xhads/source/menu.adb

126 lines
5.8 KiB
Ada

with core, ui, effect, attribute, skill, resource, faction, might, magic, item, unit, construction, world, menu;
use menu;
package body menu is
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draw_offset : constant integer := 16;
icon_offset : constant integer := 4;
icon_size : constant integer := 32;
offset : constant integer := icon_size + 2 * icon_offset;
button_width : constant integer := offset + 24 * 8;
button_height : constant integer := offset;
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function make_button (element_index : in integer; text : in core.short_string; icon : in core.sprite) return element is
begin
return (button, 0, text, icon, draw_offset, draw_offset + element_index * offset, button_width, button_height);
end make_button;
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procedure configure is
begin
trait (attribute_information) := ("Attribute Information ", attribute.count, 10, 100, 64, new element_array (0 .. attribute.count - 1));
trait (skill_information) := ("Skill Information ", skill.count, 10, 700, 64, new element_array (0 .. skill.count - 1));
trait (resource_information) := ("Resource Information ", resource.count, 10, 400, 64, new element_array (0 .. resource.count - 1));
trait (none) := ("-- ", 2, 10, 0, 0, new element_array (0 .. 1));
--
for index in 0 .. attribute.count - 1
loop
trait (attribute_information).elements (index) := make_button (index, attribute.name (index), attribute.icon (index));
end loop;
--
for index in 0 .. skill.count - 1
loop
trait (skill_information).elements (index) := make_button (index, skill.name (index), skill.icon (index));
end loop;
--
for index in 0 .. resource.count - 1
loop
trait (resource_information).elements (index) := make_button (index, resource.name (index), resource.icon (index));
end loop;
--
for index in 0 .. 1
loop
trait (none).elements (index) := make_button (index, "-- ", resource.icon (0));
end loop;
end configure;
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procedure synchronize is
limitation : integer;
begin
mouse_over_menu := none;
mouse_over_menu_element := -1;
--
for index in codex
loop
limitation := (if trait (index).length < trait (index).height then trait (index).length else trait (index).height);
--
if core.cursor_x > trait (index).x
and core.cursor_x < trait (index).x + 2 * draw_offset + offset + 24 * 8
and core.cursor_y > trait (index).y
and core.cursor_y < trait (index).y + limitation * offset + 2 * draw_offset then
mouse_over_menu := index;
end if;
--
if mouse_over_menu /= none then
--~for element_index in 0 .. limitation - 1
--~loop
--~if core.cursor_y > trait (index).y + draw_offset + element_index * offset
--~and core.cursor_y < trait (index).y + draw_offset + element_index * offset + offset then
--~mouse_over_menu_element := element_index;
--~end if;
--~end loop;
--~return;
for element_index in 0 .. limitation - 1
loop
if core.cursor_x > trait (index).x + trait (index).elements (element_index).x
and core.cursor_x < trait (index).x + trait (index).elements (element_index).x + trait (index).elements (element_index).width
and core.cursor_y > trait (index).y + trait (index).elements (element_index).y
and core.cursor_y < trait (index).y + trait (index).elements (element_index).y + trait (index).elements (element_index).height then
mouse_over_menu_element := element_index;
end if;
end loop;
return;
end if;
end loop;
end synchronize;
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procedure draw (index : in codex; x, y : in integer; center : in boolean) is
scroll_bar : constant boolean := (if trait (index).length < trait (index).height then false else true);
limitation : constant integer := (if trait (index).length < trait (index).height then trait (index).length else trait (index).height);
width : constant integer := 2 * draw_offset + offset + 24 * 8;
height : constant integer := limitation * offset + 2 * draw_offset;
begin
if index = none then
return;
end if;
--
trait (index).x := (if center then (core.window_width - width) / 2 else x);
trait (index).y := (if center then (core.window_height - height) / 2 else y);
--
ui.draw_title_bar (trait (index).x, trait (index).y, width, trait (index).title);
ui.draw_tiny_menu (trait (index).x, trait (index).y, width, height, true);
--
for element_index in 0 .. limitation - 1
loop
ui.draw_frame (trait (index).x + draw_offset, trait (index).y + draw_offset + element_index * offset, width - 2 * draw_offset, offset);
--
core.draw (trait (index).elements (element_index).icon, trait (index).x + draw_offset + icon_offset, trait (index).y + draw_offset + icon_offset + element_index * offset);
core.write (trait (index).elements (element_index).text, trait (index).x + draw_offset + offset, trait (index).y + draw_offset + 2 * icon_offset + element_index * offset);
end loop;
end draw;
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end menu;