add options menu as overlay
This commit is contained in:
@@ -18,35 +18,14 @@
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package itdelatrisu.opsu.states;
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import itdelatrisu.opsu.GameImage;
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import itdelatrisu.opsu.Opsu;
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import itdelatrisu.opsu.Options;
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import itdelatrisu.opsu.Options.GameOption;
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import itdelatrisu.opsu.audio.MusicController;
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import itdelatrisu.opsu.audio.SoundController;
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import itdelatrisu.opsu.audio.SoundEffect;
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import itdelatrisu.opsu.ui.UI;
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import org.newdawn.slick.GameContainer;
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import org.newdawn.slick.Graphics;
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import org.newdawn.slick.Input;
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import org.newdawn.slick.SlickException;
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import org.newdawn.slick.state.BasicGameState;
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import org.newdawn.slick.state.StateBasedGame;
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import org.newdawn.slick.state.transition.FadeInTransition;
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import org.newdawn.slick.state.transition.EmptyTransition;
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import yugecin.opsudance.ui.OptionsOverlay;
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import yugecin.opsudance.ui.OptionsOverlay.OptionTab;
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/**
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* "Game Options" state.
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* <p>
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* Players are able to view and change various game settings in this state.
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*/
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public class OptionsMenu extends BasicGameState implements OptionsOverlay.Parent {
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public class OptionsMenu {
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/** Option tabs. */
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private static final OptionTab[] options = new OptionsOverlay.OptionTab[]{
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public static final OptionTab[] normalOptions = new OptionsOverlay.OptionTab[]{
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new OptionTab("Display", new GameOption[]{
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GameOption.SCREEN_RESOLUTION,
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GameOption.FULLSCREEN,
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@@ -154,104 +133,4 @@ public class OptionsMenu extends BasicGameState implements OptionsOverlay.Parent
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})
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};
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private StateBasedGame game;
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private Input input;
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private final int state;
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private OptionsOverlay optionsOverlay;
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public OptionsMenu(int state) {
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this.state = state;
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}
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@Override
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public void init(GameContainer container, StateBasedGame game)
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throws SlickException {
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this.game = game;
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this.input = container.getInput();
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optionsOverlay = new OptionsOverlay(this, options, 5, container);
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}
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@Override
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public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException {
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// background
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GameImage.OPTIONS_BG.getImage().draw();
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int mouseX = input.getMouseX(), mouseY = input.getMouseY();
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optionsOverlay.render(g, mouseX, mouseY);
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UI.draw(g);
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}
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@Override
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public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException {
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UI.update(delta);
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MusicController.loopTrackIfEnded(false);
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optionsOverlay.update(delta, input.getMouseX(), input.getMouseY());
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}
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@Override
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public int getID() {
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return state;
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}
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@Override
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public void mouseReleased(int button, int x, int y) {
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optionsOverlay.mouseReleased(button, x, y);
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}
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@Override
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public void mousePressed(int button, int x, int y) {
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optionsOverlay.mousePressed(button, x, y);
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}
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@Override
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public void mouseDragged(int oldx, int oldy, int newx, int newy) {
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optionsOverlay.mouseDragged(oldx, oldy, newx, newy);
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}
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@Override
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public void mouseWheelMoved(int newValue) {
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optionsOverlay.mouseWheelMoved(newValue);
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}
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@Override
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public void keyPressed(int key, char c) {
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optionsOverlay.keyPressed(key, c);
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}
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/**
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* This string is built with option values when entering the options menu.
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* When leaving the options menu, this string is checked against the new optionstring with the same options.
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* If those do not match, it means some option has change which requires a restart
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*/
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private String restartOptions;
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@Override
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public void enter(GameContainer container, StateBasedGame game)
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throws SlickException {
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UI.enter();
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restartOptions = "" + Options.getResolutionIdx() + Options.isFullscreen() + Options.allowLargeResolutions() + Options.getSkinName();
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}
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@Override
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public void leave(GameContainer container, StateBasedGame game) throws SlickException {
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if (!("" + Options.getResolutionIdx() + Options.isFullscreen() + Options.allowLargeResolutions() + Options.getSkinName()).equals(restartOptions)) {
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container.setForceExit(false);
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container.exit();
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return;
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}
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SoundController.playSound(SoundEffect.MENUBACK);
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}
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@Override
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public void onLeave() {
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game.enterState(Opsu.STATE_SONGMENU, new EmptyTransition(), new FadeInTransition());
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}
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@Override
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public void onSaveOption(GameOption option) {
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}
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}
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