2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
27 extern float multiplier;
29 std::vector<MenuItem> Menu::items;
31 void Menu::clearMenu()
36 void Menu::addLabel(int id, const string& text, int x, int y, float r, float g, float b)
38 items.push_back(MenuItem());
39 items.back().init(MenuItem::LABEL, id, text, Texture(), x, y, -1, -1, r, g, b);
41 void Menu::addButton(int id, const string& text, int x, int y, float r, float g, float b)
43 items.push_back(MenuItem());
44 items.back().init(MenuItem::BUTTON, id, text, Texture(), x, y, -1, -1, r, g, b);
46 void Menu::addImage(int id, Texture texture, int x, int y, int w, int h, float r, float g, float b)
48 items.push_back(MenuItem());
49 items.back().init(MenuItem::IMAGE, id, "", texture, x, y, w, h, r, g, b);
51 void Menu::addButtonImage(int id, Texture texture, int x, int y, int w, int h, float r, float g, float b)
53 items.push_back(MenuItem());
54 items.back().init(MenuItem::IMAGEBUTTON, id, "", texture, x, y, w, h, r, g, b);
56 void Menu::addMapLine(int x, int y, int w, int h, float startsize, float endsize, float r, float g, float b)
58 items.push_back(MenuItem());
59 items.back().init(MenuItem::MAPLINE, -1, "", Texture(), x, y, w, h, r, g, b, startsize, endsize);
61 void Menu::addMapMarker(int id, Texture texture, int x, int y, int w, int h, float r, float g, float b)
63 items.push_back(MenuItem());
64 items.back().init(MenuItem::MAPMARKER, id, "", texture, x, y, w, h, r, g, b);
66 void Menu::addMapLabel(int id, const string& text, int x, int y, float r, float g, float b)
68 items.push_back(MenuItem());
69 items.back().init(MenuItem::MAPLABEL, id, text, Texture(), x, y, -1, -1, r, g, b);
72 void Menu::setText(int id, const string& text)
74 for (vector<MenuItem>::iterator it = items.begin(); it != items.end(); it++)
77 it->w = it->text.length() * 10;
82 void Menu::setText(int id, const string& text, int x, int y, int w, int h)
84 for (vector<MenuItem>::iterator it = items.begin(); it != items.end(); it++)
90 it->w = it->text.length() * 10;
97 int Menu::getSelected(int mousex, int mousey)
99 for (vector<MenuItem>::iterator it = items.begin(); it != items.end(); it++)
100 if (it->type == MenuItem::BUTTON || it->type == MenuItem::IMAGEBUTTON || it->type == MenuItem::MAPMARKER) {
103 if (it->type == MenuItem::MAPMARKER) {
107 if (mx >= it->x && mx < it->x + it->w && my >= it->y && my < it->y + it->h)
113 void Menu::handleFadeEffect()
115 for (vector<MenuItem>::iterator it = items.begin(); it != items.end(); it++) {
116 if (it->id == Game::selected) {
117 it->effectfade += multiplier * 5;
118 if (it->effectfade > 1)
121 it->effectfade -= multiplier * 5;
122 if (it->effectfade < 0)
128 void Menu::drawItems()
131 glEnable(GL_TEXTURE_2D);
132 glEnable(GL_ALPHA_TEST);
134 for (vector<MenuItem>::iterator it = items.begin(); it != items.end(); it++) {
136 case MenuItem::IMAGE:
137 case MenuItem::IMAGEBUTTON:
138 case MenuItem::MAPMARKER:
139 glColor4f(it->r, it->g, it->b, 1);
141 if (it->type == MenuItem::MAPMARKER) {
142 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
143 glTranslatef(2.5, -4.5, 0); //from old code
145 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
148 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
149 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
152 glVertex3f(it->x, it->y, 0);
154 glVertex3f(it->x + it->w, it->y, 0);
156 glVertex3f(it->x + it->w, it->y + it->h, 0);
158 glVertex3f(it->x, it->y + it->h, 0);
160 if (it->type != MenuItem::IMAGE) {
161 //mouseover highlight
162 for (int i = 0; i < 10; i++) {
163 if (1 - ((float)i) / 10 - (1 - it->effectfade) > 0) {
164 glColor4f(it->r, it->g, it->b, (1 - ((float)i) / 10 - (1 - it->effectfade))*.25);
167 glVertex3f(it->x - ((float)i) * 1 / 2, it->y - ((float)i) * 1 / 2, 0);
169 glVertex3f(it->x + it->w + ((float)i) * 1 / 2, it->y - ((float)i) * 1 / 2, 0);
171 glVertex3f(it->x + it->w + ((float)i) * 1 / 2, it->y + it->h + ((float)i) * 1 / 2, 0);
173 glVertex3f(it->x - ((float)i) * 1 / 2, it->y + it->h + ((float)i) * 1 / 2, 0);
180 case MenuItem::LABEL:
181 case MenuItem::BUTTON:
182 glColor4f(it->r, it->g, it->b, 1);
183 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
184 Game::text->glPrint(it->x, it->y, it->text.c_str(), 0, 1, 640, 480);
185 if (it->type != MenuItem::LABEL) {
186 //mouseover highlight
187 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
188 for (int i = 0; i < 15; i++) {
189 if (1 - ((float)i) / 15 - (1 - it->effectfade) > 0) {
190 glColor4f(it->r, it->g, it->b, (1 - ((float)i) / 10 - (1 - it->effectfade))*.25);
191 Game::text->glPrint(it->x - ((float)i), it->y, it->text.c_str(), 0, 1 + ((float)i) / 70, 640, 480);
196 case MenuItem::MAPLABEL:
197 Game::text->glPrintOutlined(0.9, 0, 0, it->x, it->y, it->text.c_str(), 0, 0.6, 640, 480);
199 case MenuItem::MAPLINE: {
205 lineend.x = it->x + it->w;
206 lineend.y = it->y + it->h;
208 XYZ offset = lineend - linestart;
211 offset = DoRotation(offset, 0, 0, 90);
214 linestart += fac * 4 * it->linestartsize;
215 lineend -= fac * 4 * it->lineendsize;
217 glDisable(GL_TEXTURE_2D);
218 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
219 glColor4f(it->r, it->g, it->b, 1);
221 glTranslatef(2, -5, 0); //from old code
223 glVertex3f(linestart.x - offset.x * it->linestartsize, linestart.y - offset.y * it->linestartsize, 0.0f);
224 glVertex3f(linestart.x + offset.x * it->linestartsize, linestart.y + offset.y * it->linestartsize, 0.0f);
225 glVertex3f(lineend.x + offset.x * it->lineendsize, lineend.y + offset.y * it->lineendsize, 0.0f);
226 glVertex3f(lineend.x - offset.x * it->lineendsize, lineend.y - offset.y * it->lineendsize, 0.0f);
229 glEnable(GL_TEXTURE_2D);