Core menu implementation, work in progress...

This commit is contained in:
Ognjen Milan Robovic 2023-11-22 19:55:58 -05:00
parent f31e02ac80
commit 202fc7dc8c
2 changed files with 116 additions and 9 deletions

View File

@ -228,6 +228,45 @@ world_t * game_world (number_t width, number_t height, ...) {
return (world);
}
menu_t * game_menu (string_t text, /*number_t width, number_t height, number_t x, number_t y, number_t reorient, number_t override, */...) {
menu_t * menu;
va_list list;
menu_t * item;
menu = memorize ((number_t) sizeof (* menu));
string_copy ((menu->text = memorize (string_length (text) + 1)), text);
menu->scroll = 0;
menu->item_count = 0;
menu->items = NULL;
//~menu->width = width;
//~menu->height = height;
//~menu->x = x;
//~menu->y = y;
//~menu->reorient = reorient;
//~menu->override = override;
//~va_start (list, override);
va_start (list, text);
for (;;) {
item = (menu_t *) va_arg (list, void *);
if (item != NULL) {
menu->item_count += 1;
//~menu->items = memorize ((number_t) sizeof (item));
menu->items = memorize ((number_t) sizeof (* menu->items));
menu->items [menu->item_count - 1] = item;
} else break;
}
va_end (list);
return (menu);
}
procedure_t game_render_attribute (attribute_t * attribute, number_t x, number_t y) {
curses_render_string (attribute->name, COLOUR_CYAN, EFFECT_NORMAL, x, y);
@ -266,6 +305,31 @@ procedure_t game_render_world (world_t * world, number_t x, number_t y, number_t
}
}
procedure_t game_render_menu (menu_t * menu, number_t x, number_t y) {
number_t item;
curses_render_string (menu->text, 1, 1, x, y);
y += 1;
if (menu->item_count == 0) {
return;
} else {
game_render_menu (menu->items [0], x, y);
//~for (item = 0; item != menu->item_count - 1; ++item) {
//~game_render_menu (menu->items [item], x, y + item);
//~}
}
//~if (menu->item_count == 0) {
//~curses_render_string (menu->text, 1, 1, x, y);
//~} else {
//~for (item = 0; item != menu->item_count; ++item) {
//~game_render_menu (menu->items [item], x, y + item);
//~}
//~}
}
procedure_t play_game (procedure_t) {
generator_t * full_fill = game_generator (generate_full_fill_function);
generator_t * rectangle_fill = game_generator (generate_rectangle_fill_function);
@ -294,7 +358,21 @@ procedure_t play_game (procedure_t) {
world_t * world = game_world (80, 24, full_fill, 0, 0, 0, 0, grass,
rectangle_fill, 5, 9, 2, 4, stone_floor,
rectangle_line, 5, 9, 2, 4, stone_wall,
NULL);
0);
//~menu_t * main_menu = game_menu ("Main Menu", 40, 20, 50, 10, FALSE, FALSE, GAME_MENU_ITEM_BUTTON,
//~GAME_MENU_ITEM_BUTTON,
//~GAME_MENU_ITEM_BUTTON,
//~0);
menu_t * menu_play = game_menu ("> Play", NULL);
menu_t * menu_options = game_menu ("> Options", NULL);
menu_t * menu_exit = game_menu ("> Exit", NULL);
menu_t * menu_main = game_menu ("Main Menu", menu_play,
menu_options,
menu_exit,
NULL);
curses_configure ();
@ -319,10 +397,12 @@ procedure_t play_game (procedure_t) {
game_render_skill (rune_magic, 2, 12);
game_render_skill (charm_magic, 2, 13);
game_render_world (world, 0, 0, curses_screen_width, curses_screen_height);
game_render_world (world, 40, 0, curses_screen_width, curses_screen_height);
game_render_player (player);
game_render_menu (menu_main, 120, 0);
switch (curses_character) {
case SIGNAL_ARROW_UP: player->y -= 1; limit (& player->y, 0, world->height - 1); break;
case SIGNAL_ARROW_DOWN: player->y += 1; limit (& player->y, 0, world->height - 1); break;

View File

@ -38,6 +38,12 @@ typedef enum action_t {
GAME_ACTION_COUNT
} action_t;
typedef enum menu_item_t {
GAME_MENU_ITEM_NONE,
GAME_MENU_ITEM_SEPARATOR, GAME_MENU_ITEM_TEXT, GAME_MENU_ITEM_BUTTON, GAME_MENU_ITEM_LIST,
GAME_MENU_ITEM_COUNT
} menu_item_t;
typedef struct bundle_t {
number_t minimum, maximum, current;
} bundle_t;
@ -48,7 +54,8 @@ typedef struct symbol_t {
typedef struct attribute_t {
string_t name;
number_t positive_count, negative_count;
number_t positive_count;
number_t negative_count;
bundle_t * points;
action_t * positive;
action_t * negative;
@ -56,14 +63,16 @@ typedef struct attribute_t {
typedef struct skill_t {
string_t name;
number_t positive_count, learning_rate;
number_t positive_count;
number_t learning_rate;
bundle_t * points;
action_t * positive;
} skill_t;
typedef struct player_t {
string_t name;
number_t x, y;
number_t x;
number_t y;
symbol_t * symbol;
//~bundle_t * health, * armour, * mana, * stamina;
//~attribute_t strength, edurance, intelligence, agility;
@ -73,15 +82,31 @@ typedef struct player_t {
typedef struct block_t {
string_t name;
number_t collision, override;
number_t collision;
number_t override;
symbol_t * symbol;
} block_t;
typedef struct world_t {
number_t width, height;
number_t width;
number_t height;
block_t * * block;
} world_t;
typedef struct menu_t {
string_t text;
//~number_t width;
//~number_t height;
//~number_t x;
//~number_t y;
//~number_t reorient;
//~number_t override;
number_t scroll;
number_t item_count;
//~menu_item_t * items;
struct menu_t * * items;
} menu_t;
typedef procedure_t (* generate_t) (world_t *, number_t, number_t, number_t, number_t, block_t *);
typedef struct generator_t {
@ -90,8 +115,8 @@ typedef struct generator_t {
extern memory_t memorize (number_t size);
extern bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current);
extern symbol_t * format_symbol (number_t character, number_t colour, number_t effect);
extern bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current);
extern symbol_t * format_symbol (number_t character, number_t colour, number_t effect);
extern generator_t * game_generator (generate_t generator);
extern attribute_t * game_attribute (string_t name, bundle_t * points, ...);
@ -99,12 +124,14 @@ extern skill_t * game_skill (string_t name, bundle_t * points, ...);
extern player_t * game_player (string_t name, symbol_t * symbol);
extern block_t * game_block (string_t name, symbol_t * symbol, number_t collision, number_t override);
extern world_t * game_world (number_t width, number_t height, ...);
extern menu_t * game_menu (string_t text, /*number_t width, number_t height, number_t x, number_t y, number_t reorient, number_t override,*/ ...);
extern procedure_t game_render_attribute (attribute_t * attribute, number_t x, number_t y);
extern procedure_t game_render_skill (skill_t * skill, number_t x, number_t y);
extern procedure_t game_render_player (player_t * player);
extern procedure_t game_render_block (block_t * block, number_t x, number_t y);
extern procedure_t game_render_world (world_t * world, number_t x, number_t y, number_t width, number_t height);
extern procedure_t game_render_menu (menu_t * menu, number_t x, number_t y);
extern procedure_t play_game (procedure_t);