fd320767c5
The server's changes were easy. The clients means that the constructors for each scene have one less argument, and each scene has one less member. The exception to this is LobbyMenu, where the config is used in multiple places, so it was easier to have the config's reference as a member. To replace the config's usage, I added this line in most cases: ConfigUtility& config = ConfigUtility::GetSingleton(); The only requirement is that ConfigUtility::Create() and ConfigUtility::Delete() are called from the main() function.
125 lines
3.2 KiB
C++
125 lines
3.2 KiB
C++
/* Copyright: (c) Kayne Ruse 2013, 2014
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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 "main_menu.hpp"
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#include "config_utility.hpp"
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//-------------------------
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//Public access members
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//-------------------------
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MainMenu::MainMenu() {
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ConfigUtility& config = ConfigUtility::GetSingleton();
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//setup the utility objects
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image.LoadSurface(config["dir.interface"] + "button_menu.bmp");
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image.SetClipH(image.GetClipH()/3);
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font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
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//pass the utility objects
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startButton.SetImage(&image);
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startButton.SetFont(&font);
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optionsButton.SetImage(&image);
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optionsButton.SetFont(&font);
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quitButton.SetImage(&image);
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quitButton.SetFont(&font);
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//set the button positions
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startButton.SetX(50);
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startButton.SetY(50 + image.GetClipH() * 0);
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optionsButton.SetX(50);
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optionsButton.SetY(50 + image.GetClipH() * 1);
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quitButton.SetX(50);
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quitButton.SetY(50 + image.GetClipH() * 2);
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//set the button texts
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startButton.SetText("Start");
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optionsButton.SetText("Options");
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quitButton.SetText("Quit");
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//debug
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//
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}
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MainMenu::~MainMenu() {
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//
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void MainMenu::FrameStart() {
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//
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}
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void MainMenu::Update(double delta) {
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//
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}
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void MainMenu::FrameEnd() {
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//
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}
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void MainMenu::Render(SDL_Surface* const screen) {
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startButton.DrawTo(screen);
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optionsButton.DrawTo(screen);
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quitButton.DrawTo(screen);
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void MainMenu::MouseMotion(SDL_MouseMotionEvent const& motion) {
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startButton.MouseMotion(motion);
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optionsButton.MouseMotion(motion);
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quitButton.MouseMotion(motion);
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}
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void MainMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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startButton.MouseButtonDown(button);
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optionsButton.MouseButtonDown(button);
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quitButton.MouseButtonDown(button);
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}
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void MainMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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//TODO: Buttons should only register as "selected" when the left button is used
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if (startButton.MouseButtonUp(button) == Button::State::HOVER) {
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SetNextScene(SceneList::LOBBYMENU);
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}
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if (optionsButton.MouseButtonUp(button) == Button::State::HOVER) {
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SetNextScene(SceneList::OPTIONSMENU);
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}
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if (quitButton.MouseButtonUp(button) == Button::State::HOVER) {
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QuitEvent();
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}
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}
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void MainMenu::KeyDown(SDL_KeyboardEvent const& key) {
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//
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}
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void MainMenu::KeyUp(SDL_KeyboardEvent const& key) {
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//
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}
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