Modules/game menu/Usage
From MSX Game Library
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.
The menu system initialization function (Menu_Initialize) takes as its parameter an array of pages representing a whole menu.
Menu item types
Here's a list of possible menu entry types and how they use the 'Action' and 'Value' parameters:
MENU_ITEM_ACTION // Execute callback function defined in 'Action' with 'Value' as a parameter MENU_ITEM_GOTO // Change page to the one defined in 'Value' MENU_ITEM_INT // Handle pointer to 8-bits integer defined in 'Action' (can be incremented or decremented) MENU_ITEM_BOOL // Handle pointer to boolean defined in 'Action' (can be turned ON or OFF) MENU_ITEM_TEXT // Handle pointer to zero-terminated string (non-interactive) MENU_ITEM_EMPTY // Empty entry (used to create an empty gap in the menu) MENU_ITEM_UPDATE // Execute callback function defined in 'Action' with 'Value' as a parameter every frame
Exemple
Here's an example of a table with 2 pages (Main and Option) each containing 5 entries.
// Entries description for the Main menu const MenuItem g_MenuMain[] = { { "Start", MENU_ITEM_ACTION, MenuAction_Start, 1 }, // Entry to start a game (will trigger MenuAction_Start with 'value' parameter equal to '1') { "Options", MENU_ITEM_GOTO, NULL, MENU_OPTION }, // Entry to go to Option menu page (page are defined using their index into the menu structure) { "Align", MENU_ITEM_GOTO, NULL, MENU_ALIGN }, // Entry to go to Align menu page { NULL, MENU_ITEM_EMPTY, NULL, 0 }, // Blank entry to create a gap { "Exit", MENU_ITEM_ACTION, MenuAction_Start, 0 }, // Entry to exit the game (will trigger MenuAction_Start with 'value' parameter equal to '0') }; // Entries description for the Option menu MenuItem g_MenuOption[] = { { "Mode", MENU_ITEM_ACTION, MenuAction_Screen, 0 }, // Entry to change the screen mode (will trigger MenuAction_Screen) { "Integer", MENU_ITEM_INT, &g_Integer, 0 }, // Entry to edit an integer { "Boolean", MENU_ITEM_BOOL, &g_Boolean, 0 }, // Entry to edit a boolean { NULL, MENU_ITEM_EMPTY, NULL, 0 }, // Blank entry to create a gap { "Back", MENU_ITEM_GOTO, NULL, MENU_MAIN }, // Entry to go back to the main menu }; // List of all menus const Menu g_Menus[MENU_MAX] = { { "Main", g_MenuMain, numberof(g_MenuMain), NULL }, // MENU_MAIN { "Options", g_MenuOption, numberof(g_MenuOption), NULL }, // MENU_OPTION };
Then, you can initialize the menu using: Menu_Initialize(&g_Menus);