// New constructs the menu func New(am *assetmanager.AssetManager, id string, items []Item, spacing int32, justification int) *Menu { // TODO: do these even need to be registered with any asset manager? just use util.RenderText? menu := &Menu{items: items, spacing: spacing, justification: justification} menuEntity := scenegraph.NewEntity(nil) maxH := int32(0) maxW := int32(0) idNum := 0 for i, item := range menu.items { var err error var surface, surfaceHi *sdl.Surface var entity, entityHi *scenegraph.Entity if surface, err = am.RenderText(fmt.Sprintf("%s-%d", id, idNum), item.AssetFontID, item.Text, item.Color); err != nil { panic(fmt.Sprintf("Menu render font: %v", err)) } idNum++ if surfaceHi, err = am.RenderText(fmt.Sprintf("%s-%d", id, idNum), item.AssetFontID, item.Text, item.HiColor); err != nil { panic(fmt.Sprintf("Intro render font: %v", err)) } idNum++ entity = scenegraph.NewEntity(surface) entity.Visible = i > 0 entityHi = scenegraph.NewEntity(surfaceHi) entityHi.Visible = i == 0 menuEntity.AddChild(entity, entityHi) if entity.W > maxW { maxW = entity.W } entity.Y = maxH entityHi.Y = maxH maxH += menu.spacing } menuEntity.W = maxW menuEntity.H = maxH // position everything now that we have sizes known for i := range menu.items { entity := menuEntity.GetChild(i * 2) entityHi := menuEntity.GetChild(i*2 + 1) switch menu.justification { case MenuJustifyLeft: entity.X = 0 entityHi.X = 0 case MenuJustifyCenter: scenegraph.CenterEntityInParent(entity, menuEntity) scenegraph.CenterEntityInParent(entityHi, menuEntity) case MenuJustifyRight: scenegraph.RightJustifyEntityInParent(entity, menuEntity) scenegraph.RightJustifyEntityInParent(entityHi, menuEntity) } } menu.RootEntity = menuEntity return menu }