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Dependencies: mbed
Menu/Menu.cpp@14:9861fe85c803, 2019-04-04 (annotated)
- Committer:
- lewisgw
- Date:
- Thu Apr 04 18:19:26 2019 +0000
- Revision:
- 14:9861fe85c803
- Parent:
- 13:bcf6bb69c597
- Child:
- 18:304700b5d8f8
Same functionality as last commit, large functions have been broken up into smaller ones and every .cpp file commented.
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
lewisgw | 9:fff2009f826e | 1 | #include "Menu.h" |
lewisgw | 9:fff2009f826e | 2 | |
lewisgw | 14:9861fe85c803 | 3 | // Define the finite state machine for three different states: running game, display |
lewisgw | 14:9861fe85c803 | 4 | // menu and display controls, {ouput,{a,b,c,d}} where a,b,c,d are inputs. |
lewisgw | 14:9861fe85c803 | 5 | // The ouputs have been assigned to 0,1,2. |
lewisgw | 14:9861fe85c803 | 6 | // There are four different relevent input combinations that have been assigned to |
lewisgw | 14:9861fe85c803 | 7 | // 0,1,2,3. |
lewisgw | 12:ebaefda53dd0 | 8 | State _fsm[3] = { |
lewisgw | 13:bcf6bb69c597 | 9 | {0,{0,1,0,0}}, |
lewisgw | 12:ebaefda53dd0 | 10 | {1,{1,1,0,2}}, |
lewisgw | 13:bcf6bb69c597 | 11 | {2,{2,1,2,0}} |
lewisgw | 12:ebaefda53dd0 | 12 | }; |
lewisgw | 11:b66170249a26 | 13 | |
lewisgw | 14:9861fe85c803 | 14 | // Constructor and distructor |
lewisgw | 9:fff2009f826e | 15 | Menu::Menu() {} |
lewisgw | 9:fff2009f826e | 16 | |
lewisgw | 9:fff2009f826e | 17 | Menu::~Menu() {} |
lewisgw | 9:fff2009f826e | 18 | |
lewisgw | 9:fff2009f826e | 19 | void Menu::init() { |
lewisgw | 14:9861fe85c803 | 20 | // Initialise at the highest level, starting state is the menu. |
lewisgw | 12:ebaefda53dd0 | 21 | _state = 1; |
lewisgw | 12:ebaefda53dd0 | 22 | _controller.init(); |
lewisgw | 12:ebaefda53dd0 | 23 | } |
lewisgw | 12:ebaefda53dd0 | 24 | |
lewisgw | 12:ebaefda53dd0 | 25 | void Menu::run(N5110 &lcd, Gamepad &gamepad) { |
lewisgw | 12:ebaefda53dd0 | 26 | set_input(gamepad.check_event(Gamepad::START_PRESSED), |
lewisgw | 13:bcf6bb69c597 | 27 | gamepad.check_event(Gamepad::BACK_PRESSED), |
lewisgw | 13:bcf6bb69c597 | 28 | gamepad.check_event(Gamepad::X_PRESSED)); |
lewisgw | 14:9861fe85c803 | 29 | // Select the current output, execute that output via the output function |
lewisgw | 14:9861fe85c803 | 30 | // and update to the next state depending on the input. |
lewisgw | 12:ebaefda53dd0 | 31 | _output = _fsm[_state].output; |
lewisgw | 12:ebaefda53dd0 | 32 | output(lcd, gamepad); |
lewisgw | 12:ebaefda53dd0 | 33 | _state = _fsm[_state].next_state[_menu_input]; |
lewisgw | 12:ebaefda53dd0 | 34 | } |
lewisgw | 12:ebaefda53dd0 | 35 | |
lewisgw | 12:ebaefda53dd0 | 36 | void Menu::output(N5110 &lcd, Gamepad &gamepad) { |
lewisgw | 14:9861fe85c803 | 37 | // 0, 1 and 2 have been assigned to the output of each state respectivley. |
lewisgw | 12:ebaefda53dd0 | 38 | if (_output == 0) { |
lewisgw | 12:ebaefda53dd0 | 39 | run_game(lcd, gamepad); |
lewisgw | 12:ebaefda53dd0 | 40 | } else if (_output == 1) { |
lewisgw | 12:ebaefda53dd0 | 41 | display_menu(lcd, gamepad); |
lewisgw | 12:ebaefda53dd0 | 42 | } else { |
lewisgw | 12:ebaefda53dd0 | 43 | display_controls(lcd, gamepad); |
lewisgw | 12:ebaefda53dd0 | 44 | } |
lewisgw | 9:fff2009f826e | 45 | } |
lewisgw | 9:fff2009f826e | 46 | |
lewisgw | 13:bcf6bb69c597 | 47 | void Menu::set_input(bool start, bool back, bool x) { |
lewisgw | 14:9861fe85c803 | 48 | // 0, 1, 2, 3 have been assigned to each relevent input combination: |
lewisgw | 14:9861fe85c803 | 49 | // if nothing is pressed, input = 0. |
lewisgw | 14:9861fe85c803 | 50 | // if only back is pressed, input = 1. |
lewisgw | 14:9861fe85c803 | 51 | // if only start is pressed, input = 2. |
lewisgw | 14:9861fe85c803 | 52 | // if only X is pressed, input = 3. |
lewisgw | 13:bcf6bb69c597 | 53 | if (!start && !back && !x) { |
lewisgw | 12:ebaefda53dd0 | 54 | _menu_input = 0; |
lewisgw | 12:ebaefda53dd0 | 55 | } else if (!start && back) { |
lewisgw | 12:ebaefda53dd0 | 56 | _menu_input = 1; |
lewisgw | 12:ebaefda53dd0 | 57 | } else if (start && !back) { |
lewisgw | 12:ebaefda53dd0 | 58 | _menu_input = 2; |
lewisgw | 13:bcf6bb69c597 | 59 | } else if (x) { |
lewisgw | 12:ebaefda53dd0 | 60 | _menu_input = 3; |
lewisgw | 12:ebaefda53dd0 | 61 | } |
lewisgw | 12:ebaefda53dd0 | 62 | } |
lewisgw | 12:ebaefda53dd0 | 63 | |
lewisgw | 12:ebaefda53dd0 | 64 | void Menu::run_game(N5110 &lcd, Gamepad &gamepad) { |
lewisgw | 12:ebaefda53dd0 | 65 | _controller.run_game_engine(lcd, gamepad); |
lewisgw | 11:b66170249a26 | 66 | } |
lewisgw | 11:b66170249a26 | 67 | |
lewisgw | 13:bcf6bb69c597 | 68 | void Menu::display_controls(N5110 &lcd, Gamepad &gamepad) { |
lewisgw | 13:bcf6bb69c597 | 69 | lcd.printString("JOYSTICK:",0,0); |
lewisgw | 13:bcf6bb69c597 | 70 | lcd.printString("-Move left",0,1); |
lewisgw | 13:bcf6bb69c597 | 71 | lcd.printString("-Move right",0,2); |
lewisgw | 13:bcf6bb69c597 | 72 | lcd.printString("-Duck",0,3); |
lewisgw | 13:bcf6bb69c597 | 73 | lcd.printString("A:",0,4); |
lewisgw | 13:bcf6bb69c597 | 74 | lcd.printString("-Jump (back)",0,5); |
lewisgw | 13:bcf6bb69c597 | 75 | } |
lewisgw | 12:ebaefda53dd0 | 76 | |
lewisgw | 12:ebaefda53dd0 | 77 | void Menu::display_menu(N5110 &lcd, Gamepad &gamepad) { |
lewisgw | 14:9861fe85c803 | 78 | // Displays the menu and resets the controller to ensure a new game is |
lewisgw | 14:9861fe85c803 | 79 | // ready to start when the state is switched to run game. |
lewisgw | 13:bcf6bb69c597 | 80 | _controller.init(); |
lewisgw | 13:bcf6bb69c597 | 81 | lcd.printString("Menu",30,0); |
lewisgw | 13:bcf6bb69c597 | 82 | lcd.printString("START- Play!",0,1); |
lewisgw | 13:bcf6bb69c597 | 83 | lcd.printString("X- Controls",0,2); |
lewisgw | 9:fff2009f826e | 84 | } |