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