1 package ru
.deadsoftware
.cavedroid
.menu
.submenus
;
3 import com
.badlogic
.gdx
.Gdx
;
4 import com
.badlogic
.gdx
.files
.FileHandle
;
5 import com
.badlogic
.gdx
.graphics
.g2d
.SpriteBatch
;
6 import com
.badlogic
.gdx
.graphics
.g2d
.TextureRegion
;
7 import com
.badlogic
.gdx
.utils
.ArrayMap
;
8 import com
.badlogic
.gdx
.utils
.JsonValue
;
9 import ru
.deadsoftware
.cavedroid
.MainConfig
;
10 import ru
.deadsoftware
.cavedroid
.menu
.MenuProc
;
11 import ru
.deadsoftware
.cavedroid
.menu
.objects
.Button
;
12 import ru
.deadsoftware
.cavedroid
.menu
.objects
.ButtonEventListener
;
13 import ru
.deadsoftware
.cavedroid
.menu
.objects
.ButtonRenderer
;
14 import ru
.deadsoftware
.cavedroid
.misc
.Assets
;
15 import ru
.deadsoftware
.cavedroid
.misc
.utils
.AssetLoader
;
17 import java
.util
.HashMap
;
19 public abstract class Menu
{
21 protected final MainConfig mMainConfig
;
22 protected final MenuProc
.Input mMenuInput
;
23 protected final AssetLoader mAssetLoader
;
25 private final ButtonRenderer mButtonRenderer
;
27 private final float mWidth
;
28 private final float mHeight
;
31 * {@link ArrayMap} of {@link Button Buttons} of this menu screen
33 private ArrayMap
<String
, Button
> buttons
;
36 * @param width Viewport width
37 * @param height Viewport height
38 * @param buttonRenderer {@link ButtonRenderer} that will draw the buttons of this menu
42 ButtonRenderer buttonRenderer
,
43 MainConfig mainConfig
,
44 MenuProc
.Input menuInput
,
45 AssetLoader assetLoader
) {
48 mButtonRenderer
= buttonRenderer
;
49 mMainConfig
= mainConfig
;
50 mMenuInput
= menuInput
;
51 mAssetLoader
= assetLoader
;
56 * If you are loading buttons from json,
57 * override this method and create a HashMap with buttons' keys from json as keys
58 * and {@link ButtonEventListener ButtonEventListeners} as values.
60 * @return empty HashMap if not overridden
62 protected HashMap
<String
, ButtonEventListener
> getButtonEventListeners() {
63 return new HashMap
<>();
67 * You can call this from {@link #initButtons()} to load buttons from json
69 * @param jsonFile A {@link FileHandle} to json file
71 void loadButtonsFromJson(FileHandle jsonFile
) {
72 if (buttons
== null) {
73 buttons
= new ArrayMap
<>();
75 HashMap
<String
, ButtonEventListener
> eventListeners
= getButtonEventListeners();
76 JsonValue json
= Assets
.jsonReader
.parse(jsonFile
);
77 int y
= (int) mHeight
/ 4;
78 for (JsonValue key
= json
.child(); key
!= null; key
= key
.next(), y
+= Button
.HEIGHT
+ 10) {
79 buttons
.put(key
.name(),
80 new Button(Assets
.getStringFromJson(key
, "label", ""),
81 (int) mWidth
/ 2 - Button
.WIDTH
/ 2,
82 Assets
.getIntFromJson(key
, "y", y
),
83 Assets
.getIntFromJson(key
, "type", Button
.NORMAL
),
84 eventListeners
.containsKey(key
.name()) ? eventListeners
.get(key
.name()) : () -> {
90 * Draws the menu with background, logo and it's buttons
92 * @param spriter {@link SpriteBatch} that will draw it. Should be already started.
94 public void draw(SpriteBatch spriter
) {
95 TextureRegion background
= Assets
.textureRegions
.get("background");
96 TextureRegion gamelogo
= Assets
.textureRegions
.get("gamelogo");
98 for (int x
= 0; x
<= mWidth
/ 16; x
++) {
99 for (int y
= 0; y
<= mHeight
/ 16; y
++) {
100 spriter
.draw(background
, x
* 16, y
* 16);
103 spriter
.draw(gamelogo
, mWidth
/ 2 - (float) gamelogo
.getRegionWidth() / 2, 8);
105 float inputX
= Gdx
.input
.getX() * mWidth
/ Gdx
.graphics
.getWidth();
106 float inputY
= Gdx
.input
.getY() * mHeight
/ Gdx
.graphics
.getHeight();
107 for (Button button
: buttons
.values()) {
108 if (button
.getType() > 0) {
109 if (button
.getRect().contains(inputX
, inputY
) && (/*!CaveGame.TOUCH || */Gdx
.input
.isTouched())) {
115 button
.draw(mButtonRenderer
);
119 public ArrayMap
<String
, Button
> getButtons() {
124 * This method is called from constructor and should initialize {@link #buttons} <br>
125 * You can run {@link #loadButtonsFromJson(FileHandle)} from it
127 protected abstract void initButtons();