flipchess_scene_menu.c 3.1 KB

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  1. #include "../flipchess.h"
  2. enum SubmenuIndex {
  3. SubmenuIndexScene1New = 10,
  4. SubmenuIndexScene1Resume,
  5. SubmenuIndexScene1Import,
  6. SubmenuIndexSettings,
  7. };
  8. void flipchess_scene_menu_submenu_callback(void* context, uint32_t index) {
  9. FlipChess* app = context;
  10. view_dispatcher_send_custom_event(app->view_dispatcher, index);
  11. }
  12. void flipchess_scene_menu_on_enter(void* context) {
  13. FlipChess* app = context;
  14. submenu_add_item(
  15. app->submenu,
  16. "New Game",
  17. SubmenuIndexScene1New,
  18. flipchess_scene_menu_submenu_callback,
  19. app);
  20. if(app->import_game == 1) {
  21. submenu_add_item(
  22. app->submenu,
  23. "Resume Game",
  24. SubmenuIndexScene1Resume,
  25. flipchess_scene_menu_submenu_callback,
  26. app);
  27. }
  28. // submenu_add_item(
  29. // app->submenu,
  30. // "Import Game",
  31. // SubmenuIndexScene1Import,
  32. // flipchess_scene_menu_submenu_callback,
  33. // app);
  34. submenu_add_item(
  35. app->submenu, "Settings", SubmenuIndexSettings, flipchess_scene_menu_submenu_callback, app);
  36. submenu_set_selected_item(
  37. app->submenu, scene_manager_get_scene_state(app->scene_manager, FlipChessSceneMenu));
  38. view_dispatcher_switch_to_view(app->view_dispatcher, FlipChessViewIdMenu);
  39. }
  40. bool flipchess_scene_menu_on_event(void* context, SceneManagerEvent event) {
  41. FlipChess* app = context;
  42. //UNUSED(app);
  43. if(event.type == SceneManagerEventTypeBack) {
  44. //exit app
  45. scene_manager_stop(app->scene_manager);
  46. view_dispatcher_stop(app->view_dispatcher);
  47. return true;
  48. } else if(event.type == SceneManagerEventTypeCustom) {
  49. if(event.event == SubmenuIndexScene1New) {
  50. app->import_game = 0;
  51. scene_manager_set_scene_state(
  52. app->scene_manager, FlipChessSceneMenu, SubmenuIndexScene1New);
  53. scene_manager_next_scene(app->scene_manager, FlipChessSceneScene_1);
  54. return true;
  55. }
  56. if(event.event == SubmenuIndexScene1Resume) {
  57. app->import_game = 1;
  58. scene_manager_set_scene_state(
  59. app->scene_manager, FlipChessSceneMenu, SubmenuIndexScene1Resume);
  60. scene_manager_next_scene(app->scene_manager, FlipChessSceneScene_1);
  61. return true;
  62. } else if(event.event == SubmenuIndexScene1Import) {
  63. app->import_game = 1;
  64. app->input_state = FlipChessTextInputGame;
  65. text_input_set_header_text(app->text_input, "Enter board FEN");
  66. view_dispatcher_switch_to_view(app->view_dispatcher, FlipChessViewIdTextInput);
  67. return true;
  68. } else if(event.event == SubmenuIndexSettings) {
  69. scene_manager_set_scene_state(
  70. app->scene_manager, FlipChessSceneMenu, SubmenuIndexSettings);
  71. scene_manager_next_scene(app->scene_manager, FlipChessSceneSettings);
  72. return true;
  73. }
  74. }
  75. return false;
  76. }
  77. void flipchess_scene_menu_on_exit(void* context) {
  78. FlipChess* app = context;
  79. submenu_reset(app->submenu);
  80. }