Improve keyboard/controller-based menu navigation by separating each row into its own structure.

pull/28/head
sigonasr2 1 year ago
parent 03f2738ead
commit 60e46a83f2
  1. 164
      Crawler/Menu.cpp
  2. 7
      Crawler/Menu.h
  3. 2
      Crawler/Version.h
  4. 16
      Crawler/olcPixelGameEngine.h

@ -24,81 +24,171 @@ void Menu::InitializeMenus(){
}
void Menu::AddButton(const MenuButton&button){
buttons.push_back(button);
buttons[button.rect.pos.y].push_back(button);
}
void Menu::MenuSelect(Crawler*game){
if(selection==-1)return;
buttons[selection].onClick(*this,game);
if(buttons[selection].menuDest!=MenuType::ENUM_END){
if(stack.size()<32){
stack.push_back(&menus[buttons[selection].menuDest]);//Navigate to the next menu.
}else{
if(selection==vi2d{-1,-1})return;
buttons[selection.y][selection.x].onClick(*this,game);
if(buttons[selection.y][selection.x].menuDest!=MenuType::ENUM_END){
if(stack.size()<32){
stack.push_back(&menus[buttons[selection.y][selection.x].menuDest]);//Navigate to the next menu.
}else{
std::cout<<"WARNING! Exceeded menu stack size limit!"<<std::endl;
throw;
}
}
}
}
}
void Menu::Update(Crawler*game){
vf2d upperLeftPos=game->GetScreenSize()/2-size/2;
for(MenuButton&button:buttons){
button.hovered=false;
for(auto&key:buttons){
for(auto&button:key.second){
button.hovered=false;
}
}
if(!MOUSE_NAVIGATION){
if(selection!=-1)buttons[selection].hovered=true;
if(selection!=vi2d{-1,-1})buttons[selection.y][selection.x].hovered=true;
}else{
for(MenuButton&button:buttons){
if(geom2d::overlaps(geom2d::rect<float>{button.rect.pos+upperLeftPos,button.rect.size},game->GetMousePos())){
button.hovered=true;
for(auto&key:buttons){
for(auto&button:key.second){
if(geom2d::overlaps(geom2d::rect<float>{button.rect.pos+upperLeftPos,button.rect.size},game->GetMousePos())){
button.hovered=true;
}
}
}
}
if(game->GetKey(RIGHT).bPressed||game->GetKey(DOWN).bPressed){
MOUSE_NAVIGATION=false;
selection=(selection+1)%buttons.size();
}
if(game->GetKey(LEFT).bPressed||game->GetKey(UP).bPressed){
MOUSE_NAVIGATION=false;
selection--;
if(selection<0)selection+=buttons.size();
}
KeyboardButtonNavigation(game);
if(game->GetMouse(0).bPressed||game->GetKey(ENTER).bPressed||game->GetKey(SPACE).bPressed){
MOUSE_NAVIGATION=game->GetMouse(0).bPressed; //If a click occurs we use mouse controls.
if(!MOUSE_NAVIGATION){
MenuSelect(game);
//Key presses automatically highlight the first button if it's not highlighted.
if(selection==-1&&buttons.size()>0){
selection=0;
if(selection==vi2d{-1,-1}&&buttons.size()>0){
//Find the first possible button entry in the map...
int firstInd=-1;
for(auto&key:buttons){
if(buttons[key.first].size()>0){
firstInd=key.first;
break;
}
}
if(firstInd!=-1){ //This means we found a valid menu item. If we didn't find one don't highlight any menu item...
selection={0,firstInd};
}
}
}else{//Mouse click.
selection=-1;
int index=0;
for(MenuButton&button:buttons){
if(geom2d::overlaps(geom2d::rect<float>{button.rect.pos+upperLeftPos,button.rect.size},game->GetMousePos())){
selection=index;
break;
selection={-1,-1};
for(auto&key:buttons){
int index=0;
for(auto&button:key.second){
if(geom2d::overlaps(geom2d::rect<float>{button.rect.pos+upperLeftPos,button.rect.size},game->GetMousePos())){
selection={index,key.first};
break;
}
index++;
}
index++;
}
MenuSelect(game);
}
}
for(MenuButton&button:buttons){
button.Update(game);
for(auto&key:buttons){
for(auto&button:key.second){
button.Update(game);
}
}
};
void Menu::Draw(Crawler*game){
vf2d upperLeftPos=game->GetScreenSize()/2-size/2;
game->FillRectDecal(upperLeftPos,size,VERY_DARK_BLUE);
for(MenuButton&button:buttons){
button.Draw(game,upperLeftPos);
for(auto&key:buttons){
for(auto&button:key.second){
button.Draw(game,upperLeftPos);
}
}
};
void Menu::OpenMenu(MenuType menu){
stack.clear();
stack.push_back(&(menus[menu]));
}
void Menu::KeyboardButtonNavigation(Crawler*game){
if(game->GetKey(RIGHT).bPressed){
if(selection==vi2d{-1,-1})return;
MOUSE_NAVIGATION=false;
selection.x=(selection.x+1)%buttons[selection.y].size();
}
if(game->GetKey(LEFT).bPressed){
if(selection==vi2d{-1,-1})return;
selection.x--;
if(selection.x<0)selection.x+=buttons[selection.y].size();
}
if(game->GetKey(DOWN).bPressed||game->GetKey(UP).bPressed){
if(game->GetKey(DOWN).bPressed){
MOUSE_NAVIGATION=false;
bool found=false;
bool selectedItem=false;
if(selection==vi2d{-1,-1}){
//Highlight first item.
for(auto&key:buttons){
selection.y=key.first;
break;
}
}else{
for(auto&key:buttons){
if(found){ //Once we discover the previous element, the next element becomes our next selection.
selection.y=key.first;
selectedItem=true;
break;
}
if(key.first==selection.y){
found=true;
}
}
if(!selectedItem){ //This means we need to loop around instead and pick the first one.
for(auto&key:buttons){
selection.y=key.first;
break;
}
}
}
}
if(game->GetKey(UP).bPressed){
MOUSE_NAVIGATION=false;
if(selection==vi2d{-1,-1}){
//Highlight last item.
for(auto&key:buttons){
selection.y=key.first;
}
}else{
int prevInd=-1;
for(auto&key:buttons){
if(key.first==selection.y){
break;
}
prevInd=key.first;
}
if(prevInd!=-1){
selection.y=prevInd;
}else{ //Since we didn't find it, it means we're at the top of the list or the list is empty. Go to the last element and use that one.
int lastInd=-1;
for(auto&key:buttons){
lastInd=key.first;
}
selection.y=lastInd;
}
}
}
//In both cases, we should clamp the X index to make sure it's still valid.
if(selection.y!=-1){
selection.x=std::clamp(selection.x,0,int(buttons[selection.y].size())-1);
}else{
selection.x=-1;
}
}
}

@ -10,8 +10,9 @@ class Menu{
friend class Player;
static bool MOUSE_NAVIGATION;
static std::map<MenuType,Menu>menus;
std::vector<MenuButton>buttons;
int selection=-1;
std::map<int/*Y*/,std::vector<MenuButton>>buttons; //Buttons are stored in rows followed by their column order.
vi2d selection={-1,-1};
vf2d size; //Size in tiles (24x24), every menu will be tile-based
public:
Menu();
@ -26,5 +27,7 @@ private:
void MenuSelect(Crawler*game);
static const Menu InitializeTestMenu();
static const Menu InitializeTestSubMenu();
void KeyboardButtonNavigation(Crawler*game);
};

@ -2,7 +2,7 @@
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 1615
#define VERSION_BUILD 1643
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -2008,7 +2008,6 @@ namespace olc
// Construct the window
if (platform->CreateWindowPane({ 30,30 }, vWindowSize, bFullScreen) != olc::OK) return olc::FAIL;
olc_UpdateWindowPos(30,30);
olc_UpdateWindowSize(vWindowSize.x, vWindowSize.y);
// Start the thread
@ -5547,6 +5546,8 @@ namespace olc
olc_hWnd = CreateWindowEx(dwExStyle, olcT("OLC_PIXEL_GAME_ENGINE"), olcT(""), dwStyle,
vTopLeft.x, vTopLeft.y, width, height, NULL, NULL, GetModuleHandle(nullptr), this);
MoveWindow(olc_hWnd,vTopLeft.x,vTopLeft.y,width,height,false); //A hack to get the window's position updated in the correct spot (WM_MOVE reports the correct upper-left corner of the client area)
DragAcceptFiles(olc_hWnd, true);
// Create Keyboard Mapping
@ -5642,7 +5643,13 @@ namespace olc
ptrPGE->olc_UpdateMouse(ix, iy);
return 0;
}
case WM_MOVE: ptrPGE->olc_UpdateWindowPos(lParam & 0xFFFF, (lParam >> 16) & 0xFFFF); return 0;
case WM_MOVE:
{
uint16_t x = lParam & 0xFFFF; uint16_t y = (lParam >> 16) & 0xFFFF;
int16_t ix = *(int16_t*)&x; int16_t iy = *(int16_t*)&y;
ptrPGE->olc_UpdateWindowPos(ix, iy);
return 0;
}
case WM_SIZE: ptrPGE->olc_UpdateWindowSize(lParam & 0xFFFF, (lParam >> 16) & 0xFFFF); return 0;
case WM_MOUSEWHEEL: ptrPGE->olc_UpdateMouseWheel(GET_WHEEL_DELTA_WPARAM(wParam)); return 0;
case WM_MOUSELEAVE: ptrPGE->olc_UpdateMouseFocus(false); return 0;
@ -6624,7 +6631,10 @@ namespace olc
{ emscripten_set_window_title(s.c_str()); return olc::OK; }
virtual olc::rcode StartSystemEventLoop() override
{ return olc::OK; }
{
ptrPGE->olc_UpdateWindowPos(EM_ASM_INT({return Module.canvas.getBoundingClientRect().left}),EM_ASM_INT({return Module.canvas.getBoundingClientRect().top}));
return olc::OK;
}
virtual olc::rcode HandleSystemEvent() override
{

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