MenuState.cxx 2.5 KB

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  1. #include "MenuState.hxx"
  2. #include "PlayingState.hxx"
  3. #include "GameStateManager.hxx"
  4. #include "../SDLRenderer.hxx"
  5. void MenuState::on_enter(GameStateManager& gsm)
  6. {
  7. game_.reset();
  8. if (auto const parent = gsm.parent(); parent!=nullptr) {
  9. if (auto const game = dynamic_cast<PlayingState*>(parent); game!=nullptr) {
  10. game_ = game;
  11. }
  12. }
  13. new_game_button_.set_on_click([&gsm] {
  14. if (gsm.parent()!=nullptr)
  15. gsm.pop_state();
  16. gsm.replace_state(GameStates::Game);
  17. });
  18. continue_button_.set_on_click([&gsm] {
  19. gsm.pop_state();
  20. });
  21. high_score_button_.set_on_click([&gsm] {
  22. gsm.push_state(GameStates::HighScores);
  23. });
  24. credits_button_.set_on_click([&gsm] {
  25. gsm.push_state(GameStates::Credits);
  26. });
  27. quit_button_.set_on_click([&gsm] {
  28. while (gsm.current()!=nullptr) {
  29. gsm.pop_state();
  30. }
  31. });
  32. }
  33. void MenuState::on_event(GameStateManager& gsm, SDL_Event const& evt)
  34. {
  35. if (evt.type==SDL_KEYUP) {
  36. switch (evt.key.keysym.scancode) {
  37. default:
  38. break;
  39. case SDL_SCANCODE_PAUSE:
  40. if (gsm.parent()==nullptr)
  41. break;
  42. [[fallthrough]];
  43. case SDL_SCANCODE_ESCAPE:
  44. gsm.pop_state();
  45. break;
  46. }
  47. }
  48. }
  49. void MenuState::update(GameStateManager& gsm, std::chrono::milliseconds delta_time)
  50. {
  51. (void) delta_time;
  52. continue_button_.set_visible(gsm.parent()!=nullptr);
  53. new_game_button_.update();
  54. continue_button_.update();
  55. high_score_button_.update();
  56. credits_button_.update();
  57. quit_button_.update();
  58. }
  59. void MenuState::render(SDLRenderer& renderer)
  60. {
  61. int screen_w, screen_h;
  62. SDL_GetRendererOutputSize(renderer, &screen_w, &screen_h);
  63. int const button_count = continue_button_.is_visible() ? 5 : 4;
  64. int const x = (screen_w-BUTTON_WIDTH)/2;
  65. int y = (screen_h-(button_count*BUTTON_HEIGHT+(button_count-1)*20))/2;
  66. new_game_button_.move(x, y);
  67. if (continue_button_.is_visible()) {
  68. continue_button_.move(x, y += BUTTON_HEIGHT+20);
  69. }
  70. high_score_button_.move(x, y += BUTTON_HEIGHT+20);
  71. credits_button_.move(x, y += BUTTON_HEIGHT+20);
  72. quit_button_.move(x, y + BUTTON_HEIGHT+20);
  73. SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
  74. SDL_RenderClear(renderer);
  75. if (game_.has_value()) {
  76. game_.value()->render_game(renderer, false);
  77. }
  78. SDL_SetRenderDrawColor(renderer, 0, 0, 0, 200);
  79. SDL_RenderFillRect(renderer, nullptr);
  80. new_game_button_.render(renderer);
  81. continue_button_.render(renderer);
  82. high_score_button_.render(renderer);
  83. credits_button_.render(renderer);
  84. quit_button_.render(renderer);
  85. SDL_RenderPresent(renderer);
  86. }