Tetris/menustate.cpp

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2014-11-07 20:47:50 +01:00
#include "states.hpp"
MenuState MenuState::m_MenuState;
void MenuState::Init()
{
menu = new Menu();
menu->addItem("Play", play);
menu->addItem("High Score", score);
# ifdef DEBUG
menu->addItem("Debug Info", Debug_Info);
# endif
menu->addItem("Exit", quit);
# ifdef DEBUG
std::cout << "MenuState Init Successful" << std::endl;
# endif
}
void MenuState::Clean()
{
delete menu;
# ifdef DEBUG
std::cout << "MenuState Clean Successful" << std::endl;
# endif
}
void MenuState::Pause()
{
# ifdef DEBUG
std::cout << "MenuState Paused" << std::endl;
# endif
}
void MenuState::Resume()
{
# ifdef DEBUG
std::cout << "MenuState Resumed" << std::endl;
# endif
}
void MenuState::HandleEvents(game* Game)
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
Game->Quit();
break;
case SDL_KEYDOWN:
switch (event.key.keysym.sym)
{
case SDLK_ESCAPE:
{
Game->Quit();
}
break;
case SDLK_DOWN:
menu->Down(Game);
break;
case SDLK_UP:
menu->Up(Game);
break;
case SDLK_SPACE:
menu->Execute(Game);
break;
case SDLK_RETURN:
menu->Execute(Game);
break;
}
break;
}
}
}
void MenuState::Update(game* Game)
{
SDL_FillRect(Game->GetScreen(), NULL, 0x000000);
}
// We have to change the way we get the screen in this function
void MenuState::Draw(game* Game)
{
menu->Draw(Game);
SDL_Flip(Game->GetScreen());
}
void MenuState::play(game* Game)
{
Game->ChangeState(PlayState::Instance());
}
void MenuState::score(game* Game)
{
Game->PushState(ScoreState::Instance());
}
void MenuState::quit(game* Game)
{
Game->Quit();
}
# ifdef DEBUG
void MenuState::Debug_Info(game* Game)
{
std::cout << "\n\n=== DEBUG INFO ===\n" << std::endl;
std::cout << "Number of States: " << Game->CountStates() << std::endl;
std::cout << "\n=== Debug Info ===\n\n" << endl;
}
# endif