void Menu::draw(Graphics2D& g) { g.drawWallpaper( Vector2D(0, 0), SCREEN_SIZE ); // model::Project& proj = getOwner().getProject(); // model::DataBase& ldb = proj.getLDB(); // model::SaveData& lsd = proj.getLSD(); if( cursorNum() == 1 ) drawMainMenu(g); else switch( cursor(0) ) { case MENU_SKILL: case MENU_EQUIP: drawMainMenu(g, true); break; case MENU_QUIT: g.drawWindow( Vector2D( (SCREEN_SIZE[0]-quitMessageW_-16)/2, 72 ), Size2D(quitMessageW_+16, 32) ); g.drawString(quitMessage_, Vector2D( (SCREEN_SIZE[0]-quitMessageW_)/2, 82 ), font::FNT_NORMAL); g.drawWindow( Vector2D( (SCREEN_SIZE[0]-yesNoW_-16)/2, 120 ), Size2D(yesNoW_+16, 48) ); g.drawCursor( Vector2D( (SCREEN_SIZE[0]-yesNoW_-8)/2, cursor()*CURSOR_H + 128 ) + cursorMove(), Size2D(yesNoW_+8, 16) ); g.drawString(yes_, Vector2D( (SCREEN_SIZE[0]-yesNoW_)/2, 130 ), font::FNT_NORMAL); g.drawString(no_ , Vector2D( (SCREEN_SIZE[0]-yesNoW_)/2, 146 ), font::FNT_NORMAL); break; default: break; } }
void main() { system("cls"); int keyboard_read=0; // integer to store input from the keyboard int PASS=1; // integer used to signal the application to close int currpos=1; // integer to store the selection from the menu drawMainMenu(1); // draw the main menu with selection at option 1 while (PASS) { keyboard_read=getch(); // get input from keyboard if (keyboard_read == 0) // wait for the input to be given { keyboard_read = getch(); } switch(keyboard_read) // check the input against these values { case 72: // if the Up cursor key is pressed if(currpos > 1) { currpos=currpos-1; // move the selection 1 step up } drawMainMenu(currpos); // draw menu with the new selection value break; case 80: // if the Down cursor key is pressed if(currpos >= 1 && currpos < 5) { currpos=currpos+1; // move the selection one step down } drawMainMenu(currpos); // draw menu with new selection value break; case 13: // if the Return(Enter) key is pressed if(currpos==5) // is the exit command highlighted? { PASS=0; // end the input sequence if yes } break; } } }
void Menu::loopMenu(){ int quit = 0; drawMainMenu(); while(!quit) evn->loopEvents(quit); }
void eventRFBack( void ) { //formRemove(); //form //drawForms(); taskDelete( "humidity", 0 ); drawMainMenu(); }
void Menu::runGame(){ gr = new Game(eng, gra, evn); gr->initGame(); gr->loopGame(); evn->activateEvent(0); evn->activateEvent(1); evn->removeEvent(2); drawMainMenu(); }
void Menu::drawAboutMenu(){ drawHeader(); evn->activateEvent(2); gra->drawText(100, 200, "Jest to prosta gra w której trzeba usuwać zbędne klocki", 15); gra->drawText(100, 220, "tego samego koloru.\n Za to dostaje się odpowiednio punkty i", 15); gra->drawText(100, 240, "bonus czasowy", 15); gra->drawText(100, 260, "Autor: Sylwke3100", 15); gra->render(); eng->delay(3000); drawMainMenu(); }
//se l'utente si trova in un menu lo disegna e rit. true //altrim. non fa niente e rit. false bool MenuMgr::draw() { if (!showingGAMEOVER && !showingMainMenu && !showingWin && !showingHelp) return false; if (showingMainMenu) drawMainMenu(); else if (showingGAMEOVER) drawGameOver(); else if (showingWin) drawWin(); else if (showingHelp) { drawHelp(); } return true; }
void menu::drawMenu() { xOffset = (float) screenwidth/orgWidth; yOffset = (float) screenheight/orgHeight; glClear(GL_COLOR_BUFFER_BIT); glEnable( GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glColor4f(0,0,0,0.4); menuBackground.drawSprites(0,0, screenwidth, screenheight); glPushMatrix(); glScalef(xOffset,yOffset,0); menuLogo.drawSprites(300,10,700,200); if(inMainMenu) { if (inExitMenu) drawExitMenu(); else drawMainMenu(); } else if (inGameMenu) { if (inExitMenu) drawExitMenu(); else drawInGameMenu(); } glPopMatrix(); }
void runMenu(GameVars* gameVars) { #ifdef DEBUG debugPrint("MENU\x80"); #endif //Display menu until user starts game drawMainMenu(0x50); //wait for user to start game with button 1 readButton(); //Player 1 Button 1 - Play if (_BTN_CUR_MASK & _JOY1_B1) { //Move to Play game state moveToNextGameState(gameVars, GEPlayAgain); } else if (_BTN_CUR_MASK & _JOY1_B2) { //Show credits screen moveToNextGameState(gameVars, GEShowCredits); } }
/** * \brief The main game loop. This just cycles endlessly, it uses the game's 'state' to determine which screen to show and what to do. */ int main(){ //looping back and forth forever (cards against humanity reference) while(1) { //some basic prep work performed once before our custom intro if(game_state == INTRO) { initialSetup(); initIntro(); } //perform custom intro while(game_state == INTRO) { //wait until the next frame WaitVsync(1); drawIntro(); processIntro(); } //prep the main menu if(game_state == MAIN_MENU) { FadeOut(0,true); ClearVram(); SetTileTable(title_tiles); SetFontTilesIndex(TITLE_TILES_SIZE); drawMainMenu(); FadeIn(0,false); } //draw menu and handle input while(game_state == MAIN_MENU) { WaitVsync(1); drawMenuCursor(); processMainMenu(); } if(game_state== GAME) { //run our setup for the main game ClearVram(); FadeOut(0,true); gameSetup(); FadeIn(0,false); } //when we're in the gameplay portion, draw and accept input for the game while(game_state == GAME) { WaitVsync(1); processScrollSpeed(); //scrolls screen as appropriate updateCity(); //offsets city for parallax processControls(); //accepts and processes controller input processPlayerMotion(); //update player position processSprites(); //updates and moves player image to player position } if(game_state == HIGH_SCORES) { FadeOut(0,true); SetTileTable(title_tiles); SetFontTilesIndex(TITLE_TILES_SIZE); drawLocalHighScoreMenu(); //draw up the high score screen FadeIn(0,false); deathclock=120; //reset death timer to 2 seconds if(score > topscores[9]) { LoadScore(0, 9); //load top 10 saved high scores SaveScore(score); //save our current score if it's high enough drawLocalHighScoreMenu(); //draw up the high score screen } } //draw and accepts input for the local high score screen while(game_state == HIGH_SCORES) { WaitVsync(1); processHighScoreMenu(); } } }
void updateUI(void){ if (currentMenuID == 0 || currentMenuID == 1) drawSleep(); else if (currentMenuID == 10){ cellsPerFrame = 4; drawMainMenu(); } else if (currentMenuID == 11){ cellsPerFrame = 4; drawInavlidResearchPeriod(); } else if (currentMenuID == 20 || currentMenuID == 44 || currentMenuID == 54){ cellsPerFrame = 4; drawChooseActivity(); } else if (currentMenuID == 21 || currentMenuID == 45 || currentMenuID == 56){ cellsPerFrame = 4; drawChooseMood(); } else if (currentMenuID == 22 || currentMenuID == 46 || currentMenuID == 55 || currentMenuID == 57 || currentMenuID == 61){ cellsPerFrame = 4; if(currentMenuID == 22) drawLogConfirm(LOG); else if(currentMenuID == 46) drawLogConfirm(ADD); else if(currentMenuID == 55 || currentMenuID == 57) drawLogConfirm(EDIT); else if(currentMenuID == 61) drawLogConfirm(REMOVE); } else if (currentMenuID == 30){ cellsPerFrame = 2; drawTimeline(); } else if (currentMenuID == 40){ cellsPerFrame = 4; drawModifyMenu(); } else if (currentMenuID == 41 || currentMenuID == 50 || currentMenuID == 60){ cellsPerFrame = 2; if(currentMenuID == 41) drawModifyTimeslot(ADD); else if(currentMenuID == 50) drawModifyTimeslot(EDIT); else if(currentMenuID == 60) drawModifyTimeslot(REMOVE); } else if (currentMenuID == 42 || currentMenuID == 52){ drawChooseStartTime(); manipulateTime = NEUTRAL; } else if (currentMenuID == 43){ drawNoRecords(); } else if (currentMenuID == 51) drawMoodOrActivity(); else if (currentMenuID == 70) drawSettings(); else if (currentMenuID == 71){ drawChangeTime(); manipulateTime = NEUTRAL; } else if (currentMenuID == 72) drawInvertColourScheme(); else if (currentMenuID == 73){ drawResetRecords(0); } else if (currentMenuID == 74){ drawResetRecords(1); } else if (currentMenuID == 80) drawUpload(); }
void showMM2(void){ drawMainMenu(1); }
void showMM1(void){ drawMainMenu(0); }