- changed Menu::check() semantics a bit
[supertux.git] / src / title.cpp
index 7a35815..7387324 100644 (file)
@@ -49,8 +49,6 @@ static Surface* img_choose_subset;
 static bool walking;
 static Timer random_timer;
 
-static SDL_Event event;
-static SDLKey key;
 static int frame, i;
 static unsigned int last_update_time;
 static unsigned int update_time;
@@ -60,33 +58,26 @@ void display_credits();
 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()
@@ -135,11 +126,14 @@ void check_contrib_subset_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);
+        }
     }  
 }
 
@@ -217,7 +211,7 @@ void draw_demo(GameSession* session, double frame_ratio)
 }
 
 /* --- TITLE SCREEN --- */
-bool title(void)
+void title(void)
 {
   st_subset subset;
   random_timer.init(true);
@@ -232,24 +226,21 @@ bool title(void)
   updatescreen();
 
   /* Load images: */
-
   bkg_title = new Surface(datadir + "/images/title/background.jpg", IGNORE_ALPHA);
   logo = new Surface(datadir + "/images/title/logo.png", USE_ALPHA);
   img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", USE_ALPHA);
 
   /* --- Main title loop: --- */
-  bool done = 0;
   frame = 0;
 
   /* Draw the title background: */
   bkg_title->draw_bg();
-  load_hs();
 
   update_time = st_get_ticks();
   random_timer.start(rand() % 2000 + 2000);
 
   Menu::set_current(main_menu);
-  while (!done)
+  while (Menu::current())
     {
       // Calculate the movement-factor
       double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
@@ -258,29 +249,18 @@ bool title(void)
       /* Lower the frame_ratio that Tux doesn't jump to hectically throught the demo. */
       frame_ratio /= 2;
 
-      /* Handle events: */
-
+      SDL_Event event;
       while (SDL_PollEvent(&event))
         {
-          if (event.type == SDL_QUIT)
+          if (Menu::current())
             {
-              done = true;
+              Menu::current()->event(event);
             }
-          else if (event.type == SDL_KEYDOWN)
+          else
             {
-              /* Keypress... */
-              key = event.key.keysym.sym;
-
-              if (Menu::current())
-                {
-                  Menu::current()->event(event);
-                }
-
-              if (!Menu::current())
-                {
-                  /* Escape: Quit: */
-                  done = true;
-                }
+              // FIXME: QUIT signal should be handled more generic, not locally
+              if (event.type == SDL_QUIT)
+                Menu::set_current(0);
             }
         }
 
@@ -299,59 +279,61 @@ bool title(void)
                              0, 420, 0);
 
       /* Don't draw menu, if quit is true */
-      if(!done)
-        {
-          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:
-              done = true;
-              done = leveleditor(1);
-              Menu::set_current(main_menu);
-              break;
-            case 4:
-              display_credits();
-              break;
-            case 5:
-              done = true;
-              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();
@@ -371,9 +353,6 @@ bool title(void)
 
   delete bkg_title;
   delete logo;
-  
-  /* Return to main! */
-  return done;
 }
 
 #define MAX_VEL 10
@@ -427,6 +406,7 @@ void display_credits()
   while(done == 0)
     {
       /* in case of input, exit */
+      SDL_Event event;
       while(SDL_PollEvent(&event))
         switch(event.type)
           {