/* Slangin' Menu Helpers Author: Rudis Muiznieks License: WTFPL */ const uint8_t PROGMEM spriteMenuCursor[] = { 3, 5, 0x1f, 0x0e, 0x04, }; String lookupLocation(GameLocation loc) { switch (loc) { case LOC_BRONX: return F("Bronx"); case LOC_GHETTO: return F("Ghetto"); case LOC_CENTRAL_PARK: return F("Central Park"); case LOC_MANHATTEN: return F("Manhatten"); case LOC_CONEY_ISLAND: return F("Coney Island"); case LOC_BROOKLYN: return F("Brooklyn"); default: return F(""); } } String lookupDrug(Drug drug) { switch (drug) { case DRUG_COCAINE: return F("Cocaine"); case DRUG_HEROINE: return F("Heroine"); case DRUG_ACID: return F("Acid"); case DRUG_WEED: return F("Weed"); case DRUG_SPEED: return F("Speed"); case DRUG_LUDES: return F("Ludes"); default: return F(""); } } void computeMenuSizes(const bool small, const bool cols, const int itemCount, const String items[], int& x1, int& x2, int& y) { const int charWidth = small ? 4 : 5; const int charHeight = small ? 8 : 9; if (cols) { // two colums int col1Count = round(itemCount / 2.0); int col2Count = itemCount - col1Count; int col1Width = 0; int col2Width = 0; for (int i = 0; i < col1Count; i++) { const int newLen = items[i].length(); if (newLen > col1Width) col1Width = newLen; } for (int i = 0; i < col2Count; i++) { const int newLen = items[i + col1Count].length(); if (newLen > col2Width) col2Width = newLen; } x1 = 66 - round((col1Width + col2Width + 1.75) * (charWidth / 2.0)); x2 = x1 + round((col1Width + 1.75) * charWidth); y = 42 - round(col1Count * (charHeight / 2.0)); } else { // one column int colWidth = 0; for (int i = 0; i < itemCount; i++) { const int newLen = items[i].length(); if (newLen > colWidth) colWidth = newLen; } x1 = 66 - round(colWidth * (charWidth / 2.0)); x2 = -1; y = 42 - round(itemCount * (charHeight / 2.0)); } } void drawMenu(const bool small, const bool cols, const int itemCount, const String items[]) { const int charWidth = small ? 4 : 5; const int charHeight = small ? 8 : 9; int x1, x2, y; computeMenuSizes(small, cols, itemCount, items, x1, x2, y); const int col1Count = round(itemCount / 2.0); for (int i = 0; i < itemCount; i++) { int cx, cy; if (cols) { // two columns const bool col1 = i < col1Count; cx = col1 ? x1 : x2; cy = col1 ? i * charHeight + y : (i - col1Count) * charHeight + y; } else { // one column cx = x1; cy = i * charHeight + y; } if (small) { font3x5.setCursor(cx, cy); font3x5.print(items[i]); } else { font4x6.setCursor(cx, cy); font4x6.print(items[i]); } } } void drawMenuIndicator(const int menuSelected, const bool small, const bool cols, const int itemCount, const String items[], const bool clear) { const int charWidth = small ? 4 : 5; const int charHeight = small ? 8 : 9; int x1, x2, y; computeMenuSizes(small, cols, itemCount, items, x1, x2, y); int cx, cy; if (cols) { // two columns const int col1Count = round(itemCount / 2.0); const bool col1 = menuSelected < col1Count; cx = col1 ? x1 : x2; cy = col1 ? menuSelected * charHeight + y : (menuSelected - col1Count) * charHeight + y; } else { // one column cx = x1; cy = menuSelected * charHeight + y; } if (clear) { arduboy.fillRect(cx - 4, cy + (small ? 1 : 2), 3, 5, BLACK); } else { Sprites::drawOverwrite(cx - 4, cy + (small ? 1 : 2), spriteMenuCursor, 0); } } void buildDrugMenu(const long extra[6]) { int lengths[6]; int col1Max = 0; int col2Max = 0; for (int i = 0; i < 6; i++) { int extraLen = String(extra[i]).length(); lengths[i] = lookupDrug(i).length() + 1 + extraLen; if (i < 3 && lengths[i] > col1Max) col1Max = lengths[i]; if (i >= 3 && lengths[i] > col2Max) col2Max = lengths[i]; } for (int i = 0; i < 6; i++) { const int colMax = i < 3 ? col1Max : col2Max; menu[i] = lookupDrug(i); menu[i] += F(" "); for (int s = 0; s < colMax - lengths[i]; s++) { menu[i] += F(" "); } menu[i] += String(extra[i]); } menuLength = 6; menuCols = true; menuSmall = col1Max + col2Max > 22; } int getMenuBackOut() { // this whole thing could have been done so much better :( // i suck at C++ switch (sGameState) { case STATE_SELL_MENU: case STATE_BORROW_INPUT: case STATE_WITHDRAW_INPUT: return 1; case STATE_INVENTORY: case STATE_HIGH_SCORES: return 2; case STATE_JET_MENU: return 3; case STATE_SHARK_MENU: return 4; case STATE_BANK_MENU: return 5; case STATE_BUY_QTY_INPUT: case STATE_SELL_QTY_INPUT: return sCurrentDrug; case STATE_INFO_DIALOG: switch (sPreviousGameState) { case STATE_BUY_MENU: case STATE_SELL_MENU: return sCurrentDrug; default: return 0; } default: return 0; } }