Add scene stack menu flow and restore stable TFT sync refresh
This commit is contained in:
350
basic1.cpp
350
basic1.cpp
@@ -58,6 +58,7 @@ extern "C" {
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#include "monopoly_game.h"
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#include "lua_game_loader.h"
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#include "serial_uploader.h"
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#include "scene_stack.h"
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// Binary info for RP2350 - ensures proper boot image structure
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@@ -161,15 +162,17 @@ struct GameConfig {
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// ============================================================================
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// Display dimming settings
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#define DIM_TIMEOUT_MS (2 * 60 * 1000) // 2 minutes to dim
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#define SLEEP_TIMEOUT_MS (10 * 60 * 1000) // 10 minutes to sleep
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#define DIM_CHECK_INTERVAL_MS 10000 // Check every 10 seconds
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#define DEFAULT_DIM_TIMEOUT_MS (2 * 60 * 1000) // 2 minutes to dim
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#define DEFAULT_SLEEP_TIMEOUT_MS (10 * 60 * 1000) // 10 minutes to sleep
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#define DIM_CHECK_INTERVAL_MS 10000 // Check every 10 seconds
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// Display dimming state
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static uint32_t last_interaction_time = 0; // Last time user interacted
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static bool is_idle_2min_triggered = false; // Flag for 2min trigger
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static bool is_idle_10min_triggered = false; // Flag for 10min trigger
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static volatile bool dim_check_flag = false; // Flag set by timer to check dimming
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static uint32_t dim_timeout_ms = DEFAULT_DIM_TIMEOUT_MS;
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static uint32_t sleep_timeout_ms = DEFAULT_SLEEP_TIMEOUT_MS;
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/**
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* @brief Update last interaction time and notify display driver
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@@ -222,14 +225,14 @@ static inline void check_and_apply_dimming(LowLevelDisplay* display) {
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uint32_t current_time = to_ms_since_boot(get_absolute_time());
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uint32_t elapsed = current_time - last_interaction_time;
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// Check for 10 minute timeout (Sleep)
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if (!is_idle_10min_triggered && elapsed >= SLEEP_TIMEOUT_MS) {
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// Check sleep timeout (if enabled)
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if (sleep_timeout_ms > 0 && !is_idle_10min_triggered && elapsed >= sleep_timeout_ms) {
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display->on_idle_10min();
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is_idle_10min_triggered = true;
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is_idle_2min_triggered = true; // Implicitly triggered
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}
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// Check for 2 minute timeout (Dim)
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else if (!is_idle_2min_triggered && elapsed >= DIM_TIMEOUT_MS) {
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// Check dim timeout (if enabled)
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else if (dim_timeout_ms > 0 && !is_idle_2min_triggered && elapsed >= dim_timeout_ms) {
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display->on_idle_2min();
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is_idle_2min_triggered = true;
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}
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@@ -267,6 +270,92 @@ static inline bool has_pending_wake_source() {
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return false;
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}
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struct SleepOption {
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const char* label;
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uint32_t sleep_ms;
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};
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static constexpr SleepOption kSleepOptions[] = {
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{"Never", 0},
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{"30 sec", 30 * 1000},
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{"1 min", 60 * 1000},
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{"2 min", 2 * 60 * 1000},
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{"5 min", 5 * 60 * 1000},
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{"10 min", 10 * 60 * 1000}
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};
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static constexpr int kSleepOptionCount = sizeof(kSleepOptions) / sizeof(kSleepOptions[0]);
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static inline void apply_sleep_option(int option_index) {
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if (option_index < 0 || option_index >= kSleepOptionCount) {
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return;
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}
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sleep_timeout_ms = kSleepOptions[option_index].sleep_ms;
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if (sleep_timeout_ms == 0) {
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dim_timeout_ms = 0;
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return;
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}
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uint32_t candidate_dim = sleep_timeout_ms / 5;
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if (candidate_dim < 30 * 1000) {
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candidate_dim = 30 * 1000;
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}
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if (candidate_dim > 2 * 60 * 1000) {
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candidate_dim = 2 * 60 * 1000;
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}
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if (candidate_dim >= sleep_timeout_ms && sleep_timeout_ms > 5000) {
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candidate_dim = sleep_timeout_ms - 5000;
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}
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dim_timeout_ms = candidate_dim;
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}
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static inline bool in_rect(int16_t x, int16_t y, int rx, int ry, int rw, int rh) {
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return x >= rx && x < (rx + rw) && y >= ry && y < (ry + rh);
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}
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static inline bool is_top_right_start(int16_t x, int16_t y, int width, int height) {
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return x >= (width * 3 / 4) && y <= (height / 4);
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}
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static inline bool is_open_menu_swipe(int16_t sx, int16_t sy, int16_t ex, int16_t ey, int width, int height) {
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if (!is_top_right_start(sx, sy, width, height)) {
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return false;
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}
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const bool released_near_center = in_rect(ex, ey, width / 4, height / 4, width / 2, height / 2);
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const int dx = ex - sx;
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const int dy = ey - sy;
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const bool moved_left_and_down = (dx <= -(width / 5)) && (dy >= (height / 10));
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printf("Swipe from (%d, %d) to (%d, %d) - released_near_center=%d, moved_left_and_down=%d\n",
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sx, sy, ex, ey, released_near_center, moved_left_and_down);
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return released_near_center && moved_left_and_down;
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}
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static void draw_in_game_menu(LowLevelRenderer* renderer, LowLevelGUI* gui, int width, int height, const char* sleep_label) {
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const int menu_w = width - 40;
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const int menu_h = 190;
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const int menu_x = 20;
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const int menu_y = (height - menu_h) / 2;
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const int row_h = 34;
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const int row_x = menu_x + 16;
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const int row_w = menu_w - 32;
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const int row_start_y = menu_y + 48;
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renderer->draw_filled_rectangle(0, 0, width, height, false, 1);
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renderer->set_font(&font_5x5_obj);
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renderer->set_text_color(true);
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LowLevelWindow* win = gui->draw_new_window(menu_x, menu_y, menu_w, menu_h, "Game Menu");
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gui->draw_button(win, row_x, row_start_y + (0 * row_h), "Restart Game", false, true);
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gui->draw_button(win, row_x, row_start_y + (1 * row_h), "Back to Game Selection", false, true);
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char sleep_label_text[64];
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snprintf(sleep_label_text, sizeof(sleep_label_text), "Auto Sleep: %s", sleep_label);
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gui->draw_button(win, row_x, row_start_y + (2 * row_h), sleep_label_text, false, true);
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}
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/**
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* @brief Returns true when the currently selected game needs frame ticks.
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*/
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@@ -575,11 +664,23 @@ int main()
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// This wakes the CPU from __wfi() every DIM_CHECK_INTERVAL_MS
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add_alarm_in_ms(DIM_CHECK_INTERVAL_MS, dim_check_alarm_callback, nullptr, true);
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int sleep_option_index = 5; // Default: 10 min
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apply_sleep_option(sleep_option_index);
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if (display->get_type() == DISPLAY_TYPE_ST7796) {
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printf("Power saving: Dim at %d min, Sleep at %d min\n",
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DIM_TIMEOUT_MS / 60000, SLEEP_TIMEOUT_MS / 60000);
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if (sleep_timeout_ms == 0) {
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printf("Power saving: auto sleep disabled\n");
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} else {
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printf("Power saving: Dim at %lus, Sleep at %lus\n",
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(unsigned long)(dim_timeout_ms / 1000),
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(unsigned long)(sleep_timeout_ms / 1000));
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}
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} else {
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printf("Power saving: Sleep at %d min\n", SLEEP_TIMEOUT_MS / 60000);
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if (sleep_timeout_ms == 0) {
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printf("Power saving: auto sleep disabled\n");
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} else {
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printf("Power saving: Sleep at %lus\n", (unsigned long)(sleep_timeout_ms / 1000));
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}
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}
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printf("Dimming check timer set to %d seconds\n", DIM_CHECK_INTERVAL_MS / 1000);
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@@ -596,6 +697,12 @@ int main()
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bool needs_refresh = false; // Track if screen needs redraw
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bool dirty_rect_opt_state = (display->get_type() == DISPLAY_TYPE_ST7796);
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SceneStack scene_stack;
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bool swipe_candidate_active = false;
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int16_t swipe_start_x = 0;
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int16_t swipe_start_y = 0;
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int16_t swipe_last_x = 0;
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int16_t swipe_last_y = 0;
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while (1) {
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// 0. Process serial uploads (for rapid game iteration)
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@@ -609,18 +716,21 @@ int main()
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// A new game was uploaded and launched - trigger redraw
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needs_refresh = true;
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current_game = launcher.get_selected_game();
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scene_stack.clear_to_launcher();
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scene_stack.push(SceneId::GAME);
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// Note: game is already initialized by select_game_by_name()
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}
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}
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// Determine if we should sleep or stay awake for updates
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bool stay_awake = false;
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if (needs_refresh) stay_awake = true;
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if (pending_refresh) stay_awake = true;
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if (serial_uploader.wants_to_launch_game()) stay_awake = true; // Don't sleep while waiting to launch
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if (touch_event_down) stay_awake = true; // Keep sampling while finger is down
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if (last_touch_time != 0) stay_awake = true; // Keep sampling during active touch session
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if (game_wants_frame_updates(launcher)) stay_awake = true;
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if (scene_stack.is(SceneId::GAME) && game_wants_frame_updates(launcher)) stay_awake = true;
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if (!stay_awake) {
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// Sleep until interrupt wakes us up (very power efficient!)
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@@ -660,49 +770,10 @@ int main()
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input.button_id, input.pressure);
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}
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if (launcher.is_game_selected()) {
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// In game mode - process game input
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current_game = launcher.get_selected_game();
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needs_refresh = current_game->update(input);
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SceneId scene = scene_stack.current();
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// Check if game wants to exit
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if (current_game->wants_to_exit()) {
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printf("Game requested exit - returning to launcher\n");
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launcher.reset();
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needs_refresh = true;
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// Force full clear for clean transition
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// display->clear(false); // Unsafe while Core 1 might be busy
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if (display->get_type() == DISPLAY_TYPE_EPAPER) {
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LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
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epaper->full_refresh();
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}
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}
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// Check if player wants to exit (hold for 2+ seconds or special gesture)
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// For now, we'll add a simple long-press detection
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if (input.type == INPUT_TOUCH_DOWN) {
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// Record start time on first touch
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if (game_start_time == 0) {
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game_start_time = to_ms_since_boot(get_absolute_time());
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}
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} else if (input.type == INPUT_TOUCH_UP) {
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uint32_t now = to_ms_since_boot(get_absolute_time());
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if (game_start_time > 0 && (now - game_start_time) > 10000) {
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// Long press detected - return to menu
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printf("Long press detected - returning to launcher\n");
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launcher.reset();
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needs_refresh = true;
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// Force full clear for clean transition
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// display->clear(false); // Unsafe while Core 1 might be busy
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if (display->get_type() == DISPLAY_TYPE_EPAPER) {
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LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
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epaper->full_refresh();
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}
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}
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game_start_time = 0;
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}
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} else {
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// In launcher mode - process menu input
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if (scene == SceneId::LAUNCHER) {
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swipe_candidate_active = false;
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// Wait for any active display refresh to finish before potentially loading a game (SD Card I/O)
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// This prevents SPI bus conflicts between Core 0 (SD Card) and Core 1 (Display)
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@@ -714,18 +785,133 @@ int main()
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if (game_selected) {
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printf("Game launched successfully\n");
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game_start_time = 0;
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// Force full clear for clean transition to game
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// display->clear(false); // Unsafe while Core 1 might be busy
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// if (display->get_type() == DISPLAY_TYPE_EPAPER) {
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// LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
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// epaper->full_refresh();
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// }
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scene_stack.push(SceneId::GAME);
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}
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needs_refresh = true;
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} else if (scene == SceneId::GAME) {
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current_game = launcher.get_selected_game();
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if (!current_game) {
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scene_stack.clear_to_launcher();
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needs_refresh = true;
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} else {
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bool consumed_by_scene = false;
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// Swipe gesture candidate for opening menu (evaluated on touch release).
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if (input.type == INPUT_TOUCH_DOWN &&
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is_top_right_start(input.x, input.y, V_WIDTH, V_HEIGHT)) {
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swipe_candidate_active = true;
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swipe_start_x = input.x;
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swipe_start_y = input.y;
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swipe_last_x = input.x;
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swipe_last_y = input.y;
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consumed_by_scene = true;
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}
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if (swipe_candidate_active && (input.type == INPUT_TOUCH_MOVE || input.type == INPUT_TOUCH_UP)) {
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consumed_by_scene = true;
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if (input.type == INPUT_TOUCH_MOVE) {
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swipe_last_x = input.x;
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swipe_last_y = input.y;
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}
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if (input.type == INPUT_TOUCH_UP) {
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if (is_open_menu_swipe(swipe_start_x, swipe_start_y, swipe_last_x, swipe_last_y, V_WIDTH, V_HEIGHT)) {
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scene_stack.push(SceneId::IN_GAME_MENU);
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needs_refresh = true;
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printf("Opened in-game menu\n");
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}
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swipe_candidate_active = false;
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}
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}
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if (!consumed_by_scene) {
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needs_refresh = current_game->update(input) || needs_refresh;
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if (current_game->wants_to_exit()) {
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printf("Game requested exit - returning to launcher\n");
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swipe_candidate_active = false;
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launcher.reset();
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scene_stack.clear_to_launcher();
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needs_refresh = true;
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if (display->get_type() == DISPLAY_TYPE_EPAPER) {
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LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
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epaper->full_refresh();
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}
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}
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if (input.type == INPUT_TOUCH_DOWN) {
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if (game_start_time == 0) {
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game_start_time = to_ms_since_boot(get_absolute_time());
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}
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} else if (input.type == INPUT_TOUCH_UP) {
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uint32_t now = to_ms_since_boot(get_absolute_time());
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if (game_start_time > 0 && (now - game_start_time) > 10000) {
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printf("Long press detected - returning to launcher\n");
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swipe_candidate_active = false;
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launcher.reset();
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scene_stack.clear_to_launcher();
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needs_refresh = true;
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if (display->get_type() == DISPLAY_TYPE_EPAPER) {
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LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
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epaper->full_refresh();
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}
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}
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game_start_time = 0;
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}
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}
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}
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} else if (scene == SceneId::IN_GAME_MENU) {
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current_game = launcher.get_selected_game();
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if (!current_game) {
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launcher.return_to_menu();
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scene_stack.clear_to_launcher();
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needs_refresh = true;
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} else {
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const int menu_w = V_WIDTH - 40;
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const int menu_h = 190;
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const int menu_x = 20;
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const int menu_y = (V_HEIGHT - menu_h) / 2;
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const int row_h = 34;
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const int row_x = menu_x + 16;
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const int row_w = menu_w - 32;
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const int row_start_y = menu_y + 48;
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// Menu tap handling on TOUCH_DOWN because TOUCH_UP coordinates can be unreliable (often 0,0).
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if (input.type == INPUT_TOUCH_DOWN) {
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if (in_rect(input.x, input.y, row_x, row_start_y + (0 * row_h), row_w, row_h)) {
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if (launcher.restart_selected_game()) {
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scene_stack.pop(); // Back to GAME
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needs_refresh = true;
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printf("Restarted current game from global menu\n");
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}
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} else if (in_rect(input.x, input.y, row_x, row_start_y + (1 * row_h), row_w, row_h)) {
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swipe_candidate_active = false;
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launcher.return_to_menu();
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scene_stack.clear_to_launcher();
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needs_refresh = true;
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printf("Returned to game launcher from global menu\n");
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if (display->get_type() == DISPLAY_TYPE_EPAPER) {
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LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
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epaper->full_refresh();
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}
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} else if (in_rect(input.x, input.y, row_x, row_start_y + (2 * row_h), row_w, row_h)) {
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sleep_option_index = (sleep_option_index + 1) % kSleepOptionCount;
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apply_sleep_option(sleep_option_index);
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needs_refresh = true;
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if (sleep_timeout_ms == 0) {
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printf("Auto sleep disabled\n");
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} else {
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printf("Auto sleep set to %s\n", kSleepOptions[sleep_option_index].label);
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}
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} else if (!in_rect(input.x, input.y, menu_x, menu_y, menu_w, menu_h)) {
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scene_stack.pop(); // Close menu, resume game scene
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needs_refresh = true;
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}
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}
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}
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}
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}
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if (game_wants_frame_updates(launcher)) {
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if (scene_stack.is(SceneId::GAME) && game_wants_frame_updates(launcher)) {
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// No input, but check if game wants continuous updates
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current_game = launcher.get_selected_game();
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if (current_game) {
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@@ -750,7 +936,7 @@ int main()
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// Update dirty rectangle optimization based on continuous updates
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if (display->get_type() == DISPLAY_TYPE_ST7796) {
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bool wants_opt = false;
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if (launcher.is_game_selected()) {
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if (scene_stack.is(SceneId::GAME)) {
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Game* g = launcher.get_selected_game();
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if (g && g->wants_frame_updates()) {
|
||||
wants_opt = true;
|
||||
@@ -766,18 +952,48 @@ int main()
|
||||
|
||||
// Clear buffer and redraw entire UI with updated state
|
||||
memset(bit_buffer, 0, V_WIDTH * V_HEIGHT / 8);
|
||||
// Reset renderer state so one scene/game cannot leak clip/text/font settings
|
||||
// into subsequent scenes (e.g. Lua games using clip rects).
|
||||
renderer.reset_clip_rect();
|
||||
renderer.set_text_color(true);
|
||||
renderer.set_font(&font_homespun_obj);
|
||||
|
||||
if (launcher.is_game_selected()) {
|
||||
current_game = launcher.get_selected_game();
|
||||
current_game->draw();
|
||||
} else {
|
||||
if (scene_stack.is(SceneId::LAUNCHER)) {
|
||||
launcher.draw();
|
||||
} else if (scene_stack.is(SceneId::GAME)) {
|
||||
current_game = launcher.get_selected_game();
|
||||
if (current_game) {
|
||||
current_game->draw();
|
||||
} else {
|
||||
launcher.draw();
|
||||
scene_stack.clear_to_launcher();
|
||||
}
|
||||
} else if (scene_stack.is(SceneId::IN_GAME_MENU)) {
|
||||
current_game = launcher.get_selected_game();
|
||||
if (current_game) {
|
||||
current_game->draw();
|
||||
draw_in_game_menu(&renderer, &gui, V_WIDTH, V_HEIGHT, kSleepOptions[sleep_option_index].label);
|
||||
} else {
|
||||
launcher.draw();
|
||||
scene_stack.clear_to_launcher();
|
||||
}
|
||||
}
|
||||
|
||||
// Request async refresh (non-blocking - handled by Core 1)
|
||||
bool refresh_started = refresh_screen_async(bit_buffer, display);
|
||||
// TFT fix:
|
||||
// Run refresh synchronously on Core 0 for ST7796/ST7789.
|
||||
// We observed intermittent frozen screens with async Core 1 refresh
|
||||
// after SD/Lua activity even though scene/game logic continued.
|
||||
// E-paper keeps async refresh because its refresh latency is high.
|
||||
bool refresh_started = false;
|
||||
if (display->get_type() == DISPLAY_TYPE_ST7796 || display->get_type() == DISPLAY_TYPE_ST7789) {
|
||||
refresh_screen(bit_buffer, display);
|
||||
refresh_started = true;
|
||||
} else {
|
||||
refresh_started = refresh_screen_async(bit_buffer, display);
|
||||
}
|
||||
|
||||
if (refresh_started) {
|
||||
needs_refresh = false;
|
||||
pending_refresh = false; // Refresh queued successfully
|
||||
last_frame_time = current_time; // Update frame time
|
||||
} else {
|
||||
|
||||
@@ -129,6 +129,7 @@ bool GameLauncher::update(const InputEvent& event) {
|
||||
if (event.y >= y - 5 && event.y < y + MENU_ITEM_HEIGHT - 5) {
|
||||
// Game selected - create instance
|
||||
printf("Selected game: %s\n", games[i].name);
|
||||
selected_index = i;
|
||||
selected_game = games[i].factory(width, height, renderer, gui, input_manager);
|
||||
if (selected_game) {
|
||||
selected_game->init();
|
||||
@@ -298,6 +299,30 @@ bool GameLauncher::select_game_by_name(const char* name) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GameLauncher::restart_selected_game() {
|
||||
if (selected_index < 0 || selected_index >= (int)games.size()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (selected_game) {
|
||||
delete selected_game;
|
||||
selected_game = nullptr;
|
||||
}
|
||||
|
||||
selected_game = games[selected_index].factory(width, height, renderer, gui, input_manager);
|
||||
if (!selected_game) {
|
||||
return false;
|
||||
}
|
||||
|
||||
selected_game->init();
|
||||
current_page = selected_index / GAMES_PER_PAGE;
|
||||
return true;
|
||||
}
|
||||
|
||||
void GameLauncher::return_to_menu() {
|
||||
reset();
|
||||
}
|
||||
|
||||
int GameLauncher::get_total_pages() const {
|
||||
if (games.empty()) return 1;
|
||||
return (games.size() + GAMES_PER_PAGE - 1) / GAMES_PER_PAGE;
|
||||
|
||||
@@ -97,6 +97,17 @@ public:
|
||||
*/
|
||||
bool select_game_by_name(const char* name);
|
||||
|
||||
/**
|
||||
* @brief Restart the currently selected game.
|
||||
* @return true if restart succeeded, false otherwise
|
||||
*/
|
||||
bool restart_selected_game();
|
||||
|
||||
/**
|
||||
* @brief Exit current game and return to launcher menu.
|
||||
*/
|
||||
void return_to_menu();
|
||||
|
||||
private:
|
||||
uint16_t width;
|
||||
uint16_t height;
|
||||
|
||||
45
lib/scene_stack.h
Normal file
45
lib/scene_stack.h
Normal file
@@ -0,0 +1,45 @@
|
||||
#ifndef SCENE_STACK_H
|
||||
#define SCENE_STACK_H
|
||||
|
||||
#include <vector>
|
||||
|
||||
enum class SceneId {
|
||||
LAUNCHER = 0,
|
||||
GAME,
|
||||
IN_GAME_MENU
|
||||
};
|
||||
|
||||
class SceneStack {
|
||||
public:
|
||||
SceneStack() {
|
||||
stack.push_back(SceneId::LAUNCHER);
|
||||
}
|
||||
|
||||
SceneId current() const {
|
||||
return stack.empty() ? SceneId::LAUNCHER : stack.back();
|
||||
}
|
||||
|
||||
bool is(SceneId scene) const {
|
||||
return current() == scene;
|
||||
}
|
||||
|
||||
void push(SceneId scene) {
|
||||
stack.push_back(scene);
|
||||
}
|
||||
|
||||
void pop() {
|
||||
if (stack.size() > 1) {
|
||||
stack.pop_back();
|
||||
}
|
||||
}
|
||||
|
||||
void clear_to_launcher() {
|
||||
stack.clear();
|
||||
stack.push_back(SceneId::LAUNCHER);
|
||||
}
|
||||
|
||||
private:
|
||||
std::vector<SceneId> stack;
|
||||
};
|
||||
|
||||
#endif // SCENE_STACK_H
|
||||
Reference in New Issue
Block a user