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-rw-r--r--matchblox/menu/menu.c359
1 files changed, 359 insertions, 0 deletions
diff --git a/matchblox/menu/menu.c b/matchblox/menu/menu.c
new file mode 100644
index 0000000..9276850
--- /dev/null
+++ b/matchblox/menu/menu.c
@@ -0,0 +1,359 @@
+#ifdef G_OS_WIN32
+ #define WIN32_LEAN_AND_MEAN 1
+ #include <windows.h>
+#else
+ #define FALSE 0
+ #define TRUE !FALSE
+#endif
+
+#include <string.h>
+#include <GL/gl.h>
+#include <GL/glut.h>
+#include <string.h>
+
+#include "menu.h"
+#include "button.h"
+#include "font.h"
+
+#define MENU_MAX_BUTTONS 16
+
+enum MenuState {
+ MENU_OFF,
+ MENU_MAIN,
+ MENU_START,
+ MENU_OPTIONS
+};
+
+struct MenuStruct {
+ enum MenuState m_iMenuId;
+ int m_iButtonCount;
+ struct ButtonStruct m_sButtons[MENU_MAX_BUTTONS];
+};
+
+struct MenuStruct g_sMenuOff; // definition of the menu when it's disabled (empty menu)
+struct MenuStruct g_sMenuMain; // definition of the main menu
+struct MenuStruct g_sMenuStart; // definition of the start menu
+struct MenuStruct g_sMenuOptions; // definition of the options menu
+struct MenuStruct *g_pCurMenu; // current menu
+
+struct BitmapStruct g_sCursorImage; // bitmap struct of the cursor
+
+int g_iWinWidth;
+int g_iWinHeight;
+
+int g_iXPos; // last cursor pos
+int g_iYPos;
+
+
+void MenuEnableGroup(int f_iGroup)
+{
+ struct ButtonStruct l_sButton;
+ int l_iType, l_iGroup;
+ int i = 0;
+
+ // enable first radio button in this group
+ while (i < g_pCurMenu->m_iButtonCount)
+ {
+ l_sButton = g_pCurMenu->m_sButtons[i];
+ l_iType = l_sButton.m_iType;
+ l_iGroup = l_sButton.m_iGroup;
+
+ if (l_iType == BUTTON_RADIO && l_iGroup == f_iGroup)
+ {
+ ButtonEnable(&g_pCurMenu->m_sButtons[i]);
+ return;
+ }
+
+ i++;
+ }
+
+} // MenuEnableGroup
+
+
+void MenuAddButton(int f_dXPos, int f_dYPos, int f_dWidth, int f_dHeight, char *f_pcTitle, int f_iType, int f_iGroup)
+{
+ int i = g_pCurMenu->m_iButtonCount;
+
+ if (i > MENU_MAX_BUTTONS - 1) return;
+
+ // create the button with the right parameters
+ g_pCurMenu->m_sButtons[i] = ButtonCreate(f_dXPos, f_dYPos, f_dWidth, f_dHeight, f_pcTitle, f_iType, f_iGroup, i);
+ g_pCurMenu->m_iButtonCount = i + 1;
+
+} // MenuAddButton
+
+
+void MenuClear(void)
+{
+ g_pCurMenu->m_iButtonCount = 0;
+ memset(&g_pCurMenu->m_sButtons, 0, sizeof(g_pCurMenu->m_sButtons));
+
+} // MenuClear
+
+
+void MenuBuild (void)
+{
+ int l_iMenuId = g_pCurMenu->m_iMenuId;
+
+ switch (l_iMenuId)
+ {
+ default:
+ case MENU_OFF:
+ // no buttons
+ break;
+
+ case MENU_MAIN:
+ MenuAddButton(200, 150, 256, 128, "START", BUTTON_CLICK, BUTTON_NO_GROUP);
+ break;
+
+ case MENU_START:
+ MenuAddButton(50, 50, 250, 64, "Button 1", BUTTON_CLICK, BUTTON_NO_GROUP);
+ MenuAddButton(50, 150, 250, 64, "Button 2", BUTTON_CLICK, BUTTON_NO_GROUP);
+ MenuAddButton(350, 50, 64, 64, "Radio 1", BUTTON_RADIO, BUTTON_GROUP1);
+ MenuAddButton(350, 150, 64, 64, "Radio 2", BUTTON_RADIO, BUTTON_GROUP1);
+ MenuEnableGroup(BUTTON_GROUP1);
+
+ MenuAddButton(50, 250, 256, 64, "Button 3", BUTTON_CLICK, BUTTON_NO_GROUP);
+ MenuAddButton(50, 350, 256, 64, "Button 4", BUTTON_CLICK, BUTTON_NO_GROUP);
+ MenuAddButton(350, 250, 64, 64, "Radio A", BUTTON_RADIO, BUTTON_GROUP2);
+ MenuAddButton(350, 350, 64, 64, "Radio B", BUTTON_RADIO, BUTTON_GROUP2);
+ MenuEnableGroup(BUTTON_GROUP2);
+ break;
+
+ case MENU_OPTIONS:
+ MenuAddButton(50, 150, 250, 64, "Start", BUTTON_CLICK, BUTTON_NO_GROUP);
+ MenuAddButton(50, 250, 250, 64, "Back", BUTTON_CLICK, BUTTON_NO_GROUP);
+ MenuAddButton(350, 150, 64, 64, "Try first!", BUTTON_RADIO, BUTTON_GROUP1);
+ MenuAddButton(350, 250, 64, 64, "10 games", BUTTON_RADIO, BUTTON_GROUP1);
+ MenuEnableGroup(BUTTON_GROUP1);
+ break;
+ }
+
+} // MenuBuild
+
+
+void MenuNext(void)
+{
+ int l_iMenuId = g_pCurMenu->m_iMenuId;
+
+ l_iMenuId = (l_iMenuId + 1) % 4;
+
+ switch (l_iMenuId)
+ {
+ default:
+ case MENU_OFF: g_pCurMenu = &g_sMenuOff; break;
+ case MENU_MAIN: g_pCurMenu = &g_sMenuMain; break;
+ case MENU_START: g_pCurMenu = &g_sMenuStart; break;
+ case MENU_OPTIONS: g_pCurMenu = &g_sMenuOptions; break;
+ }
+
+} // MenuNext
+
+
+void MenuInit(int f_iWinWidth, int f_iWinHeight)
+{
+ // init menu props
+ g_iWinWidth = f_iWinWidth;
+ g_iWinHeight = f_iWinHeight;
+ g_iXPos = -100;
+ g_iYPos = -100;
+
+ // init main off
+ g_sMenuOff.m_iMenuId = MENU_OFF;
+ g_pCurMenu = &g_sMenuOff;
+ MenuBuild();
+
+ // init main menu
+ g_sMenuMain.m_iMenuId = MENU_MAIN;
+ g_pCurMenu = &g_sMenuMain;
+ MenuBuild();
+
+ // init start menu
+ g_sMenuStart.m_iMenuId = MENU_START;
+ g_pCurMenu = &g_sMenuStart;
+ MenuBuild();
+
+ // init options menu
+ g_sMenuOptions.m_iMenuId = MENU_OPTIONS;
+ g_pCurMenu = &g_sMenuOptions;
+ MenuBuild();
+
+ // init font
+ FontInit(f_iWinWidth, f_iWinHeight);
+
+ g_pCurMenu = &g_sMenuOff;
+
+ // load cursor image
+ g_sCursorImage = BitmapLoad("img/cursor.bmp");
+
+} // MenuInit
+
+
+void MenuRender(void)
+{
+ int i = 0;
+
+ glClearColor(0.9, 0.9, 0.9, 1);
+
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_TEXTURE_2D);
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+
+ glLoadIdentity();
+ glOrtho(0, g_iWinWidth, g_iWinHeight, 0, 0, 1);
+ glMatrixMode(GL_MODELVIEW);
+
+ glEnable(GL_BLEND);
+
+ if (g_pCurMenu->m_iMenuId != MENU_OFF)
+ {
+ glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
+
+ glColor3d(0.6, 0.6, 0.7);
+ glBegin(GL_TRIANGLE_STRIP);
+ glVertex2i(0, 0);
+ glVertex2i(g_iWinWidth, 0);
+ glVertex2i(0, g_iWinHeight);
+ glVertex2i(g_iWinWidth, g_iWinHeight);
+ glEnd();
+ }
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ // render the buttons of the current menu
+ for (i; i < g_pCurMenu->m_iButtonCount; i++)
+ {
+ glColor4d(1, 1, 1, 1);
+ ButtonRender(&g_pCurMenu->m_sButtons[i]);
+ }
+
+ // render cursor
+ glColor3d(1, 1, 1);
+ BitmapRender(g_iXPos,
+ g_iYPos,
+ 64, //g_sCursorImage.m_iWidth,
+ 64, //g_sCursorImage.m_iHeight,
+ g_sCursorImage.m_iImageId);
+
+ glDisable(GL_BLEND);
+
+ //restore the previous projection matrix
+ glMatrixMode(GL_PROJECTION);
+
+ glPopMatrix();
+
+} // MenuRender
+
+
+int MenuCollision(struct ButtonStruct *f_sButton, int f_iXPos, int f_iYPos)
+{
+ int l_bCollision;
+ int l_iButtonX, l_iButtonY;
+ int l_iButtonWidth, l_iButtonHeight;
+
+ l_iButtonX = f_sButton->m_iXPos;
+ l_iButtonY = f_sButton->m_iYPos;
+ l_iButtonWidth = f_sButton->m_iWidth;
+ l_iButtonHeight = f_sButton->m_iHeight;
+
+ l_bCollision = f_iXPos >= l_iButtonX;
+ l_bCollision &= f_iYPos >= l_iButtonY;
+ l_bCollision &= f_iXPos <= l_iButtonX + l_iButtonWidth;
+ l_bCollision &= f_iYPos <= l_iButtonY + l_iButtonHeight;
+
+ if (l_bCollision) return TRUE;
+ return FALSE;
+
+} // MenuCollision
+
+
+void MenuMouseClick(int f_iGlutButton, int f_iGlutState, int f_iXPos, int f_iYPos)
+{
+ int i = 0;
+ int l_iXPos, l_iYPos;
+ int l_iWidth, l_iHeight;
+ int l_iType, l_iId, l_iGroup;
+ struct ButtonStruct l_sButton;
+
+ // button released
+ if (f_iGlutButton == GLUT_LEFT_BUTTON && f_iGlutState == GLUT_UP)
+ {
+ // post a button released event to all buttons
+ for (i; i < g_pCurMenu->m_iButtonCount; i++)
+ {
+ l_iType = g_pCurMenu->m_sButtons[i].m_iType;
+ ButtonRelease(&g_pCurMenu->m_sButtons[i]);
+ }
+ }
+
+ // check if any button needs attention from the mouse
+ i = g_pCurMenu->m_iButtonCount;
+ for (i; i >= 0; i--)
+ {
+ l_sButton = g_pCurMenu->m_sButtons[i];
+ l_iXPos = l_sButton.m_iXPos;
+ l_iYPos = l_sButton.m_iYPos;
+ l_iWidth = l_sButton.m_iWidth;
+ l_iHeight = l_sButton.m_iHeight;
+ l_iType = l_sButton.m_iType;
+ l_iId = l_sButton.m_iId;
+ l_iGroup = l_sButton.m_iGroup;
+
+ if (MenuCollision(&l_sButton, f_iXPos, f_iYPos))
+ {
+ // button pressed?
+ if (f_iGlutButton == GLUT_LEFT_BUTTON && f_iGlutState == GLUT_DOWN)
+ {
+ ButtonPress(&g_pCurMenu->m_sButtons[i]);
+
+ if (l_iType == BUTTON_RADIO)
+ {
+ i = 0;
+ while (i < g_pCurMenu->m_iButtonCount)
+ {
+
+ if (l_iId != g_pCurMenu->m_sButtons[i].m_iId &&
+ l_iType == g_pCurMenu->m_sButtons[i].m_iType &&
+ l_iGroup == g_pCurMenu->m_sButtons[i].m_iGroup)
+ {
+ ButtonDisable(&g_pCurMenu->m_sButtons[i]);
+ }
+ i++;
+ }
+ }
+
+ return;
+ }
+ }
+ }
+
+} // MenuMouseClick
+
+
+void MenuMouseMove(int f_iXPos, int f_iYPos)
+{
+ int i = 0;
+ struct ButtonStruct l_sButton;
+
+ g_iXPos = f_iXPos;
+ g_iYPos = f_iYPos;
+
+ // check if any button needs attention from the mouse
+ for (i; i < g_pCurMenu->m_iButtonCount; i++)
+ {
+ l_sButton = g_pCurMenu->m_sButtons[i];
+
+ if (MenuCollision(&l_sButton, f_iXPos, f_iYPos))
+ {
+ ButtonEnter(&g_pCurMenu->m_sButtons[i]);
+ }
+ else // mouse leaves button
+ {
+ ButtonExit(&g_pCurMenu->m_sButtons[i]);
+ }
+ }
+
+} // MenuMouseMove
+