std::vector<st_subset> contrib_subsets;
std::string current_contrib_subset;
-void update_contrib_menu()
+void generate_contrib_menu()
{
- // FIXME: Hack to update only once
- static bool up_to_date = false;
+ string_list_type level_subsets = dsubdirs("/levels", "info");
- if (!up_to_date)
- {
- string_list_type level_subsets = dsubdirs("/levels", "info");
-
- contrib_menu->clear();
- contrib_menu->additem(MN_LABEL,"Contrib Levels",0,0);
- contrib_menu->additem(MN_HL,"",0,0);
+ contrib_menu->clear();
+ contrib_menu->additem(MN_LABEL,"Contrib Levels",0,0);
+ contrib_menu->additem(MN_HL,"",0,0);
- for (int i = 0; i < level_subsets.num_items; ++i)
- {
- st_subset subset;
- subset.load(level_subsets.item[i]);
- contrib_menu->additem(MN_GOTO, subset.title.c_str(), i, contrib_subset_menu);
- contrib_subsets.push_back(subset);
- }
+ for (int i = 0; i < level_subsets.num_items; ++i)
+ {
+ st_subset subset;
+ subset.load(level_subsets.item[i]);
+ contrib_menu->additem(MN_GOTO, subset.title.c_str(), i, contrib_subset_menu);
+ contrib_subsets.push_back(subset);
+ }
- contrib_menu->additem(MN_HL,"",0,0);
- contrib_menu->additem(MN_BACK,"Back",0,0);
+ contrib_menu->additem(MN_HL,"",0,0);
+ contrib_menu->additem(MN_BACK,"Back",0,0);
- string_list_free(&level_subsets);
- up_to_date = true;
- }
+ string_list_free(&level_subsets);
}
void check_contrib_menu()
int index = contrib_subset_menu->check();
if (index != -1)
{
- index -= 1; // FIXME: Hack
- std::cout << "Sarting level: " << index << std::endl;
- GameSession session(current_contrib_subset, index, ST_GL_PLAY);
- session.run();
- Menu::set_current(main_menu);
+ if (contrib_subset_menu->get_item(index).kind == MN_ACTION)
+ {
+ index -= 1; // FIXME: Hack
+ std::cout << "Sarting level: " << index << std::endl;
+ GameSession session(current_contrib_subset, index, ST_GL_PLAY);
+ session.run();
+ Menu::set_current(main_menu);
+ }
}
}
0, 420, 0);
/* Don't draw menu, if quit is true */
- if(Menu::current())
- {
- Menu::current()->action();
- Menu::current()->draw();
- }
-
- if(Menu::current() == main_menu)
+ Menu* menu = Menu::current();
+ if(menu)
{
- switch (main_menu->check())
+ menu->draw();
+ menu->action();
+
+ if(menu == main_menu)
{
- case 0:
- // Start Game, ie. goto the slots menu
- update_load_save_game_menu(load_game_menu);
- break;
- case 1:
- // Contrib Menu
- update_contrib_menu();
- break;
- case 3:
- leveleditor(1);
- Menu::set_current(main_menu);
- break;
- case 4:
- display_credits();
- Menu::set_current(main_menu);
- break;
- case 5:
- Menu::set_current(0);
- break;
+ switch (main_menu->check())
+ {
+ case 0:
+ // Start Game, ie. goto the slots menu
+ update_load_save_game_menu(load_game_menu);
+ break;
+ case 1:
+ // Contrib Menu
+ puts("Entering contrib menu");
+ generate_contrib_menu();
+ break;
+ case 3:
+ leveleditor(1);
+ Menu::set_current(main_menu);
+ break;
+ case 4:
+ display_credits();
+ Menu::set_current(main_menu);
+ break;
+ case 5:
+ Menu::set_current(0);
+ break;
+ }
}
- }
- else if(Menu::current() == options_menu)
- {
- process_options_menu();
- }
- else if(Menu::current() == load_game_menu)
- {
- if (process_load_game_menu())
+ else if(menu == options_menu)
{
- // FIXME: shouldn't be needed if GameSession doesn't relay on global variables
- // reset tux
- scroll_x = 0;
- //titletux.level_begin();
- update_time = st_get_ticks();
+ process_options_menu();
+ }
+ else if(menu == load_game_menu)
+ {
+ if (process_load_game_menu())
+ {
+ // FIXME: shouldn't be needed if GameSession doesn't relay on global variables
+ // reset tux
+ scroll_x = 0;
+ //titletux.level_begin();
+ update_time = st_get_ticks();
+ }
+ }
+ else if(menu == contrib_menu)
+ {
+ check_contrib_menu();
+ }
+ else if (menu == contrib_subset_menu)
+ {
+ check_contrib_subset_menu();
}
- }
- else if(Menu::current() == contrib_menu)
- {
- check_contrib_menu();
- }
- else if (Menu::current() == contrib_subset_menu)
- {
- check_contrib_subset_menu();
}
mouse_cursor->draw();