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- #include "MenuState.hxx"
- #include "GameStateManager.hxx"
- #include "../SDLRenderer.hxx"
- void MenuState::on_enter(GameStateManager& gsm)
- {
- new_game_button_.set_on_click([&gsm] {
- if (gsm.parent()!=nullptr)
- gsm.pop_state();
- gsm.replace_state(GameStates::Game);
- });
- continue_button_.set_on_click([&gsm] {
- gsm.pop_state();
- });
- quit_button_.set_on_click([&gsm] {
- while (gsm.current()!=nullptr) {
- gsm.pop_state();
- }
- });
- }
- void MenuState::on_event(GameStateManager& gsm, SDL_Event const& evt)
- {
- if (evt.type==SDL_KEYUP && evt.key.keysym.scancode==SDL_SCANCODE_ESCAPE) {
- gsm.pop_state();
- }
- }
- void MenuState::update(GameStateManager& gsm, std::chrono::milliseconds delta_time)
- {
- (void) delta_time;
- continue_button_.set_visible(gsm.parent()!=nullptr);
- new_game_button_.update();
- continue_button_.update();
- quit_button_.update();
- }
- void MenuState::render(SDLRenderer& renderer)
- {
- int screen_w, screen_h;
- SDL_GetRendererOutputSize(renderer, &screen_w, &screen_h);
- int const button_count = continue_button_.is_visible() ? 3 : 2;
- int const x = (screen_w-BUTTON_WIDTH)/2;
- int const y = (screen_h-(button_count*BUTTON_HEIGHT+(button_count-1)*20))/2;
- new_game_button_.move(x, y);
- continue_button_.move(x, y+BUTTON_HEIGHT+20);
- quit_button_.move(x, y+(button_count-1)*(BUTTON_HEIGHT+20));
- SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
- SDL_RenderClear(renderer);
- new_game_button_.render(renderer);
- continue_button_.render(renderer);
- quit_button_.render(renderer);
- SDL_RenderPresent(renderer);
- }
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