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package ch.asynk.rustanddust.menu;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.GlyphLayout;
import ch.asynk.rustanddust.ui.Label;
import ch.asynk.rustanddust.ui.Bg;
import ch.asynk.rustanddust.ui.Patch;
import ch.asynk.rustanddust.RustAndDust;
public class ScenariosMenu extends Patch
{
public static int PADDING = 40;
public static int BTN_PADDING = 10;
public static int TITLE_PADDING = 30;
public static int VSPACING = 5;
public static int HSPACING = 30;
public static String CHECK = "#";
private final RustAndDust game;
private final BitmapFont font;
private float checkDy;
private Label title;
protected Bg okBtn;
protected Bg cancelBtn;
private Label [] battleLabels;
public boolean launch;
public ScenariosMenu(RustAndDust game)
{
super(game.bgPatch);
this.game = game;
this.font = game.font;
this.okBtn = new Bg(game.getUiRegion(game.UI_OK));
this.cancelBtn = new Bg(game.getUiRegion(game.UI_CANCEL));
this.title = new Label(font);
this.title.write("- Scenarios");
this.battleLabels = new Label[game.factory.battles.length];
for (int i = 0; i < battleLabels.length; i++) {
Label l = new Label(font, 8f);
l.write(game.factory.battles[i].getName());
battleLabels[i] = l;
}
GlyphLayout layout = new GlyphLayout();
layout.setText(font, CHECK);
checkDy = layout.height + 9;
this.visible = false;
this.launch = false;
}
public void setPosition()
{
float h = (title.getHeight() + TITLE_PADDING + ((battleLabels.length - 1) * VSPACING) + (2 * PADDING));
for (int i = 0; i < battleLabels.length; i++)
h += battleLabels[i].getHeight();
float w = title.getWidth();
for (int i = 0; i < battleLabels.length; i++) {
float t = battleLabels[i].getWidth();
if (t > w)
w = t;
}
w += (2 * PADDING) + HSPACING;
float x = position.getX(w);
float y = position.getY(h);
setPosition(x, y, w, h);
setBtnRight(okBtn);
setBtnLeft(cancelBtn);
y += PADDING;
x += PADDING + HSPACING;
float dy = (VSPACING + battleLabels[0].getHeight());
for (int i = (battleLabels.length - 1); i > -1; i--) {
battleLabels[i].setPosition(x, y);
y += dy;
}
y += (TITLE_PADDING - VSPACING);
title.setPosition(x, y);
}
@Override
public boolean hit(float x, float y)
{
if (!visible) return false;
if (okBtn.hit(x, y)) {
this.launch = (game.config.battle != null);
return true;
} else if (cancelBtn.hit(x, y)) {
this.launch = false;
return true;
} else {
for (int i = 0; i <battleLabels.length; i++) {
if (battleLabels[i].hit(x, y)) {
if (game.config.battle == game.factory.battles[i])
game.config.battle = null;
else
game.config.battle = game.factory.battles[i];
}
}
}
return false;
}
@Override
public void dispose()
{
super.dispose();
title.dispose();
okBtn.dispose();
cancelBtn.dispose();
for (int i = 0; i < battleLabels.length; i++)
battleLabels[i].dispose();
}
@Override
public void draw(Batch batch)
{
if (!visible) return;
super.draw(batch);
title.draw(batch);
okBtn.draw(batch);
cancelBtn.draw(batch);
for (int i = 0; i < battleLabels.length; i++) {
Label l = battleLabels[i];
l.draw(batch);
if (game.config.battle == game.factory.battles[i])
font.draw(batch, CHECK, (l.getX() - HSPACING) , l.getY() + checkDy);
}
}
}
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