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#ifdef G_OS_WIN32
  #define WIN32_LEAN_AND_MEAN 1
  #include <windows.h>
#endif

#include <GL/gl.h>

#include <stdlib.h>

#include "menu.h"
#include "button.h"

#define MENU_MAX_BUTTONS 16

enum MenuState {
  MENU_MAIN,
  MENU_START,
  MENU_OPTIONS
};

struct MenuStruct {
  enum MenuState m_eMenuId;
  int m_iButtonCount;
  struct ButtonStruct m_sButtons[MENU_MAX_BUTTONS];
};

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

int g_iWinWidth;
int g_iWinHeight;

void MenuInit(int f_iWinWidth, int f_iWinHeight)
{
  // init menu props
  g_iWinWidth  = f_iWinWidth;
  g_iWinHeight = f_iWinHeight;

  // init main menu
  g_sMenuMain.m_eMenuId = MENU_MAIN;
  g_sMenuMain.m_sButtons[0].m_dWidth = 200;
  g_sMenuMain.m_sButtons[0].m_dXPos  = 0;
  g_sMenuMain.m_sButtons[0].m_dYPos  = 0;
  g_sMenuMain.m_sButtons[0].m_iType  = BUTTON_CLICK;

  g_sMenuMain.m_iButtonCount = 1;

  // init start menu
  g_sMenuStart.m_eMenuId = MENU_START;
  g_sMenuStart.m_iButtonCount = 0;

  // init options menu
  g_sMenuOptions.m_eMenuId = MENU_OPTIONS;
  g_sMenuOptions.m_iButtonCount = 0;

  // set pointer to the current menu
  g_pCurMenu = &g_sMenuMain;

} // InitMenu

void MenuRender(void)
{
  int i = 0;

  glDisable(GL_DEPTH_TEST);
  glEnable(GL_TEXTURE_2D);

  glColor3d(1, 1, 1);

  glPushMatrix();

    while (i < g_pCurMenu->m_iButtonCount)
    {
      ButtonRender(&g_pCurMenu->m_sButtons[i]);
      i++;
    }

  glPopMatrix();

} // Render