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#include "titlestate.h"
#include "gamestate.h"
#include "hs_state.h"
#include "util.h"
TitleState::TitleState(Game& game) {
background_ = loadImage(game.renderer.get(), "resources/title.bmp");
pointer_ = loadImage(game.renderer.get(), "resources/pointer.bmp");
}
std::unique_ptr<State> TitleState::operator()(Game& game) {
SDL_Event e;
SDL_RenderClear(game.renderer.get());
SDL_RenderCopy(game.renderer.get(), background_.get(), NULL, NULL);
applyTexture(game.renderer.get(), pointer_.get(), 136,
selection_ == 0
? 316
: (selection_ == 1 ? 350 : (selection_ == 2 ? 381 : 417)));
SDL_RenderPresent(game.renderer.get());
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
game.should_quit = true;
break;
} 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 std::make_unique<GameState>();
case 1:
return std::make_unique<HowToPlayState>(game);
case 2:
return std::make_unique<DisplayLocalHighscoreListState>(game);
case 3: {
game.should_quit = true;
break;
}
}
}
}
}
return nullptr;
}
HowToPlayState::HowToPlayState(Game& game) {
background_ = loadImage(game.renderer.get(), "resources/htp1.bmp");
pointer_ = loadImage(game.renderer.get(), "resources/pointer.bmp");
}
std::unique_ptr<State> HowToPlayState::operator()(Game& game) {
SDL_Event e;
SDL_RenderClear(game.renderer.get());
SDL_RenderCopy(game.renderer.get(), background_.get(), NULL, NULL);
applyTexture(game.renderer.get(), pointer_.get(), selection_ == 0 ? 74 : 216,
430);
SDL_RenderPresent(game.renderer.get());
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
game.should_quit = true;
break;
} 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 std::make_unique<HowToPlayPageTwoState>(game);
case 1:
return std::make_unique<TitleState>(game);
}
}
}
}
return nullptr;
}
HowToPlayPageTwoState::HowToPlayPageTwoState(Game& game) {
background_ = loadImage(game.renderer.get(), "resources/htp2.bmp");
pointer_ = loadImage(game.renderer.get(), "resources/pointer.bmp");
}
std::unique_ptr<State> HowToPlayPageTwoState::operator()(Game& game) {
SDL_Event e;
SDL_RenderClear(game.renderer.get());
SDL_RenderCopy(game.renderer.get(), background_.get(), NULL, NULL);
applyTexture(game.renderer.get(), pointer_.get(), selection_ == 0 ? 45 : 238,
430);
SDL_RenderPresent(game.renderer.get());
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
game.should_quit = true;
break;
} 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 std::make_unique<HowToPlayState>(game);
case 1:
return std::make_unique<TitleState>(game);
}
}
}
}
return nullptr;
}
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