#include "GameDistributionAppMenu.h" #include "AppMenu.h" #include "../PlayerCursor.h" #include #include #include GameDistributionAppMenu::GameDistributionAppMenu(std::shared_ptr menuStack, std::shared_ptr settings, std::shared_ptr renderWindow) : AppMenu(menuStack, settings, renderWindow), playerCursor({1}) { for (int i = 1; i <= this->settings->getMaximumPiecesSize(); i++) { this->playerCursor.addRow(i, 1); } } void GameDistributionAppMenu::computeFrame() { this->updateMetaBinds(); this->playerCursor.updatePosition(); PiecesList& piecesList = this->settings->getMenu().getPiecesList(); if (this->playerCursor.getPosition().y == 0) { if (this->playerCursor.movedLeft()) { piecesList.setDistributionMode(DistributionMode((int) piecesList.getDistributionMode() - 1)); } if (this->playerCursor.movedRight()) { piecesList.setDistributionMode(DistributionMode((int) piecesList.getDistributionMode() + 1)); } } else { if (piecesList.getDistributionMode() != CUSTOM) { this->playerCursor.goToPosition({0, 0}); } else { if (this->playerCursor.movedLeft()) { this->settings->decreaseDistribution(this->playerCursor.getPosition().y); } if (this->playerCursor.movedRight()) { this->settings->increaseDistribution(this->playerCursor.getPosition().y); } } } if (this->escReleased) { this->settings->confirmDistribution(); this->menuStack->pop(); } } void GameDistributionAppMenu::drawFrame() const { this->renderWindow->clear(sf::Color(200, 200, 200)); const Menu& menu = this->settings->getMenu(); sf::Text text(this->pressStartFont, "", this->settings->getWindowSizeMultiplier() * 2); text.setFillColor(sf::Color(0, 0, 0)); text.setOutlineColor(sf::Color(255, 255, 255)); this->placeTitle(text, {}, "DISTRIBUTION SETTINGS", 5.f, {}); const DistributionMode distributionMode = this->settings->getMenu().readPiecesList().getDistributionMode(); const std::vector& distributions = this->settings->getDistributions(); int firstElem = std::clamp(((int) this->playerCursor.getPosition().y) - 1, 0, this->settings->getMaximumPiecesSize() - 3); if (firstElem == 0) { this->placeText(text, this->playerCursor, "< DISTRIBUTION MODE: " + getPiecesDistributionName(distributionMode) + " >", 5.f, 15.f, sf::Vector2u{0, 0}); } else { this->placeText(text, this->playerCursor, "< SIZE " + std::to_string(firstElem) + " PROBABILITY: " + std::to_string(distributions.at(firstElem)) + " >", 5.f, 15.f, sf::Vector2u{(unsigned int) firstElem, 0}); } if (distributionMode != CUSTOM) { text.setFillColor(sf::Color(100, 100, 100)); } this->placeText(text, this->playerCursor, "< SIZE " + std::to_string(firstElem + 1) + " PROBABILITY: " + std::to_string(distributions.at(firstElem + 1)) + " >", 5.f, 25.f, sf::Vector2u{0, (unsigned int) firstElem + 1}); this->placeText(text, this->playerCursor, "< SIZE " + std::to_string(firstElem + 2) + " PROBABILITY: " + std::to_string(distributions.at(firstElem + 2)) + " >", 5.f, 35.f, sf::Vector2u{0, (unsigned int) firstElem + 2}); this->placeText(text, this->playerCursor, "< SIZE " + std::to_string(firstElem + 3) + " PROBABILITY: " + std::to_string(distributions.at(firstElem + 3)) + " >", 5.f, 45.f, sf::Vector2u{0, (unsigned int) firstElem + 3}); this->renderWindow->display(); }