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MainMenuController.cpp
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128 lines (93 loc) · 3.13 KB
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#include "MainMenuController.h"
#include "GOFactory.h"
#include "Scene.h"
#include "Input.h"
#include "Game.h"
#include "Visitor.h"
MainMenuController::MainMenuController() {
index = 0;
m_iJoyDirection = 0;
}
MainMenuController::~MainMenuController() {
m_xGameObject->getScene()->removeEventHandler(Event::GAME_START, this, &MainMenuController::start);
m_xGameObject->getScene()->removeEventHandler(Event::KEY_DOWN, this, &MainMenuController::keyDownHandler);
m_xGameObject->getScene()->removeEventHandler(Event::JOY_AXIS_CHANGE, this, &MainMenuController::axisChangeHandler);
m_xGameObject->getScene()->removeEventHandler(Event::JOY_BUTTON_DOWN, this, &MainMenuController::buttonDownHandler);
}
void MainMenuController::init() {
m_xGameObject->getScene()->registerEventHandler(Event::GAME_START, this, &MainMenuController::start);
m_xGameObject->getScene()->registerEventHandler(Event::KEY_DOWN, this, &MainMenuController::keyDownHandler);
m_xGameObject->getScene()->registerEventHandler(Event::JOY_AXIS_CHANGE, this, &MainMenuController::axisChangeHandler);
m_xGameObject->getScene()->registerEventHandler(Event::JOY_BUTTON_DOWN, this, &MainMenuController::buttonDownHandler);
}
void MainMenuController::accept(Visitor* visitor) {
visitor->visitMainMenuController(this);
}
void MainMenuController::updateMenu() {
switch(index) {
case 0:
m_xStart->getModel()->getMeshes()[0].setMaterial(m_xMatSelected);
m_xQuit->getModel()->getMeshes()[0].setMaterial(m_xMatDeselected);
break;
case 1:
m_xStart->getModel()->getMeshes()[0].setMaterial(m_xMatDeselected);
m_xQuit->getModel()->getMeshes()[0].setMaterial(m_xMatSelected);
break;
}
}
void MainMenuController::step(int steps) {
index = (index + steps) % 2;
updateMenu();
}
void MainMenuController::select() {
switch(index) {
case 0: Game::instance()->setState(Game::PLAY_STATE); break;
case 1: Game::instance()->quit(); break;
}
}
void MainMenuController::start(const Event& e) {
GameObject* startItem = m_xGameObject->find("item_start");
GameObject* quitItem = m_xGameObject->find("item_quit");
m_xStart = static_cast<ModelRenderComponent*>(startItem->getComponent(Component::RENDER));
m_xQuit = static_cast<ModelRenderComponent*>(quitItem->getComponent(Component::RENDER));
m_xMatSelected = m_xStart->getModel()->getMeshes()[0].getMaterial();
m_xMatDeselected = m_xQuit->getModel()->getMeshes()[0].getMaterial();
}
void MainMenuController::keyDownHandler( const Event& e ) {
switch(e.keyboard.charCode) {
case GLFW_KEY_DOWN:
step(1);
break;
case GLFW_KEY_UP:
step(-1);
break;
case GLFW_KEY_ENTER:
select();
break;
}
}
void MainMenuController::axisChangeHandler(const Event& e) {
if (e.joypad.axis != 1)
return;
char direction;
if (abs(e.joypad.axisValue) < 0.2f)
direction = 0;
else
direction = e.joypad.axisValue < 0 ? 1 : -1;
if (direction != 0 && direction != m_iJoyDirection)
step(direction);
m_iJoyDirection = direction;
}
void MainMenuController::buttonDownHandler(const Event& e) {
switch (e.joypad.button) {
case 0: //Cross
select();
break;
case 10:
step(-1);
break;
case 12:
step(1);
break;
}
}