Files
jminos/src/GraphicalUI/AppMenus/GameDistributionAppMenu.cpp
2025-03-31 14:12:36 +02:00

86 lines
3.6 KiB
C++

#include "GameDistributionAppMenu.h"
#include "AppMenu.h"
#include "../PlayerCursor.h"
#include <stack>
#include <memory>
#include <SFML/Graphics.hpp>
GameDistributionAppMenu::GameDistributionAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> 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<int>& 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();
}