2020-06-24 23:22:01 +03:00
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namespace menu {
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export type Callback = (opts: Options) => void
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export class Item {
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public onRight: Callback
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public onLeft: Callback
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constructor(public name: string, public cb: Callback) { }
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}
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export function item(name: string, cb: Callback, onRight?: Callback, onLeft?: Callback) {
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const item = new Item(name, cb)
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item.onRight = onRight
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item.onLeft = onLeft
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return item
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}
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export interface Options {
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title: string
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footer?: string
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elements?: Item[]
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onB?: (opts: Options) => void
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update?: (opts: Options) => void
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highlightColor?: number
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active?: boolean
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}
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export function exit(opts: Options) {
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game.popScene()
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opts.active = false
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}
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export function show(opts: Options) {
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let cursor = 0;
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let offset = 0;
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let blinkOut = 0;
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const move = (dx: number) => {
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let nc = cursor + dx
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if (nc < 0) nc = 0
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else if (nc >= opts.elements.length)
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nc = opts.elements.length - 1
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if (nc - offset < 2) offset = nc - 2
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if (nc - offset > 6) offset = nc - 6
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if (offset < 0) offset = 0
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cursor = nc
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}
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function showMenu() {
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cursor = 0
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offset = 0
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controller.down.onEvent(ControllerButtonEvent.Pressed, () => move(1))
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controller.down.onEvent(ControllerButtonEvent.Repeated, () => move(1))
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controller.up.onEvent(ControllerButtonEvent.Pressed, () => move(-1))
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controller.up.onEvent(ControllerButtonEvent.Repeated, () => move(-1))
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controller.A.onEvent(ControllerButtonEvent.Pressed, () => {
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blinkOut = control.millis() + 100
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const e = opts.elements[cursor]
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if (e && e.cb)
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control.runInBackground(() => e.cb(opts))
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})
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controller.B.onEvent(ControllerButtonEvent.Pressed, () => {
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if (opts.onB) {
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blinkOut = control.millis() + 100
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control.runInBackground(() => opts.onB(opts))
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} else {
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exit(opts)
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}
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})
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controller.left.onEvent(ControllerButtonEvent.Pressed, () => {
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const e = opts.elements[cursor]
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if (e && e.onLeft) {
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blinkOut = control.millis() + 100
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control.runInBackground(() => e.onLeft(opts))
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}
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})
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controller.right.onEvent(ControllerButtonEvent.Pressed, () => {
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const e = opts.elements[cursor]
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if (e && e.onRight) {
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blinkOut = control.millis() + 100
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control.runInBackground(() => e.onRight(opts))
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}
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})
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game.onPaint(function () {
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if (game.consoleOverlay.isVisible())
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return
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const x = 10
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if (opts.elements.length == 0) {
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2020-12-11 15:42:43 +03:00
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screen.print("Nothing here", x, 60, 4, image.font5)
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screen.print("press B to go back", x, 80, 4, image.font5)
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2020-06-24 23:22:01 +03:00
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return
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}
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// if elements changed, cursor could be off limits - move(0) will limit it
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if (cursor >= opts.elements.length) move(0)
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screen.fillRect(0, 0, 160, 12, 12)
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screen.print(opts.title, x - 1, 2, 4, image.font8)
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let hl = opts.highlightColor || 5
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if (blinkOut) {
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if (blinkOut < control.millis()) blinkOut = 0
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else hl = 6
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}
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for (let i = 0; i < 9; ++i) {
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const e = opts.elements[i + offset];
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const ename = e ? e.name : ""
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let y = 15 + i * 11
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if (i + offset == cursor) {
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screen.fillRect(0, y - 2, 160, 11, hl)
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screen.print(ename, x, y, 15)
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}
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else
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screen.print(ename, x, y, 1)
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}
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if (opts.footer)
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screen.print(opts.footer, x, 120 - 6, 4, image.font5)
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})
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}
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game.pushScene()
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opts.active = true
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if (opts.update) opts.update(opts)
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showMenu()
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let cnt = 0
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while (opts.active) {
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if (cnt++ > 20 && opts.update) {
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opts.update(opts)
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cnt = 0
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}
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pause(20)
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}
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}
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export function wait(ms: number, msg: string) {
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game.pushScene();
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const dialog = new game.SplashDialog(screen.width, 35);
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dialog.setText(msg);
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dialog.cursor = img`.`
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const s = sprites.create(dialog.image, -1);
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game.onUpdate(() => {
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dialog.update();
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})
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pause(ms)
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game.popScene()
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}
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}
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