screen_view_list (status_preview_panel) then ui.draw_tiny_menu (preview_width, 0, side_panel, preview_height); ui.draw_state_box (preview_width + 32, 32); end if; -- if screen_view_list (text_box_panel) then ui.draw_help_box (0, core.window_height - text_box_height, core.window_width - core.icon * (screen_view'pos (screen_view'last) + 1), text_box_height); end if; -- for index in screen_view loop ui.draw_icon (screen_view_icon (index), screen_view_text (index), core.window_width - core.icon * (screen_view'pos (screen_view'last) + 1) + core.icon * screen_view'pos (index), core.window_height - text_box_height, screen_view_show (index)); end loop; -- signal_list (core.signal_code'val (core.signal_mode)).all; -- --~magic.menu (0, 0, true); --~might.menu (0, 0, true); -- --~ui.draw_menu (60, 60, 256, 256); --~ui.draw_tiny_menu (360, 60, 256, 256); -- --~menu_render; -- core.draw (a, 64*1, core.window_height - 56 - 64); core.draw (b, 64*2, core.window_height - 56 - 64); core.draw (c, 64*3, core.window_height - 56 - 64); ui.draw_icon_menu ("", 64*1, core.window_height - 56 - 64, 64, 64, null); ui.draw_icon_menu ("", 64*2, core.window_height - 56 - 64, 64, 64, null); ui.draw_icon_menu ("", 64*3, core.window_height - 56 - 64, 64, 64, null); ui.draw_fill_bar (64*4, core.window_height - 56, 320, 0.7); -- chad.draw_alice; -- ui.synchronize; end loop gameplay; ------------------------------------------------------------------------------------------ core.deinitialize; core.dash; end main;