Imported new Button class, deleted menu_bar.*pp
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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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