Main Menu Action struct implementation
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@ -1,10 +1,9 @@
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const Game = @import("Game.zig");
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const Self = @This();
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activate: bool = false,
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holding: bool = false,
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code: u8, // SDL Keycode
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callback: *const anyopaque,
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callback: *const anyopaque, // MUST be a function with void return
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pub fn init(code: u8, callback: *const anyopaque) Self {
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return Self{
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@ -5,9 +5,18 @@ 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 Action = @import("Action.zig");
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const Self = @This();
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action_list: [3]Action = .{
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// Action.init(SDL.SDL_SCANCODE_RIGHT, actionRight), // Right
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// Action.init(SDL.SDL_SCANCODE_LEFT, actionLeft), // Left
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Action.init(SDL.SDL_SCANCODE_DOWN, actionSelDown), // Down
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Action.init(SDL.SDL_SCANCODE_UP, actionSelUp), // Down
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Action.init(SDL.SDL_SCANCODE_RETURN, actionSelect), // Down
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},
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tab_list: [2]MenuTab = [2]MenuTab{
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MenuTab.init("1P", &.{
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MenuSelection.init("Play", play),
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@ -28,41 +37,46 @@ 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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pos_x: i32,
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pos_i: i32,
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pub fn init() Self {
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return Self{};
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}
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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 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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self.actionSelDown();
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}
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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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for (self.action_list) |*action| {
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if (key_state[action.*.code] == 1 and !action.*.holding) {
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action.*.holding = true;
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action.*.activate = true;
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}
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if (key_state[action.*.code] == 0) {
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action.*.holding = false;
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}
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// Action
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if (action.*.activate) {
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action.*.activate = false;
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action.*.call(self);
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}
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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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, .{ tab.*.name, sel.*.name });
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, .{ tab.name, sel.name });
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return self.state;
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}
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@ -71,8 +85,13 @@ fn actionSelDown(self: *Self) void {
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self.sel %= self.tab_list[self.tab].contents.len;
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}
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fn actionSelUp(self: *Self) void {
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if (self.sel == 0) self.sel = self.tab_list[self.tab].contents.len - 1
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else self.sel -= 1;
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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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const action = self.getSel().action;
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@call(.{}, action, .{self});
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}
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