1 /*
2 	C-Dogs SDL
3 	A port of the legendary (and fun) action/arcade cdogs.
4 
5 	Copyright (c) 2013-2016, Cong Xu
6 	All rights reserved.
7 
8 	Redistribution and use in source and binary forms, with or without
9 	modification, are permitted provided that the following conditions are met:
10 
11 	Redistributions of source code must retain the above copyright notice, this
12 	list of conditions and the following disclaimer.
13 	Redistributions in binary form must reproduce the above copyright notice,
14 	this list of conditions and the following disclaimer in the documentation
15 	and/or other materials provided with the distribution.
16 
17 	THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
18 	AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
19 	IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
20 	ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
21 	LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
22 	CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
23 	SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
24 	INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
25 	CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
26 	ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
27 	POSSIBILITY OF SUCH DAMAGE.
28 */
29 #include "menu_utils.h"
30 
31 #include <assert.h>
32 
33 #include <cdogs/draw/draw.h>
34 #include <cdogs/draw/draw_actor.h>
35 #include <cdogs/font.h>
36 
37 
38 // Display a character and the player name above it, with the character
39 // centered around the target position
DisplayCharacterAndName(struct vec2i pos,const Character * c,const direction_e d,const char * name,const color_t color,const WeaponClass * gun)40 void DisplayCharacterAndName(
41 	struct vec2i pos, const Character *c, const direction_e d,
42 	const char *name, const color_t color, const WeaponClass *gun)
43 {
44 	// Move the point down a bit since the default character draw point is at
45 	// its feet
46 	pos.y += 8;
47 	struct vec2i namePos = svec2i_add(pos, svec2i(-FontStrW(name) / 2, -30));
48 	DrawCharacterSimple(c, pos, d, false, false, gun);
49 	FontStrMask(name, namePos, color);
50 }
51 
MenuDisplayPlayer(const menu_t * menu,GraphicsDevice * g,const struct vec2i pos,const struct vec2i size,const void * data)52 void MenuDisplayPlayer(
53 	const menu_t *menu, GraphicsDevice *g,
54 	const struct vec2i pos, const struct vec2i size, const void *data)
55 {
56 	UNUSED(g);
57 	const MenuDisplayPlayerData *d = data;
58 	struct vec2i playerPos;
59 	char s[22];
60 	UNUSED(menu);
61 	struct vec2i dPos = pos;
62 	dPos.x -= size.x;	// move to left half of screen
63 	playerPos = svec2i(
64 		dPos.x + size.x * 3 / 4 - 12 / 2, CENTER_Y(dPos, size, 0) - 12);
65 
66 	PlayerData *pData = PlayerDataGetByUID(d->PlayerUID);
67 	if (d->currentMenu && strcmp((*d->currentMenu)->name, "Name") == 0)
68 	{
69 		sprintf(s, "%c%s%c", '>', pData->name, '<');
70 	}
71 	else
72 	{
73 		strcpy(s, pData->name);
74 	}
75 	const WeaponClass *gun = NULL;
76 	if (d->GunIdx >= 0 && d->GunIdx < MAX_WEAPONS)
77 	{
78 		gun = pData->guns[d->GunIdx];
79 	}
80 
81 	DisplayCharacterAndName(playerPos, &pData->Char, d->Dir, s, colorWhite, gun);
82 }
83 
MenuDisplayPlayerControls(const menu_t * menu,GraphicsDevice * g,const struct vec2i pos,const struct vec2i size,const void * data)84 void MenuDisplayPlayerControls(
85 	const menu_t *menu, GraphicsDevice *g,
86 	const struct vec2i pos, const struct vec2i size, const void *data)
87 {
88 	UNUSED(g);
89 	char s[256];
90 	const int *playerUID = data;
91 	const int y = pos.y + size.y - FontH();
92 
93 	UNUSED(menu);
94 
95 	const PlayerData *pData = PlayerDataGetByUID(*playerUID);
96 	char directionNames[256];
97 	InputGetDirectionNames(
98 		directionNames, pData->inputDevice, pData->deviceIndex);
99 	switch (pData->inputDevice)
100 	{
101 	case INPUT_DEVICE_KEYBOARD:
102 		{
103 			char button1[256], button2[256];
104 			InputGetButtonName(
105 				pData->inputDevice, pData->deviceIndex, CMD_BUTTON1, button1);
106 			InputGetButtonName(
107 				pData->inputDevice, pData->deviceIndex, CMD_BUTTON2, button2);
108 			sprintf(s, "(%s,\n%s and %s)", directionNames, button1, button2);
109 			FontStr(s, svec2i(pos.x - FontStrW(s) / 2, y - FontH()));
110 		}
111 		break;
112 	case INPUT_DEVICE_MOUSE:
113 		sprintf(s, "(%s to scroll,\nleft and right click)", directionNames);
114 		FontStr(s, svec2i(pos.x - FontStrW(s) / 2, y - FontH()));
115 		break;
116 	case INPUT_DEVICE_JOYSTICK:
117 		{
118 			sprintf(s, "(%s,",
119 				InputDeviceName(pData->inputDevice, pData->deviceIndex));
120 			struct vec2i textPos = svec2i(pos.x - FontStrW(s) / 2, y - FontH());
121 			FontStr(s, textPos);
122 			textPos.y += FontH();
123 			color_t c = colorWhite;
124 			InputGetButtonNameColor(
125 				pData->inputDevice, pData->deviceIndex, CMD_BUTTON1, s, &c);
126 			textPos = FontStrMask(s, textPos, c);
127 			textPos = FontStr(" and ", textPos);
128 			c = colorWhite;
129 			InputGetButtonNameColor(
130 				pData->inputDevice, pData->deviceIndex, CMD_BUTTON2, s, &c);
131 			textPos = FontStrMask(s, textPos, c);
132 			FontStr(")", textPos);
133 		}
134 		break;
135 	case INPUT_DEVICE_AI:
136 		sprintf(s, "(%s)",
137 			InputDeviceName(pData->inputDevice, pData->deviceIndex));
138 		FontStr(s, svec2i(pos.x - FontStrW(s) / 2, y));
139 		break;
140 	case INPUT_DEVICE_UNSET:
141 		strcpy(s, "(no device; plug in a controller)");
142 		FontStr(s, svec2i(pos.x - FontStrW(s) / 2, y));
143 		break;
144 	default:
145 		CASSERT(false, "unknown device");
146 		break;
147 	}
148 }
149