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📄 g07-01.cpp

📁 游戏开发数据结构-Data.Structures.for.Game.Programmers
💻 CPP
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// ============================================================================
// G07-01.cpp
// Stack-based Menu Demo
// ============================================================================
#include "SDL.h"
#include "SDLHelpers.h"
#include "Stack.h"
#include <stdlib.h>

// ============================================================================
//  Global Constants
// ============================================================================
const char PROGRAM_NAME[]   = "Game Demo 07-01: Menu Demo";
const int WIDTH             = 800;
const int HEIGHT            = 600;
const int ICONS             = 8;


// ============================================================================
//  Classes
// ============================================================================

class Menu
{
public:
    char* m_options[3];         // the text that describes the option
    int m_optionSpawns[3];      // the menu index that the option leads to
    int m_x;                    // x position
    int m_y;                    // y position
    int m_w;                    // width
    int m_h;                    // height
    SDL_Color m_color;          // color
};



// ============================================================================
//  Global Variables
// ============================================================================

// this is the main window for the framework
SDL_Surface* g_window = 0;


// the font
TTF_Font* g_font;

// the menus
Array<Menu> g_menus( 10 );

// the menu stack, at most 3 levels deep.
AStack<Menu*> g_stack( 3 );


// ============================================================================
//  Functions
// ============================================================================
void DrawMenu( SDL_Surface* p_surface, Menu* p_menu )
{

    // draw the background of the menu
    SDLBox( p_surface, p_menu->m_x, p_menu->m_y, 
            p_menu->m_w, p_menu->m_h, p_menu->m_color );
    
    // draw the border
    SDLLine( p_surface, p_menu->m_x, p_menu->m_y, 
             p_menu->m_x + p_menu->m_w, p_menu->m_y, BLACK );
    SDLLine( p_surface, p_menu->m_x, p_menu->m_y + p_menu->m_h, 
             p_menu->m_x + p_menu->m_w, p_menu->m_y + p_menu->m_h, BLACK );

    SDLLine( p_surface, p_menu->m_x, p_menu->m_y, 
             p_menu->m_x, p_menu->m_y + p_menu->m_h, BLACK );
    SDLLine( p_surface, p_menu->m_x + p_menu->m_w, p_menu->m_y, 
             p_menu->m_x + p_menu->m_w, p_menu->m_y + p_menu->m_h, BLACK );


    // now draw the text.
    int i;
    int y = p_menu->m_y + 16;
    SDL_Surface* text;
    for( i = 0; i < 3; i++ )
    {
        if( p_menu->m_options[i] != 0 )
        {
            text = TTF_RenderText_Shaded( g_font, p_menu->m_options[i], 
                                          BLACK, p_menu->m_color );
            SDLBlit( text, p_surface, p_menu->m_x + 16, y );
            SDL_FreeSurface( text );
            y += TTF_FontHeight( g_font );
        }
    }
}



int main( int argc, char* argv[] )
{
    // declare coordinates.
    int x, y;

    // declare event holder
    SDL_Event event;


    // create the menu boxes


    // main menu
    g_menus[0].m_options[0] = "1 - Sound";
    g_menus[0].m_optionSpawns[0] = 1;
    g_menus[0].m_options[1] = "2 - Graphics";
    g_menus[0].m_optionSpawns[1] = 2;
    g_menus[0].m_options[2] = "3 - Controls";
    g_menus[0].m_optionSpawns[2] = 3;
    g_menus[0].m_x = 16;
    g_menus[0].m_y = 16;
    g_menus[0].m_w = 768;
    g_menus[0].m_h = 568;
    g_menus[0].m_color = LTGREY;


    // Sound menu
    g_menus[1].m_options[0] = "1 - FX Volume";
    g_menus[1].m_optionSpawns[0] = 4;
    g_menus[1].m_options[1] = "2 - Music Volume";
    g_menus[1].m_optionSpawns[1] = 5;
    g_menus[1].m_options[2] = 0;
    g_menus[1].m_optionSpawns[2] = 0;
    g_menus[1].m_x = 100;
    g_menus[1].m_y = 100;
    g_menus[1].m_w = 384;
    g_menus[1].m_h = 384;
    g_menus[1].m_color = RED;


    // Graphics menu
    g_menus[2].m_options[0] = "1 - Graphic Violence Controls";
    g_menus[2].m_optionSpawns[0] = 6;
    g_menus[2].m_options[1] = "2 - Detail Controls";
    g_menus[2].m_optionSpawns[1] = 7;
    g_menus[2].m_options[2] = 0;
    g_menus[2].m_optionSpawns[2] = 0;
    g_menus[2].m_x = 100;
    g_menus[2].m_y = 100;
    g_menus[2].m_w = 384;
    g_menus[2].m_h = 384;
    g_menus[2].m_color = BLUE;

    // Controls menu
    g_menus[3].m_options[0] = "1 - Mouse Controls";
    g_menus[3].m_optionSpawns[0] = 8;
    g_menus[3].m_options[1] = "2 - Keyboard Controls";
    g_menus[3].m_optionSpawns[1] = 9;
    g_menus[3].m_options[2] = 0;
    g_menus[3].m_optionSpawns[2] = 0;
    g_menus[3].m_x = 100;
    g_menus[3].m_y = 100;
    g_menus[3].m_w = 384;
    g_menus[3].m_h = 384;
    g_menus[3].m_color = GREEN;

    // Sound FX menu
    g_menus[4].m_options[0] = "Common buddy, I know you want those";
    g_menus[4].m_optionSpawns[0] = 0;
    g_menus[4].m_options[1] = "SFX SUPER LOUD!";
    g_menus[4].m_optionSpawns[1] = 0;
    g_menus[4].m_options[2] = 0;
    g_menus[4].m_optionSpawns[2] = 0;
    g_menus[4].m_x = 50;
    g_menus[4].m_y = 250;
    g_menus[4].m_w = 512;
    g_menus[4].m_h = 200;
    g_menus[4].m_color = BLUE;
    
    // Music menu
    g_menus[5].m_options[0] = "Turn up the Volume of the Deathmatch Music!";
    g_menus[5].m_optionSpawns[0] = 0;
    g_menus[5].m_options[1] = 0;
    g_menus[5].m_optionSpawns[1] = 0;
    g_menus[5].m_options[2] = 0;
    g_menus[5].m_optionSpawns[2] = 0;
    g_menus[5].m_x = 200;
    g_menus[5].m_y = 250;
    g_menus[5].m_w = 512;
    g_menus[5].m_h = 200;
    g_menus[5].m_color = ORANGE;


    // Violence menu
    g_menus[6].m_options[0] = "Turn on the blood and the gore!";
    g_menus[6].m_optionSpawns[0] = 0;
    g_menus[6].m_options[1] = 0;
    g_menus[6].m_optionSpawns[1] = 0;
    g_menus[6].m_options[2] = 0;
    g_menus[6].m_optionSpawns[2] = 0;
    g_menus[6].m_x = 200;
    g_menus[6].m_y = 350;
    g_menus[6].m_w = 512;
    g_menus[6].m_h = 200;
    g_menus[6].m_color = GREEN;

    
    // Detail menu
    g_menus[7].m_options[0] = "Got a Geforce5?";
    g_menus[7].m_optionSpawns[0] = 0;
    g_menus[7].m_options[1] = "Turn up the details!";
    g_menus[7].m_optionSpawns[1] = 0;
    g_menus[7].m_options[2] = 0;
    g_menus[7].m_optionSpawns[2] = 0;
    g_menus[7].m_x = 50;
    g_menus[7].m_y = 300;
    g_menus[7].m_w = 512;
    g_menus[7].m_h = 200;
    g_menus[7].m_color = YELLOW;
    

    // Mouse Controls menu
    g_menus[8].m_options[0] = "Plug that optical mouse in and";
    g_menus[8].m_optionSpawns[0] = 0;
    g_menus[8].m_options[1] = "turn up the sensitivity!";
    g_menus[8].m_optionSpawns[1] = 0;
    g_menus[8].m_options[2] = 0;
    g_menus[8].m_optionSpawns[2] = 0;
    g_menus[8].m_x = 150;
    g_menus[8].m_y = 250;
    g_menus[8].m_w = 384;
    g_menus[8].m_h = 200;
    g_menus[8].m_color = BLUE;
    

    // Keyboard Controls menu
    g_menus[9].m_options[0] = "Uhm, I can't think of something witty";
    g_menus[9].m_optionSpawns[0] = 0;
    g_menus[9].m_options[1] = "to put here... so pretend that I did. =)";
    g_menus[9].m_optionSpawns[1] = 0;
    g_menus[9].m_options[2] = 0;
    g_menus[9].m_optionSpawns[2] = 0;
    g_menus[9].m_x = 200;
    g_menus[9].m_y = 50;
    g_menus[9].m_w = 384;
    g_menus[9].m_h = 200;
    g_menus[9].m_color = YELLOW;
    
    // push the first menu onto the stack
    g_stack.Push( &(g_menus[0]) );

    // initialize the video system.
    SDL_Init( SDL_INIT_VIDEO | SDL_INIT_TIMER );
    SDL_WM_SetCaption( PROGRAM_NAME, 0); 

    // set our at exit function
    atexit( SDL_Quit );

    // set the video mode.
    g_window = SDL_SetVideoMode( WIDTH, HEIGHT, 0, SDL_ANYFORMAT );

    TTF_Init();
    g_font = TTF_OpenFont( "arial.ttf", 20 );
    TTF_SetFontStyle( g_font, TTF_STYLE_NORMAL );



    while( 1 )
    {
        //look for an event
        if( SDL_PollEvent( &event ) )
        {
            //an event was found
            if( event.type == SDL_QUIT ) 
                break;
            if( event.type == SDL_MOUSEBUTTONDOWN ) 
            {
                // get the mouse state.
                SDL_GetMouseState( &x, &y );
            }
            if( event.type == SDL_MOUSEBUTTONUP ) 
            {
                // get the mouse state.
                SDL_GetMouseState( &x, &y );

            }
            if( event.type == SDL_KEYDOWN )
            {
                // a key was pressed.
                if( event.key.keysym.sym == SDLK_ESCAPE )
                {
                    // if ESC was pressed, quit the program.
                    SDL_Event quit;
                    quit.type = SDL_QUIT;
                    SDL_PushEvent( &quit );
                }

                if( event.key.keysym.sym == SDLK_0 )
                {
                    if( g_stack.Top() != &g_menus[0] )
                        g_stack.Pop();
                }
                if( event.key.keysym.sym == SDLK_1 )
                {
                    x = g_stack.Top()->m_optionSpawns[0];
                    if( x != 0 )
                    {
                        g_stack.Push( &g_menus[x] );
                    }
                }
                if( event.key.keysym.sym == SDLK_2 )
                {
                    x = g_stack.Top()->m_optionSpawns[1];
                    if( x != 0 )
                    {
                        g_stack.Push( &g_menus[x] );
                    }
                }
                if( event.key.keysym.sym == SDLK_3 )
                {
                    x = g_stack.Top()->m_optionSpawns[2];
                    if( x != 0 )
                    {
                        g_stack.Push( &g_menus[x] );
                    }
                }


            }

        }   // end event loop.

        // clear the screen to black.
        SDL_FillRect( g_window, NULL, SDL_MapRGB( g_window->format, 255, 255, 255 ) );

        // draw the stack from the bottom up.
        for( x = 0; x < g_stack.Count(); x++ )
        {
            DrawMenu( g_window, g_stack[x] );

        }
        
        // update the entire window.
        SDL_UpdateRect( g_window, 0, 0, 0, 0 );
    }
  
    // done
    return 0;
}

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