Modules/game menu

From MSX Game Library

Revision as of 23:47, 31 October 2023 by Aoineko (talk | contribs) (Usage)

< Modules

The game_menu module automatically manages menus based on tables representing each page and its interactions.

Dependencies

Settings

Modules can be customized into the project's msxgl_config.h file to fullfill your needs:

#define MENU_USE_DEFAULT_CALLBACK	TRUE		// Use default input/print callback
#define MENU_SCREEN_WIDTH		MENU_VARIABLE	// Screen width
#define MENU_FRAME_X			0		// Frame position X
#define MENU_FRAME_Y			6		// Frame position Y
#define MENU_FRAME_WIDTH		32		// Frame width
#define MENU_FRAME_HEIGHT		8		// Frame height
#define MENU_CHAR_CLEAR			'\0'		// Clear character
#define MENU_CHAR_CURSOR		'@'		// Cursor character 
#define MENU_CHAR_TRUE			'O'		// True character
#define MENU_CHAR_FALSE			'X'		// False character
#define MENU_CHAR_LEFT			'<'		// Left edit character
#define MENU_CHAR_RIGHT			'>'		// Right edit character
#define MENU_TITLE_X			4		// Title position X
#define MENU_TITLE_Y			6		// Title position Y
#define MENU_ITEM_X			6		// Item label X position
#define MENU_ITEM_Y			8		// Item label X position
#define MENU_ITEM_X_GOTO		6		// Goto type item label X position
#define MENU_ITEM_ALIGN			MENU_ITEM_ALIGN_LEFT // Item label alignment
#define MENU_ITEM_ALIGN_GOTO		ENU_ITEM_ALIGN_LEFT // Goto type item label alignment
#define MENU_VALUE_X			14		// Item value X position
// Type of cursor
// - MENU_CURSOR_MODE_NONE		No cursor
// - MENU_CURSOR_MODE_CHAR		Character cursor
// - MENU_CURSOR_MODE_SPRT		Sprite cursor (WIP)
#define MENU_CURSOR_MODE		MENU_CURSOR_MODE_CHAR
#define MENU_CURSOR_OFFSET		(-2)		// Cursor X position offset

Usage

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.

Structure that represents an entry on a menu page:

// Menu item structure
typedef struct
{
	const c8* Text;		// Name of the item
	u8        Type;		// Type of the item (see <MENU_ITEM_TYPE>)
	void*     Action;	// Action associated to the item (depends on item type)
	i16       Value;	// Value associated to the item (depends on item type)
} MenuItem;

Structure that represents a complete page:

// Menu structure
typedef struct
{
	const c8* Title;		// Title of the page (NULL means no title)
	MenuItem* Items;		// List of the page's menu entries
	u8        ItemNum;		// Number of the page's menu entries
	callback  Callback;		// Function to be called when page is opened
} Menu;

A page is generally composed of a list of entries, and a menu is composed of a list of pages.

La fonction d'initialisation des

Annexe

  • See also: Sample program s_menu

Documentation