xhads/source/main.adb

172 lines
6.7 KiB
Ada

with ada.text_io;
use ada.text_io;
with core, ui, effect, attribute, skill, resource, faction, might, magic, item, unit, construction, chad, world;
procedure main is
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side_panel : integer := 480;
preview_x : integer := 24;
preview_y : integer := 24;
preview_width : integer := 0;
preview_height : integer := 0;
player : chad.information := chad.trait (chad.ognjen);
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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;
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;
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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 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 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_u => show_unit_menu'access,
core.signal_m => show_might_menu'access,
core.signal_n => show_magic_menu'access,
core.signal_grave => hide_top_menu'access,
others => idle'access
);
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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_song (core.import_song (core.c_string ("./song/main_menu.ogg")));
attribute.configure;
skill.configure;
resource.configure;
--~might.configure;
--~magic.configure;
item.configure;
--~unit.configure;
construction.configure;
--~chad.configure;
world.configure;
world.make (world.rough, 120, 100);
preview_width := core.window_width - side_panel;
preview_height := core.window_height;
core.echo (core.success, "Successfully initialized game data, entering main gameplay loop.");
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gameplay: loop
core.synchronize;
--
exit when core.engine_active = false;
--
if core.cursor_mode = 3 then ui.active := ui.default; else ui.active := ui.steam; end if;
--
core.draw (core.hexagon_fill_sprite, 0, 0);
core.draw (core.hexagon_grid_sprite, 0, 0);
--
core.camera.x := core.clip (core.camera.x, 0, world.map.width - preview_width / core.base);
core.camera.y := core.clip (core.camera.y, 0, world.map.height - preview_height / core.base);
--
world.draw (preview_x, preview_y, preview_width - 2 * preview_x, preview_height - 2 * preview_y - 32, core.signal_mode = core.signal_code'pos (core.signal_g));
--
--~core.draw_central_grid (preview_x, preview_y, preview_width - 2 * preview_x, preview_height - 2 * preview_y);
--~core.draw_squared_grid (preview_x, preview_y, preview_width - 2 * preview_x, preview_height - 2 * preview_y);
--~core.draw_hexagon_grid (preview_x, preview_y, preview_width - 2 * preview_x, preview_height - 2 * preview_y);
--
ui.draw_menu (0, 0, preview_width, preview_height - 32, false);
ui.draw_tiny_menu (preview_width, 0, side_panel, preview_height - 32, true);
--
ui.draw_state_box (preview_width + 32, 32);
--
signal_list (core.signal_code'val (core.signal_mode)).all;
--
menu_render;
--
core.write (integer'image (menu_count), 16, 16, ui.glyphs (ui.active), 16#FFFFFFFF#);
--
ui.draw_text_box (0, core.window_height - 32, core.window_width, 32);
end loop gameplay;
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core.deinitialize;
end main;