Main Menu Action struct implementation

This commit is contained in:
Dusk 2022-07-20 20:17:31 +02:00
parent d8e86e24d4
commit 9ba1ca0216
2 changed files with 42 additions and 24 deletions

View File

@ -1,10 +1,9 @@
const Game = @import("Game.zig");
const Self = @This();
activate: bool = false,
holding: bool = false,
code: u8, // SDL Keycode
callback: *const anyopaque,
callback: *const anyopaque, // MUST be a function with void return
pub fn init(code: u8, callback: *const anyopaque) Self {
return Self{

View File

@ -5,9 +5,18 @@ const MenuSelection = @import("MenuSelection.zig");
const MenuTab = @import("MenuTab.zig");
const State = @import("flow.zig").State;
const Action = @import("Action.zig");
const Self = @This();
action_list: [3]Action = .{
// Action.init(SDL.SDL_SCANCODE_RIGHT, actionRight), // Right
// Action.init(SDL.SDL_SCANCODE_LEFT, actionLeft), // Left
Action.init(SDL.SDL_SCANCODE_DOWN, actionSelDown), // Down
Action.init(SDL.SDL_SCANCODE_UP, actionSelUp), // Down
Action.init(SDL.SDL_SCANCODE_RETURN, actionSelect), // Down
},
tab_list: [2]MenuTab = [2]MenuTab{
MenuTab.init("1P", &.{
MenuSelection.init("Play", play),
@ -28,41 +37,46 @@ state: State = State.main_menu,
holding_down: bool = false,
holding_enter: bool = false,
fn getSel(self: *Self) *MenuSelection {
return &self.tab_list[self.tab].contents[self.sel];
}
fn getTab(self: *Self) *MenuTab {
return &self.tab_list[self.tab];
}
pos_x: i32,
pos_i: i32,
pub fn init() Self {
return Self{};
}
fn getSel(self: *Self) MenuSelection {
return self.tab_list[self.tab].contents[self.sel];
}
fn getTab(self: *Self) MenuTab {
return self.tab_list[self.tab];
}
pub fn tick(self: *Self) State {
const sel = self.getSel();
const tab = self.getTab();
var key_state = SDL.SDL_GetKeyboardState(null);
if (key_state[SDL.SDL_SCANCODE_DOWN] == 1 and !self.holding_down) {
self.holding_down = true;
self.actionSelDown();
for (self.action_list) |*action| {
if (key_state[action.*.code] == 1 and !action.*.holding) {
action.*.holding = true;
action.*.activate = true;
}
if (key_state[SDL.SDL_SCANCODE_DOWN] == 0) {
self.holding_down = false;
if (key_state[action.*.code] == 0) {
action.*.holding = false;
}
if (key_state[SDL.SDL_SCANCODE_RETURN] == 1 and !self.holding_enter) {
self.holding_enter = true;
self.actionSelect();
// Action
if (action.*.activate) {
action.*.activate = false;
action.*.call(self);
}
if (key_state[SDL.SDL_SCANCODE_RETURN] == 0) {
self.holding_enter = false;
}
std.debug.print(
\\Tab: {s}
\\Selection: {s}
\\
, .{ tab.*.name, sel.*.name });
, .{ tab.name, sel.name });
return self.state;
}
@ -71,8 +85,13 @@ fn actionSelDown(self: *Self) void {
self.sel %= self.tab_list[self.tab].contents.len;
}
fn actionSelUp(self: *Self) void {
if (self.sel == 0) self.sel = self.tab_list[self.tab].contents.len - 1
else self.sel -= 1;
}
fn actionSelect(self: *Self) void {
const action = self.getSel().*.action;
const action = self.getSel().action;
@call(.{}, action, .{self});
}