Mercurial > molko
annotate libmlk-adventure/adventure/state/continue.c @ 281:87b8c7510717
rpg: implement load/save for characters
author | David Demelier <markand@malikania.fr> |
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date | Sun, 20 Dec 2020 10:55:53 +0100 |
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children | a15f77eda9a4 |
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1 /* |
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2 * continue.c -- select save to continue the game |
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3 * |
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4 * Copyright (c) 2020 David Demelier <markand@malikania.fr> |
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5 * |
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6 * Permission to use, copy, modify, and/or distribute this software for any |
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7 * purpose with or without fee is hereby granted, provided that the above |
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8 * copyright notice and this permission notice appear in all copies. |
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9 * |
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10 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES |
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11 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF |
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12 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR |
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13 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES |
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14 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN |
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15 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF |
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16 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. |
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17 */ |
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18 |
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19 #include <core/alloc.h> |
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20 #include <core/event.h> |
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21 #include <core/game.h> |
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22 #include <core/painter.h> |
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23 #include <core/state.h> |
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24 |
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25 #include <adventure/dialog/save.h> |
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26 |
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27 #include "mainmenu.h" |
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28 #include "continue.h" |
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29 |
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30 struct self { |
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31 struct state state; |
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32 struct dialog_save dialog; |
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33 }; |
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34 |
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35 static void |
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36 start(struct state *state) |
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37 { |
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38 struct self *self = state->data; |
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39 |
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40 dialog_save_init(&self->dialog); |
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41 } |
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42 |
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43 static void |
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44 handle(struct state *state, const union event *ev) |
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45 { |
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46 struct self *self = state->data; |
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47 bool selected = false; |
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48 |
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49 switch (ev->type) { |
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50 case EVENT_QUIT: |
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51 game_quit(); |
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52 break; |
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53 case EVENT_KEYDOWN: |
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54 if (ev->key.key == KEY_ESCAPE) |
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55 game_switch(mainmenu_state_new(), false); |
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56 else |
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57 selected = dialog_save_handle(&self->dialog, ev); |
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58 break; |
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59 default: |
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60 selected = dialog_save_handle(&self->dialog, ev); |
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61 break; |
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62 } |
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63 |
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64 if (selected) |
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65 game_quit(); |
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66 } |
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67 |
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68 static void |
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69 update(struct state *state, unsigned int ticks) |
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70 { |
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71 struct self *self = state->data; |
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72 |
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73 dialog_save_update(&self->dialog, ticks); |
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74 } |
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75 |
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76 static void |
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77 draw(struct state *state) |
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78 { |
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79 struct self *self = state->data; |
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80 |
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81 painter_set_color(0xffffffff); |
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82 painter_clear(); |
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83 dialog_save_draw(&self->dialog); |
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84 painter_present(); |
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85 } |
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86 |
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87 static void |
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88 finish(struct state *state) |
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89 { |
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90 struct self *self = state->data; |
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91 |
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92 dialog_save_finish(&self->dialog); |
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93 } |
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94 |
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95 struct state * |
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96 continue_state_new(void) |
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97 { |
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98 struct self *self; |
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99 |
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100 self = alloc_new0(sizeof (*self)); |
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101 self->state.data = self; |
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102 self->state.start = start; |
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103 self->state.handle = handle; |
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104 self->state.update = update; |
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105 self->state.draw = draw; |
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106 self->state.finish = finish; |
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107 |
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108 return &self->state; |
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109 } |