Imported new Button class, deleted menu_bar.*pp
This commit is contained in:
+1
-1
@@ -4,5 +4,5 @@ all:
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$(MAKE) -C graphics
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$(MAKE) -C map
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$(MAKE) -C network
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# $(MAKE) -C ui
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$(MAKE) -C ui
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$(MAKE) -C utilities
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+127
-38
@@ -23,59 +23,148 @@
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#include <stdexcept>
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Button::State Button::MouseMotion(SDL_MouseMotionEvent const& motion) {
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return CalcState(motion.x, motion.y, motion.state & SDL_BUTTON_LMASK);
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void Button::DrawTo(SDL_Renderer* renderer) {
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image.SetClipY(image.GetClipH() * state);
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image.DrawTo(renderer, posX, posY);
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}
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Button::State Button::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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if (button.button == SDL_BUTTON_LEFT) {
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return CalcState(button.x, button.y, true);
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void Button::SetBackgroundTexture(SDL_Renderer* renderer, SDL_Texture* texture) {
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//copy the given texture
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image.Free();
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//a null texture can simply free the image
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if (!texture) {
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return;
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}
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return state;
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//get the w & h, & create
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int w = 0, h = 0;
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SDL_QueryTexture(texture, nullptr, nullptr, &w, &h);
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image.Create(renderer, w, h);
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//copy
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SDL_SetRenderTarget(renderer, image.GetTexture());
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SDL_RenderCopy(renderer, texture, nullptr, nullptr);
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SDL_SetRenderTarget(renderer, nullptr);
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//prune
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image.SetClipH(image.GetClipH() / 3);
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}
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Button::State Button::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (button.button == SDL_BUTTON_LEFT) {
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return CalcState(button.x, button.y, false);
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void Button::SetText(SDL_Renderer* renderer, TTF_Font* font, std::string s, SDL_Color color) {
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//make the surface (from SDL_ttf)
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SDL_Surface* surf = TTF_RenderText_Solid(font, s.c_str(), color);
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if (!surf) {
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throw(std::runtime_error("Failed to create a TTF surface"));
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}
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return state;
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//convert to texture
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SDL_Texture* text = SDL_CreateTextureFromSurface(renderer, surf);
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SDL_FreeSurface(surf);
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if (!text) {
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throw(std::runtime_error("Failed to create a TTF texture"));
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}
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//get the dimensions & rects
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int x, y, w, h;
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SDL_QueryTexture(text, nullptr, nullptr, &w, &h);
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x = (image.GetClipW() - w) / 2;
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y = (image.GetClipH() - h) / 2;
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SDL_Rect src = {0, 0, w, h};
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SDL_Rect dst;
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//draw the text to the background
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SDL_SetRenderTarget(renderer, image.GetTexture());
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for (int i = 0; i < 3; i++) {
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dst = {x, y + image.GetClipH() * i, w, h};
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SDL_RenderCopy(renderer, text, &src, &dst);
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}
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SDL_SetRenderTarget(renderer, nullptr);
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//free the texture
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SDL_DestroyTexture(text);
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//DEBUG: testing
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// image.SetClipH(image.GetClipH() * 3);
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}
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void Button::DrawTo(SDL_Surface* const dest) {
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if (!image || !font) {
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throw(std::runtime_error("Surface not set for Button"));
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}
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image->SetClipY(state * image->GetClipH());
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image->DrawTo(dest, x, y);
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font->DrawStringTo(text, dest, textX + x, textY + y);
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void Button::SetX(int x) {
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posX = x;
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}
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std::string Button::SetText(std::string t) {
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if (!image || !font) {
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throw(std::runtime_error("Surface not set for Button"));
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}
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//one line, cache the position
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text = t;
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textX = (image->GetClipW() / 2) - (font->GetCharW() * text.size() / 2);
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textY = (image->GetClipH() / 2) - (font->GetCharH() / 2);
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return text;
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void Button::SetY(int y) {
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posY = y;
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}
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Button::State Button::CalcState(Sint16 i, Sint16 j, bool leftPressed) {
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if (!image || !font) {
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throw(std::runtime_error("Surface not set for Button"));
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}
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//if out of bounds
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if (i < x || i >= (x + image->GetClipW()) ||
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j < y || j >= (y + image->GetClipH())
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) {
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return state = State::NORMAL;
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Button::State Button::MouseMotion(SDL_MouseMotionEvent const& event) {
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//if out of bounds, exit
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if (!CheckBounds(event.x, event.y)) {
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return state = State::IDLE;
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}
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if (leftPressed) {
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return state = State::PRESSED;
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//if in bounds, check button
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if (event.state & SDL_BUTTON_LMASK && state == State::PRESSED) {
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//stay pressed
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// state = State::PRESSED;
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}
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else {
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return state = State::HOVER;
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state = State::HOVER;
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}
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return state;
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}
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Button::State Button::MouseButtonDown(SDL_MouseButtonEvent const& event) {
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//if out of bounds, exit
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if (!CheckBounds(event.x, event.y)) {
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return state = State::IDLE;
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}
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//if in bounds, check button
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if (event.button == SDL_BUTTON_LEFT) {
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return state = State::PRESSED;
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}
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//NOTE: if not left button down, ignore
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return State::HOVER;
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}
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Button::State Button::MouseButtonUp(SDL_MouseButtonEvent const& event) {
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//if out of bounds, exit
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if (!CheckBounds(event.x, event.y)) {
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return state = State::IDLE;
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}
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//if not left button up, ignore
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if (event.button != SDL_BUTTON_LEFT) {
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return state;
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}
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//if in bounds and left button up, send release signal
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if (state == State::PRESSED) {
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state = State::HOVER;
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return State::RELEASED;
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}
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return state;
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}
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void Button::SetState(State s) {
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state = s;
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}
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Button::State Button::GetState() {
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return state;
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}
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bool Button::CheckBounds(int x, int y) {
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//return if true (x, y) is within bounds, otherwise return false
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return !(
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x < posX ||
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y < posY ||
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x > posX + image.GetClipW() ||
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y > posY + image.GetClipH()
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);
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}
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+20
-15
@@ -21,7 +21,6 @@
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*/
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#pragma once
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#include "bounding_box.hpp"
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#include "image.hpp"
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#include "SDL2/SDL_ttf.h"
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@@ -30,29 +29,35 @@
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class Button {
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public:
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//states available
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enum class State {
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NORMAL, HOVER, PRESSED
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enum State {
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IDLE = 0, HOVER = 1, PRESSED = 2, RELEASED = 3
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};
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//methods
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Button() = default;
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~Button() = default;
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void RenderText(std::string s);
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bool CaptureInput(int x, int y, bool pressed);
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void DrawTo(SDL_Renderer*, int camX, int camY);
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void DrawTo(SDL_Renderer*);
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//accessors & mutators
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int SetX(int x) { return posX = x; }
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int SetY(int y) { return posY = y; }
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int GetX() { return posX; }
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int GetY() { return posY; }
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Image* GetImage() { return ℑ }
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BoundingBox* GetBoundingBox() { return &boundingBox; }
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//setup
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void SetBackgroundTexture(SDL_Renderer*, SDL_Texture*);
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void SetText(SDL_Renderer*, TTF_Font*, std::string, SDL_Color);
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void SetX(int x);
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void SetY(int y);
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//capture input
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State MouseMotion(SDL_MouseMotionEvent const&);
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State MouseButtonDown(SDL_MouseButtonEvent const&);
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State MouseButtonUp(SDL_MouseButtonEvent const&);
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//states
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void SetState(State); //TODO: idle, busy or disabled
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State GetState();
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protected:
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bool CheckBounds(int x, int y);
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Image image;
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BoundingBox boundingBox;
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int posX = 0, posY = 0;
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State state = State::IDLE;
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};
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@@ -1,139 +0,0 @@
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/* Copyright: (c) Kayne Ruse 2013-2015
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "menu_bar.hpp"
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#include <stdexcept>
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#include <sstream>
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void MenuBar::DrawTo(SDL_Surface* const dest) {
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for (auto& i : entries) {
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i.DrawTo(dest);
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}
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}
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void MenuBar::MouseMotion(SDL_MouseMotionEvent const& motion) {
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for (auto& i : entries) {
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i.MouseMotion(motion);
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}
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}
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void MenuBar::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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for (auto& i : entries) {
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i.MouseButtonDown(button);
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}
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}
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void MenuBar::MouseButtonUp(SDL_MouseButtonEvent const& button, int* entry, int* butt) {
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*entry = *butt = -1;
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int ret = -1;
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for (auto& i : entries) {
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ret = i.MouseButtonUp(button);
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if (ret != -1) {
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*entry = (&i - entries.data());
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*butt = ret;
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}
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}
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}
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void MenuBar::SetEntries(std::vector<std::vector<std::string>> info) {
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if (!image || !font) {
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throw(std::runtime_error("Surfaces not loaded into the menu bar"));
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}
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entries.clear();
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for (int i = 0; i < info.size(); i++) {
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//create the entry & the main button
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entries.push_back(MenuBarEntry());
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entries[i].mainButton.SetImage(image);
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entries[i].mainButton.SetFont(font);
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entries[i].mainButton.SetText(info[i][0]);
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entries[i].mainButton.SetX(i * image->GetClipW());
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entries[i].mainButton.SetY(0);
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for (int j = 0; j < info[i].size()-1; j++) {
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//create each drop button in this entry
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entries[i].dropButtons.push_back(Button());
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entries[i].dropButtons[j].SetImage(image);
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entries[i].dropButtons[j].SetFont(font);
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entries[i].dropButtons[j].SetText(info[i][j+1]);
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entries[i].dropButtons[j].SetX(i * image->GetClipW());
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entries[i].dropButtons[j].SetY((j+1) * image->GetClipH());
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}
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}
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}
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void MenuBar::MenuBarEntry::DrawTo(SDL_Surface* const dest) {
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//only draw the dropButtons in the user has this menu open
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mainButton.DrawTo(dest);
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if (!open) {
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return;
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}
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for (auto& i : dropButtons) {
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i.DrawTo(dest);
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}
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}
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void MenuBar::MenuBarEntry::MouseMotion(SDL_MouseMotionEvent const& motion) {
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//open the menu
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bool o = mainButton.MouseMotion(motion) == Button::State::PRESSED;
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if (!(open |= o)) {
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return;
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}
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for (auto& i : dropButtons) {
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//dragging down the menu
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o |= i.MouseMotion(motion) == Button::State::PRESSED;
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}
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open = o;
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}
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void MenuBar::MenuBarEntry::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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//open the menu
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if (!(open = mainButton.MouseButtonDown(button) == Button::State::PRESSED)) {
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return;
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}
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//update the others anyway
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for (auto& i : dropButtons) {
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i.MouseButtonDown(button);
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}
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}
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int MenuBar::MenuBarEntry::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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int ret = -1;
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mainButton.MouseButtonUp(button);
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for (auto& i : dropButtons) {
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//the user just released this button
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if (i.GetState() != i.MouseButtonUp(button) && i.GetState() == Button::State::HOVER && open) {
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//get this button's index
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ret = (&i - dropButtons.data());
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}
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}
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open = false;
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return ret;
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}
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@@ -1,88 +0,0 @@
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/* Copyright: (c) Kayne Ruse 2013-2015
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
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||||
*
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* Permission is granted to anyone to use this software for any purpose,
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||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
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* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
*
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* 2. Altered source versions must be plainly marked as such, and must not be
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||||
* misrepresented as being the original software.
|
||||
*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#pragma once
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#include "image.hpp"
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#include "button.hpp"
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#include <string>
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#include <vector>
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/* I've redesigned this so that the contents of the menu bar can't change during run time.
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* This is more restrictive but I'm focusing on getting this working first.
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* The Image and Font pointers must be set before the text data is entered.
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*
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* This class needs a rewrite.
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*/
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//TODO: This thing is fucking terrible, fix it and the button class
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class MenuBar {
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public:
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MenuBar() = default;
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~MenuBar() = default;
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//yet another draw function
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void DrawTo(SDL_Surface* const dest);
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//user inputs
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void MouseMotion(SDL_MouseMotionEvent const&);
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void MouseButtonDown(SDL_MouseButtonEvent const&);
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void MouseButtonUp(SDL_MouseButtonEvent const&, int* entry, int* button);
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//manage the entries & buttons
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void SetEntries(std::vector<std::vector<std::string>> info);
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void ClearEntries() { entries.clear(); }
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//Accessors and mutators
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Image* SetImage(Image* const ptr) { return image = ptr; }
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Image* GetImage() { return image; }
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RasterFont* SetFont(RasterFont* const ptr) { return font = ptr; }
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RasterFont* GetFont() { return font; }
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private:
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class MenuBarEntry;
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std::vector<MenuBarEntry> entries;
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Image* image = nullptr;
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RasterFont* font = nullptr;
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};
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class MenuBar::MenuBarEntry {
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public:
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MenuBarEntry() = default;
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~MenuBarEntry() = default;
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void DrawTo(SDL_Surface* const dest);
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void MouseMotion(SDL_MouseMotionEvent const&);
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void MouseButtonDown(SDL_MouseButtonEvent const&);
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int MouseButtonUp(SDL_MouseButtonEvent const&);
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private:
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Button mainButton;
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std::vector<Button> dropButtons;
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bool open = false;
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friend class MenuBar;
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};
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Reference in New Issue
Block a user