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@@ -0,0 +1,48 @@
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+#include "MenuState.hxx"
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+#include "GameStateManager.hxx"
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+#include "../SDLRenderer.hxx"
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+
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+void MenuState::update(GameStateManager& gsm, std::chrono::milliseconds delta_time)
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+{
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+ (void) delta_time;
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+
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+ new_game_button_.set_on_click([&gsm] {
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+ gsm.replace_state(GameStates::Game);
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+ });
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+
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+ quit_button_.set_on_click([&gsm] {
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+ while (gsm.current()!=nullptr) {
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+ gsm.pop_state();
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+ }
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+ });
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+
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+ new_game_button_.update();
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+ quit_button_.update();
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+
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+ auto const key_state = SDL_GetKeyboardState(nullptr);
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+ auto const escape_pressed = !!key_state[SDL_SCANCODE_ESCAPE];
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+ if (!escape_pressed && escape_pressed_) {
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+ gsm.pop_state();
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+ }
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+ escape_pressed_ = escape_pressed;
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+}
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+
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+void MenuState::render(SDLRenderer& renderer)
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+{
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+ int screen_w, screen_h;
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+ SDL_GetRendererOutputSize(renderer, &screen_w, &screen_h);
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+
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+ int const x = (screen_w-BUTTON_WIDTH)/2;
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+ int const y = (screen_h-(2*BUTTON_HEIGHT+20))/2;
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+
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+ new_game_button_.move(x, y);
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+ quit_button_.move(x, y+BUTTON_HEIGHT+20);
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+
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+ SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
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+ SDL_RenderClear(renderer);
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+
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+ new_game_button_.render(renderer);
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+ quit_button_.render(renderer);
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+
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+ SDL_RenderPresent(renderer);
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+}
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