#include "nes/app/ui/screen-confirm-quit.hh" #include "nes/app/graphics/renderer.hh" #include "nes/app/graphics/color.hh" #include "nes/app/input/input-device-keyboard.hh" namespace nes::app { screen_confirm_quit::screen_confirm_quit(input_device_keyboard& keyboard) : keyboard_{ keyboard } { } auto screen_confirm_quit::render(renderer& renderer) -> void { renderer.render_rect(2, 8, 28, 10, color::background_secondary); renderer.render_border(2, 8, 28, 10, color::foreground_primary); auto const attrs = text_attributes{} .set_alignment(text_alignment::center) .set_ellipsize_mode(ellipsize_mode::end) .set_max_width(26); renderer.render_text(16, 10, "Are you sure?", color::foreground_primary, attrs); renderer.render_text(16, 12, "All progress is lost.", color::foreground_primary, attrs); if (confirm_) { renderer.render_text(10, 15, "Cancel", color::foreground_secondary); renderer.render_text(18, 15, "> OK <", color::accent_primary); } else { renderer.render_text(8, 15, "> Cancel <", color::accent_primary); renderer.render_text(20, 15, "OK", color::foreground_secondary); } } auto screen_confirm_quit::process_events() -> action { while (auto const event = keyboard_.poll_event()) { // Use key-up so the enter key is not immediately captured by the game. if (event == input_event::key_up(key::enter)) { if (confirm_) { return action::confirm_quit(); } else { return action::cancel_quit(); } } else if (event == input_event::key_down(key::space)) { confirm_ = !confirm_; } else if (event == input_event::key_down(key::arrow_left)) { confirm_ = false; } else if (event == input_event::key_down(key::arrow_right)) { confirm_ = true; } } return action{}; } } // namespace nes::app