35363c05c3
Updated the ClientApplication class to help support the new design, but it's not finished because of that module's dependence on the various scenes. Updated the following scenes: * CleanUp * MainMenu * OptionsMenu The following source files (in client/scenes/) compile correctly: * base_scene.cpp * splash_screen.cpp * clean_up.cpp * main_menu.cpp * options_menu.cpp The folling source files (in client/scenes/) do not compile: * in_world.cpp * in_combat.cpp * lobby_menu.cpp
109 lines
2.7 KiB
C++
109 lines
2.7 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 "options_menu.hpp"
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//-------------------------
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//Public access members
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//-------------------------
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OptionsMenu::OptionsMenu(lua_State* L): lua(L) {
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//get the config info
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lua_getglobal(lua, "config");
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lua_getfield(lua, -1, "dir");
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lua_getfield(lua, -1, "interface");
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lua_getfield(lua, -2, "fonts");
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std::string interfaceDir = lua_tostring(lua, -2);
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std::string fontsDir = lua_tostring(lua, -1);
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lua_pop(lua, 4);
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//setup the utility objects
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image.LoadSurface(interfaceDir + "button_menu.bmp");
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image.SetClipH(image.GetClipH()/3);
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font.LoadSurface(fontsDir + "pk_white_8.bmp");
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//pass the utility objects
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backButton.SetImage(&image);
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backButton.SetFont(&font);
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//set the button positions
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backButton.SetX(50);
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backButton.SetY(50 + image.GetClipH() * 0);
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//set the button texts
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backButton.SetText("Back");
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}
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OptionsMenu::~OptionsMenu() {
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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 OptionsMenu::FrameStart() {
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//
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}
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void OptionsMenu::Update(double delta) {
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//
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}
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void OptionsMenu::FrameEnd() {
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//
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}
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void OptionsMenu::Render(SDL_Surface* const screen) {
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backButton.DrawTo(screen);
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font.DrawStringTo("Oh, were you looking for the options screen?", screen, 50, 30);
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void OptionsMenu::MouseMotion(SDL_MouseMotionEvent const& motion) {
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backButton.MouseMotion(motion);
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}
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void OptionsMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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backButton.MouseButtonDown(button);
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}
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void OptionsMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (backButton.MouseButtonUp(button) == Button::State::HOVER &&
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button.button & SDL_BUTTON_LMASK) {
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SetNextScene(SceneList::MAINMENU);
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}
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}
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void OptionsMenu::KeyDown(SDL_KeyboardEvent const& key) {
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//
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}
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void OptionsMenu::KeyUp(SDL_KeyboardEvent const& key) {
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//
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}
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