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path: root/titlestate.cpp
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#include "titlestate.h"

#include "gamestate.h"
#include "hslist.h"
#include "util.h"

State* TitleState::operator()(SDL_Window* window, SDL_Renderer* renderer) {
  SDL_Texture* background = loadImage(renderer, "resources/title.bmp");
  SDL_Texture* pointer = loadImage(renderer, "resources/pointer.bmp");
  int selection = 0;
  SDL_Event e;

  for (;;) {
    SDL_RenderClear(renderer);
    SDL_RenderCopy(renderer, background, NULL, NULL);
    applyTexture(renderer, pointer, 136,
                 selection == 0
                     ? 316
                     : (selection == 1 ? 350 : (selection == 2 ? 381 : 417)));
    SDL_RenderPresent(renderer);

    while (SDL_PollEvent(&e)) {
      if (e.type == SDL_QUIT) {
        return NULL;
      } else if (e.type == SDL_KEYDOWN) {
        if ((e.key.keysym.sym == SDLK_UP) && (selection != 0)) {
          selection--;
        } else if ((e.key.keysym.sym == SDLK_DOWN) && (selection != 3)) {
          selection++;
        } else if (e.key.keysym.sym == SDLK_RETURN) {
          switch (selection) {
            case 0:
              return new GameState();
            case 1:
              return new HowToPlayState();
            case 2:
              return new ChooseHighscoreListState();
            case 3:
              return NULL;
          }
        }
      }
    }
  }
}

State* HowToPlayState::operator()(SDL_Window* window, SDL_Renderer* renderer) {
  SDL_Texture* background = loadImage(renderer, "resources/htp1.bmp");
  SDL_Texture* pointer = loadImage(renderer, "resources/pointer.bmp");
  int selection = 0;
  SDL_Event e;

  for (;;) {
    SDL_RenderClear(renderer);
    SDL_RenderCopy(renderer, background, NULL, NULL);
    applyTexture(renderer, pointer, selection == 0 ? 74 : 216, 430);
    SDL_RenderPresent(renderer);

    while (SDL_PollEvent(&e)) {
      if (e.type == SDL_QUIT) {
        return NULL;
      } else if (e.type == SDL_KEYDOWN) {
        if ((e.key.keysym.sym == SDLK_LEFT) && (selection != 0)) {
          selection--;
        } else if ((e.key.keysym.sym == SDLK_RIGHT) && (selection != 1)) {
          selection++;
        } else if (e.key.keysym.sym == SDLK_RETURN) {
          switch (selection) {
            case 0:
              return new HowToPlayPageTwoState();

              break;
            case 1:
              return new TitleState();
          }
        }
      }
    }
  }
}

State* HowToPlayPageTwoState::operator()(SDL_Window* window,
                                         SDL_Renderer* renderer) {
  SDL_Texture* background = loadImage(renderer, "resources/htp2.bmp");
  SDL_Texture* pointer = loadImage(renderer, "resources/pointer.bmp");
  int selection = 0;
  SDL_Event e;

  for (;;) {
    SDL_RenderClear(renderer);
    SDL_RenderCopy(renderer, background, NULL, NULL);
    applyTexture(renderer, pointer, selection == 0 ? 45 : 238, 430);
    SDL_RenderPresent(renderer);

    while (SDL_PollEvent(&e)) {
      if (e.type == SDL_QUIT) {
        return NULL;
      } else if (e.type == SDL_KEYDOWN) {
        if ((e.key.keysym.sym == SDLK_LEFT) && (selection != 0)) {
          selection--;
        } else if ((e.key.keysym.sym == SDLK_RIGHT) && (selection != 1)) {
          selection++;
        } else if (e.key.keysym.sym == SDLK_RETURN) {
          switch (selection) {
            case 0:
              return new HowToPlayState();

              break;
            case 1:
              return new TitleState();
          }
        }
      }
    }
  }
}