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package ch.asynk.rustanddust.menu;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.utils.Disposable;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import ch.asynk.rustanddust.RustAndDust;
import ch.asynk.rustanddust.engine.gfx.Drawable;
public class MenuCtrl implements Disposable, Drawable
{
enum MenuType
{
MAIN(0),
OPTIONS(1),
TUTORIALS(2),
PLAY(3),
NONE(4),
BEGIN(66),
EXIT(666);
public int i;
MenuType(int i) { this.i = i; }
}
interface Panel extends Disposable, Drawable
{
public MenuType prepare();
public void computePosition();
public MenuType touch(float x, float y);
}
public boolean visible;
private Panel []panels;
private MenuType current;
public MenuCtrl(final RustAndDust game)
{
this.panels = new Panel[MenuType.NONE.i];
this.panels[MenuType.MAIN.i] = new MainMenu(game);
this.panels[MenuType.OPTIONS.i] = new OptionsMenu(game);
this.panels[MenuType.TUTORIALS.i] = new TutorialsMenu(game);
this.panels[MenuType.PLAY.i] = new PlayMenu(game);
this.current = MenuType.MAIN;
this.visible = true;
}
public boolean touch(float x, float y)
{
MenuType next = panels[current.i].touch(x, y);
if (next == MenuType.BEGIN) return true;
if (next == MenuType.EXIT) {
// TODO clean shutdown
Gdx.app.exit();
return false;
}
if (next != MenuType.NONE) {
while(current != next) {
current = next;
next = panels[next.i].prepare();
}
}
return false;
}
public void computePosition()
{
for (int i = 0; i < MenuType.NONE.i; i++)
this.panels[i].computePosition();
}
@Override
public void dispose()
{
for (int i = 0; i < MenuType.NONE.i; i++)
panels[i].dispose();
}
@Override
public void draw(Batch batch)
{
if (visible)
panels[current.i].draw(batch);
}
@Override
public void drawDebug(ShapeRenderer debugShapes)
{
if (visible)
panels[current.i].drawDebug(debugShapes);
}
}
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