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#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
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