Difference between revisions of "Modules/game/menu"

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< Modules‎ | game

(→‎Dependencies)
(Replaced content with "{{MODULE |name=game_menu |category=Gameplay |dependency1=input |dependency2=print |dependency3= |sample1=s_menu |sample2= |sample3= }}")
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The {{MOD|game_menu}} module automatically manages menus based on tables representing each page and its interactions.
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{{MODULE
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|name=game_menu
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== Dependencies ==
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|category=Gameplay
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Dependency on other modules:
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|dependency1=input
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* {{MOD|input}}
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|dependency2=print
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* {{MOD|print}}
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|dependency3=
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|sample1=s_menu
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== Settings ==
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|sample2=
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Modules can be customized into the project's <tt>msxgl_config.h</tt> file to fullfill your needs:
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|sample3=
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#define MENU_USE_DEFAULT_CALLBACK TRUE // Use default input/print callback
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}}
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#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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// 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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// 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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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]]
 

Revision as of 01:21, 5 January 2024

game_menu

Code: game_menu.h

Category: Gameplay

Dependencies:

Samples:

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Modules/game menu/Desc

Usage

To use this module, include "game_menu.h" in your source code, and add "game_menu" to the modules list (LibModules) in your project's configuration file (project_config.js).

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Samples

See module use cases in the sample programs:

Settings

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Dependencies

Dependency on other modules:

Documentation