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Tortuga/client/menu_scenes/options_menu.cpp
T
Ratstail91 3d6509b5a5 Client builds & runs, can't test the gameplay without the server
SDL_ttf is now being initialized, and all usages of fonts are now checked for nullptr.
A bug where the renderer's logical size was not properly set has been fixed.
The FPS counter is disabled for now.
2015-08-20 20:45:13 +10:00

117 lines
2.9 KiB
C++

/* Copyright: (c) Kayne Ruse 2013-2015
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 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.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "options_menu.hpp"
#include "config_utility.hpp"
#include <sstream>
#include <stdexcept>
//-------------------------
//Public access members
//-------------------------
OptionsMenu::OptionsMenu() {
ConfigUtility& config = ConfigUtility::GetSingleton();
//setup the utility objects
buttonImage.Load(GetRenderer(), config["dir.interface"] + "button.png");
font = TTF_OpenFont(config["client.font"].c_str(), 12);
//check that the font loaded
if (!font) {
std::ostringstream msg;
msg << "Failed to load a font file; " << SDL_GetError();
throw(std::runtime_error(msg.str()));
}
//setup the button
backButton.SetBackgroundTexture(GetRenderer(), buttonImage.GetTexture());
backButton.SetText(GetRenderer(), font, "Back", {255, 255, 255, 255});
//set the button positions
backButton.SetX(50);
backButton.SetY(50);
//text line
textLine.SetText(GetRenderer(), font, "This code is fucking hard to refactor.", {255, 255, 255, 255});
}
OptionsMenu::~OptionsMenu() {
TTF_CloseFont(font);
}
//-------------------------
//Frame loop
//-------------------------
void OptionsMenu::FrameStart() {
//
}
void OptionsMenu::Update() {
//
}
void OptionsMenu::FrameEnd() {
//
}
void OptionsMenu::RenderFrame(SDL_Renderer* renderer) {
backButton.DrawTo(renderer);
textLine.DrawTo(renderer, 50, 30);
}
//-------------------------
//Event handlers
//-------------------------
void OptionsMenu::MouseMotion(SDL_MouseMotionEvent const& event) {
backButton.MouseMotion(event);
}
void OptionsMenu::MouseButtonDown(SDL_MouseButtonEvent const& event) {
backButton.MouseButtonDown(event);
}
void OptionsMenu::MouseButtonUp(SDL_MouseButtonEvent const& event) {
if (backButton.MouseButtonUp(event) == Button::State::RELEASED) {
SetSceneSignal(SceneSignal::MAINMENU);
}
}
void OptionsMenu::MouseWheel(SDL_MouseWheelEvent const& event) {
//
}
void OptionsMenu::KeyDown(SDL_KeyboardEvent const& event) {
switch(event.keysym.sym) {
case SDLK_ESCAPE:
SetSceneSignal(SceneSignal::MAINMENU);
break;
}
}
void OptionsMenu::KeyUp(SDL_KeyboardEvent const& event) {
//
}