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path: root/titlestate.cpp
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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);

#ifdef __EMSCRIPTEN__
  applyTexture(game.renderer.get(), pointer_.get(), 136,
               selection_ == 0 ? 316 : (selection_ == 1 ? 350 : 381));

  SDL_Rect eSpace = {164, 412, 79, 33};
  SDL_SetRenderDrawColor(game.renderer.get(), 255, 255, 255, 255);
  SDL_RenderFillRect(game.renderer.get(), &eSpace);
#else
  applyTexture(game.renderer.get(), pointer_.get(), 136,
               selection_ == 0
                   ? 316
                   : (selection_ == 1 ? 350 : (selection_ == 2 ? 381 : 417)));
#endif

  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_--;
#ifdef __EMSCRIPTEN__
      } else if ((e.key.keysym.sym == SDLK_DOWN) && (selection_ != 2)) {
#else
      } else if ((e.key.keysym.sym == SDLK_DOWN) && (selection_ != 3)) {
#endif
        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;
}