Main Menu Very WIP
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0d7bd044dc
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276016cdf7
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@ -5,6 +5,7 @@ const Grid = @import("Grid.zig");
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const Piece = @import("Piece.zig");
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const Bag = @import("Bag.zig");
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const Timer = @import("Timer.zig");
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const State = @import("flow.zig").State;
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const renderer = @import("renderer.zig");
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const movement = @import("movement.zig");
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@ -32,6 +33,8 @@ grid_cell_size: i32,
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grid_pos_x: i32,
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grid_pos_y: i32,
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state: State = State.game,
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bag: Bag,
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held: ?Piece.Type,
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@ -85,7 +88,7 @@ pub fn init(_renderer: *SDL.SDL_Renderer) Self {
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return ret;
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}
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pub fn tick(self: *Self) void {
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pub fn tick(self: *Self) State {
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// TIMERS
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if (self.piece.timer_dropped.finished()) {
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@ -140,6 +143,8 @@ pub fn tick(self: *Self) void {
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self.grid.clearLines();
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renderer.render(self.*);
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return self.state;
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}
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// ACTION CALLBACKS
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@ -4,6 +4,8 @@ const SDL = @import("sdl2");
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const MenuSelection = @import("MenuSelection.zig");
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const MenuTab = @import("MenuTab.zig");
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const State = @import("flow.zig").State;
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const Self = @This();
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tab_list: [2]MenuTab = [2]MenuTab{
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@ -17,16 +19,30 @@ tab_list: [2]MenuTab = [2]MenuTab{
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}),
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},
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// Current tab and selection index
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tab: usize = 0,
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selection: usize = 0,
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sel: usize = 0,
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state: State = State.main_menu,
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holding_down: bool = false,
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holding_enter: bool = false,
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fn getSel(self: *Self) *MenuSelection {
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return &self.tab_list[self.tab].contents[self.sel];
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}
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fn getTab(self: *Self) *MenuTab {
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return &self.tab_list[self.tab];
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}
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pub fn init() Self {
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return Self{};
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}
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pub fn tick(self: *Self) void {
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pub fn tick(self: *Self) State {
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const sel = self.getSel();
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const tab = self.getTab();
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var key_state = SDL.SDL_GetKeyboardState(null);
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if (key_state[SDL.SDL_SCANCODE_DOWN] == 1 and !self.holding_down) {
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self.holding_down = true;
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@ -35,24 +51,36 @@ pub fn tick(self: *Self) void {
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if (key_state[SDL.SDL_SCANCODE_DOWN] == 0) {
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self.holding_down = false;
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}
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if (key_state[SDL.SDL_SCANCODE_RETURN] == 1 and !self.holding_enter) {
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self.holding_enter = true;
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self.actionSelect();
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}
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if (key_state[SDL.SDL_SCANCODE_RETURN] == 0) {
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self.holding_enter = false;
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}
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std.debug.print(
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\\Tab: {s}
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\\Selection: {s}
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\\
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, .{ self.tab_list[self.tab].name, self.tab_list[self.tab].contents[self.selection].name });
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, .{tab.*.name, sel.*.name});
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return self.state;
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}
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fn actionSelDown(self: *Self) void {
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self.selection += 1;
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self.selection %= self.tab_list[self.tab].contents.len;
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self.sel += 1;
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self.sel %= self.tab_list[self.tab].contents.len;
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}
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fn actionSelect(self: *Self) void {
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const action = self.getSel().*.action;
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@call(.{}, action, .{self});
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}
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fn play(self: *Self) void {
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_ = self;
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std.debug.print("Play", .{});
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self.state = State.game;
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}
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fn print(self: *Self) void {
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_ = self;
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std.debug.print("Print", .{});
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std.debug.print("Print\n", .{});
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}
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@ -0,0 +1,5 @@
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// Return values for the main function, allows controlling flow
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pub const State = enum {
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main_menu,
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game,
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};
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12
src/main.zig
12
src/main.zig
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@ -4,6 +4,8 @@ const SDL = @import("sdl2");
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const Game = @import("Game.zig");
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const MainMenu = @import("MainMenu.zig");
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const State = @import("flow.zig").State;
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pub fn main() !void {
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const stderr = std.io.getStdErr();
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defer stderr.close();
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@ -28,8 +30,10 @@ pub fn main() !void {
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var renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_PRESENTVSYNC | SDL.SDL_RENDERER_ACCELERATED) orelse return;
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defer _ = SDL.SDL_DestroyRenderer(renderer);
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//var game = Game.init(renderer);
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var main_menu = MainMenu.init();
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var game = Game.init(renderer);
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var current_state: State = main_menu.state;
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_ = SDL.SDL_SetRenderDrawBlendMode(renderer, SDL.SDL_BLENDMODE_BLEND);
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@ -44,8 +48,10 @@ pub fn main() !void {
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_ = SDL.SDL_SetRenderDrawColor(renderer, 231, 247, 255, 0xFF);
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_ = SDL.SDL_RenderClear(renderer);
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//game.tick();
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main_menu.tick();
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current_state = switch (current_state) {
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State.main_menu => main_menu.tick(),
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State.game => game.tick(),
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};
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SDL.SDL_RenderPresent(renderer);
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}
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