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− | The {{MOD|game_menu}} module automatically manages menus based on tables representing each page and its interactions.
| + | {{MODULE |
− | | + | |name=game_menu |
− | == Dependencies == | + | |category=Gameplay |
− | Dependency on other modules:
| + | |dependency1=input |
− | * {{MOD|input}}
| + | |dependency2=print |
− | * {{MOD|print}}
| + | |dependency3= |
− | | + | |sample1=s_menu |
− | == Settings ==
| + | |sample2= |
− | Modules can be customized into the project's <tt>msxgl_config.h</tt> file to fullfill your needs:
| + | |sample3= |
− | #define MENU_USE_DEFAULT_CALLBACK TRUE // Use default input/print callback
| + | }} |
− | #define MENU_SCREEN_WIDTH MENU_VARIABLE // Screen width
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− | #define MENU_FRAME_X 0 // Frame position X
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− | #define MENU_FRAME_Y 6 // Frame position Y
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− | #define MENU_FRAME_WIDTH 32 // Frame width
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− | #define MENU_FRAME_HEIGHT 8 // Frame height
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− | #define MENU_CHAR_CLEAR '\0' // Clear character
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− | #define MENU_CHAR_CURSOR '@' // Cursor character
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− | #define MENU_CHAR_TRUE 'O' // True character
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− | #define MENU_CHAR_FALSE 'X' // False character
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− | #define MENU_CHAR_LEFT '<' // Left edit character
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− | #define MENU_CHAR_RIGHT '>' // Right edit character
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− | #define MENU_TITLE_X 4 // Title position X
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− | #define MENU_TITLE_Y 6 // Title position Y
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− | #define MENU_ITEM_X 6 // Item label X position
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− | #define MENU_ITEM_Y 8 // Item label X position
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− | #define MENU_ITEM_X_GOTO 6 // Goto type item label X position
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− | #define MENU_ITEM_ALIGN MENU_ITEM_ALIGN_LEFT // Item label alignment
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− | #define MENU_ITEM_ALIGN_GOTO ENU_ITEM_ALIGN_LEFT // Goto type item label alignment
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− | #define MENU_VALUE_X 14 // Item value X position
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− | // Type of cursor
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− | // - MENU_CURSOR_MODE_NONE No cursor
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− | // - MENU_CURSOR_MODE_CHAR Character cursor
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− | // - MENU_CURSOR_MODE_SPRT Sprite cursor (WIP)
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− | #define MENU_CURSOR_MODE MENU_CURSOR_MODE_CHAR
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− | #define MENU_CURSOR_OFFSET (-2) // Cursor X position offset
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− | | |
− | == Usage ==
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− | The module is data-driven, meaning that its behavior is completely determined by the data passed to it. The system is based on two structures.
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− | | |
− | Structure that represents an entry on a menu page:
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− | // Menu item structure
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− | typedef struct
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− | {
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− | const c8* Text; // Name of the item
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− | u8 Type; // Type of the item (see <MENU_ITEM_TYPE>)
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− | void* Action; // Action associated to the item (depends on item type)
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− | i16 Value; // Value associated to the item (depends on item type)
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− | } MenuItem;
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− | | |
− | Structure that represents a complete page:
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− | // Menu structure
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− | typedef struct
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− | {
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− | const c8* Title; // Title of the page (NULL means no title)
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− | MenuItem* Items; // List of the page's menu entries
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− | u8 ItemNum; // Number of the page's menu entries
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− | callback Callback; // Function to be called when page is opened
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− | } Menu;
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− | | |
− | A page is generally composed of a list of entries, and a menu is composed of a list of pages.
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− | | |
− | The menu system initialization function (<tt>Menu_Initialize</tt>) takes as its parameter an array of pages representing a whole menu.
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− | | |
− | === Menu item types ===
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− | Here's a list of possible menu entry types and how they use the 'Action' and 'Value' parameters:
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− | MENU_ITEM_ACTION // Execute callback function defined in 'Action' with 'Value' as a parameter
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− | MENU_ITEM_GOTO // Change page to the one defined in 'Value'
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− | MENU_ITEM_INT // Handle pointer to 8-bits integer defined in 'Action' (can be incremented or decremented)
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− | MENU_ITEM_BOOL // Handle pointer to boolean defined in 'Action' (can be turned ON or OFF)
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− | MENU_ITEM_TEXT // Handle pointer to zero-terminated string (non-interactive)
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− | MENU_ITEM_EMPTY // Empty entry (used to create an empty gap in the menu)
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− | MENU_ITEM_UPDATE // Execute callback function defined in 'Action' with 'Value' as a parameter every frame
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− | | |
− | === Exemple ===
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− | Here's an example of a table with 2 pages (Main and Option) each containing 5 entries.
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− | // Entries description for the Main menu
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− | const MenuItem g_MenuMain[] =
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− | {
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− | { "Start", MENU_ITEM_ACTION, MenuAction_Start, 1 }, // Entry to start a game (will trigger MenuAction_Start with 'value' parameter equal to '1')
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− | { "Options", MENU_ITEM_GOTO, NULL, MENU_OPTION }, // Entry to go to Option menu page (page are defined using their index into the menu structure)
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− | { "Align", MENU_ITEM_GOTO, NULL, MENU_ALIGN }, // Entry to go to Align menu page
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− | { NULL, MENU_ITEM_EMPTY, NULL, 0 }, // Blank entry to create a gap
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− | { "Exit", MENU_ITEM_ACTION, MenuAction_Start, 0 }, // Entry to exit the game (will trigger MenuAction_Start with 'value' parameter equal to '0')
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− | };
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− |
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− | // Entries description for the Option menu
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− | MenuItem g_MenuOption[] =
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− | {
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− | { "Mode", MENU_ITEM_ACTION, MenuAction_Screen, 0 }, // Entry to change the screen mode (will trigger MenuAction_Screen)
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− | { "Integer", MENU_ITEM_INT, &g_Integer, 0 }, // Entry to edit an integer
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− | { "Boolean", MENU_ITEM_BOOL, &g_Boolean, 0 }, // Entry to edit a boolean
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− | { NULL, MENU_ITEM_EMPTY, NULL, 0 }, // Blank entry to create a gap
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− | { "Back", MENU_ITEM_GOTO, NULL, MENU_MAIN }, // Entry to go back to the main menu
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− | };
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− |
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− | // List of all menus
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− | const Menu g_Menus[MENU_MAX] =
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− | {
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− | { "Main", g_MenuMain, numberof(g_MenuMain), NULL }, // MENU_MAIN
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− | { "Options", g_MenuOption, numberof(g_MenuOption), NULL }, // MENU_OPTION
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− | };
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− |
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− | Then, you can itnialize the menu using: <tt>Menu_Initialize(&g_Menus);</tt>
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− | | |
− | == Annexe ==
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− | * See also: Sample program {{SAMPLE|s_menu}}
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− | | |
− | == Documentation ==
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− | {{FRAME_DOC|game_menu}}
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− | | |
− | [[category:Module]][[category:Module/Gameplay]]
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