Unify menu event handling and display
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+35
-67
@@ -3,23 +3,23 @@ module Dodge.Event.Menu
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) where
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import Dodge.Data
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import Dodge.Data.Menu
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import Dodge.Base.Window
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import Dodge.Floor
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import Dodge.Initialisation
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--import Dodge.Base.Window
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--import Dodge.Floor
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--import Dodge.Initialisation
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import Dodge.SoundLogic
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import Dodge.Config.Data
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--import Dodge.Config.Data
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import Dodge.Config.Update
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import Dodge.Layout
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import Preload.Update
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--import Dodge.Layout
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--import Preload.Update
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import Dodge.Debug.Terminal
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import Dodge.Menu
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import Data.Maybe
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import Data.Foldable
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--import Data.Maybe
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--import Data.Foldable
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--import qualified Data.Set as S
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import Control.Lens
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import SDL
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import SDL.Internal.Numbered
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--import SDL.Internal.Numbered
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handlePressedKeyInMenu :: MenuLayer -> Scancode -> World -> Maybe World
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handlePressedKeyInMenu mState scode w = case mState of
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@@ -30,76 +30,44 @@ handlePressedKeyInMenu mState scode w = case mState of
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ScancodeReturn -> popMenu $ applyTerminalString s w
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ScancodeBackspace -> popMenu w >>= pushMenu (Terminal $ dropLast s)
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_ -> popMenu w >>= pushMenu (Terminal $ s ++ [scodeToChar scode])
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LevelMenu _ -> case scode of
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ScancodeEscape -> Nothing
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ScancodeO -> pushMenu OptionMenu w
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ScancodeC -> pushMenu ControlList w
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_ -> startLevel w
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PauseMenu -> case scode of
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ScancodeEscape -> Nothing
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ScancodeR -> return $ fromMaybe w $ _storedLevel w
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ScancodeN -> startNewGame
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ScancodeO -> pushMenu OptionMenu w
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ScancodeC -> pushMenu ControlList w
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_ -> unpause w
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GameOverMenu -> case scode of
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ScancodeEscape -> Nothing
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ScancodeR -> Just $ fromMaybe w $ _storedLevel w
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ScancodeN -> startNewGame
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ScancodeO -> pushMenu OptionMenu w
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ScancodeC -> pushMenu ControlList w
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_ -> Just w
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OptionMenu -> optionListToEffects optionsOptions popMenu scode w
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-- OptionMenu -> case scode of
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-- ScancodeV -> pushMenu SoundOptionMenu w
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-- ScancodeG -> pushMenu GraphicsOptionMenu w
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-- _ -> popMenu w
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SoundOptionMenu -> case scode of
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ScancodeY -> Just $ sw & config . volume_master %~ dec
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ScancodeU -> Just $ sw & config . volume_master %~ inc
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ScancodeH -> Just $ sw & config . volume_sound %~ dec
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ScancodeJ -> Just $ sw & config . volume_sound %~ inc
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ScancodeN -> Just $ sw & config . volume_music %~ dec
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ScancodeM -> Just $ sw & config . volume_music %~ inc
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_ -> popMenu $ w & sideEffects %~ (saveConfig (_config w) :)
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GraphicsOptionMenu -> case scode of
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ScancodeW -> Just $ w & config . wall_textured %~ not
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ScancodeS -> Just $ updateFramebufferSize $ w & config . resolution_factor %~ cycleResolution
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_ -> popMenu $ w & sideEffects %~ (saveConfig (_config w) :)
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LevelMenu _ -> optionListToEffects levelMenuOptions startLevel scode w
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PauseMenu -> optionListToEffects pauseMenuOptions unpause scode w
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GameOverMenu -> optionListToEffects pauseMenuOptions pure scode w
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OptionMenu -> optionListToEffects optionsOptions popMenu scode w
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SoundOptionMenu -> optionListToEffects
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soundMenuOptions
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( popMenu . writeConfig )
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scode
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w
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GraphicsOptionMenu -> optionListToEffects graphicsMenuOptions (popMenu . writeConfig) scode w
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ControlList -> Just $ w & menuLayers %~ tail
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_ -> Just w
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where
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writeConfig = sideEffects %~ (saveConfig (_config w) :)
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unpause w' = Just . resumeSound $ w' {_menuLayers = []}
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startLevel = unpause . storeLevel
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dec x = max 0 (x - 0.1)
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inc x = min 1 (x + 0.1)
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pushMenu ml w' = Just $ w' & menuLayers %~ (ml :)
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popMenu w' = Just $ w' & menuLayers %~ tail
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sw = w & sideEffects %~ (setVol (_config w) : )
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startNewGame = Just $ w
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& menuLayers .~ [WaitMessage "GENERATING..." 1]
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& worldEvents .~ const aNewGame
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aNewGame :: World
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aNewGame = updateFramebufferSize $ generateLevelFromRoomList levx $ initialWorld
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& randGen .~ _randGen w
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& config .~ _config w
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dropLast (x:xs) = init (x:xs)
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dropLast _ = []
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optionListToEffects :: [MenuOption] -> (World -> Maybe World) -> Scancode -> World -> Maybe World
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optionListToEffects mos eff sc w = case find (\mo -> _moKey mo == sc) mos of
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optionListToEffects mos eff sc w = case lookup sc listEffects of
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Nothing -> eff w
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Just mo -> _moEffect mo w
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Just eff' -> eff' w
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where
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listEffects = concatMap menuOptionToEffects mos
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cycleResolution :: (Eq a, Num a, Num p) => a -> p
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cycleResolution 1 = 2
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cycleResolution 2 = 4
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cycleResolution 4 = 1
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cycleResolution _ = 1
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menuOptionToEffects :: MenuOption -> [(Scancode,World -> Maybe World)]
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menuOptionToEffects Toggle {_moKey = k, _moEff = eff} = [(k,eff)]
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menuOptionToEffects InvisibleToggle {_moKey = k, _moEff = eff} = [(k,eff)]
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menuOptionToEffects Toggle2
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{ _moKey1 = k1
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, _moEff1 = eff1
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, _moKey2 = k2
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, _moEff2 = eff2
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} = [(k1,eff1) , (k2,eff2)]
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storeLevel :: World -> World
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storeLevel w = case _storedLevel w of
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Nothing -> w & storedLevel ?~ w
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_ -> w
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Nothing -> w & storedLevel ?~ w
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_ -> w
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