#include "stdafx.h" #include "CPreGame.h" #include "SDL.h" extern SDL_Surface * ekran; extern SDL_Color tytulowy, tlo, zwykly ; extern TTF_Font * TNRB16, *TNR, *GEOR13; SDL_Rect genRect(int hh, int ww, int xx, int yy); SDL_Color genRGB(int r, int g, int b, int a=0); void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran); void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran); CPreGame * CPG; void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran); bool isItIn(const SDL_Rect * rect, int x, int y); template void Button::press(bool down) { int i; if (down) state=i=1; else state=i=0; SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos); updateRect(&pos); } template void Button::hover(bool on=true) { if (!highlightable) return; int i; if (on) state=i=2; else state=i=0; SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos); updateRect(&pos); } template void Button::select(bool on) { int i; if (on) state=i=3; else state=i=0; SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos); updateRect(&pos); if (ourGroup && on && ourGroup->type==1) { if (ourGroup->selected && ourGroup->selected!=this) ourGroup->selected->select(false); ourGroup->selected =this; } } CPreGame::CPreGame() { tytulowy.r=229;tytulowy.g=215;tytulowy.b=123;tytulowy.unused=0; zwykly.r=255;zwykly.g=255;zwykly.b=255;zwykly.unused=0; //gbr tlo.r=66;tlo.g=44;tlo.b=24;tlo.unused=0; preth = new CPreGameTextHandler; preth->loadTexts(); currentMessage=NULL; behindCurMes=NULL; initMainMenu(); initNewMenu(); initScenSel(); showMainMenu(); CPG=this; } void CPreGame::initScenSel() { ourScenSel = new ScenSel(); if (rand()%2) ourScenSel->background=SDL_LoadBMP("h3bitmap.lod\\ZPIC1000.bmp"); else ourScenSel->background=SDL_LoadBMP("h3bitmap.lod\\ZPIC1001.bmp"); ourScenSel->pressed=NULL; ourScenSel->scenInf=SDL_LoadBMP("h3bitmap.lod\\GSELPOP1.bmp"); ourScenSel->scenList=SDL_LoadBMP("h3bitmap.lod\\SCSELBCK.bmp"); ourScenSel->randMap=SDL_LoadBMP("h3bitmap.lod\\RANMAPBK.bmp"); ourScenSel->options=SDL_LoadBMP("h3bitmap.lod\\ADVOPTBK.bmp"); SDL_SetColorKey(ourScenSel->scenInf,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->scenInf->format,0,255,255)); SDL_SetColorKey(ourScenSel->scenList,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->scenList->format,0,255,255)); SDL_SetColorKey(ourScenSel->randMap,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->randMap->format,0,255,255)); SDL_SetColorKey(ourScenSel->options,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->options->format,0,255,255)); ourScenSel->difficulty = new CPoinGroup<>(); ourScenSel->difficulty->type=1; ourScenSel->selectedDiff=-77; ourScenSel->difficulty->gdzie = &ourScenSel->selectedDiff; ourScenSel->bEasy = IntSelBut<>(genRect(0,0,506,456),NULL,slh->giveDef("GSPBUT3.DEF"),true,ourScenSel->difficulty,1); ourScenSel->bNormal = IntSelBut<>(genRect(0,0,538,456),NULL,slh->giveDef("GSPBUT4.DEF"),true,ourScenSel->difficulty,2); ourScenSel->bHard = IntSelBut<>(genRect(0,0,570,456),NULL,slh->giveDef("GSPBUT5.DEF"),true,ourScenSel->difficulty,3); ourScenSel->bExpert = IntSelBut<>(genRect(0,0,602,456),NULL,slh->giveDef("GSPBUT6.DEF"),true,ourScenSel->difficulty,4); ourScenSel->bImpossible = IntSelBut<>(genRect(0,0,634,456),NULL,slh->giveDef("GSPBUT7.DEF"),true,ourScenSel->difficulty,5); ourScenSel->bBack = Button<>(genRect(0,0,584,535),&CPreGame::showNewMenu,slh->giveDef("SCNRBACK.DEF")); ourScenSel->bBegin = Button<>(genRect(0,0,414,535),&CPreGame::showScenList,slh->giveDef("SCNRBEG.DEF")); ourScenSel->bScens = Button<>(genRect(0,0,414,81),&CPreGame::showScenList,slh->giveDef("GSPBUTT.DEF")); for (int i=0; ibScens.imgs->ourImages.size(); i++) printAt("Show Available Scenarios",25+i,2+i,GEOR13,zwykly,ourScenSel->bScens.imgs->ourImages[i].bitmap); ourScenSel->bRandom = Button<>(genRect(0,0,414,105),&CPreGame::showScenList,slh->giveDef("GSPBUTT.DEF")); for (int i=0; ibRandom.imgs->ourImages.size(); i++) printAt("Random Map",25+i,2+i,GEOR13,zwykly,ourScenSel->bRandom.imgs->ourImages[i].bitmap); ourScenSel->bOptions = Button<>(genRect(0,0,414,509),&CPreGame::showScenList,slh->giveDef("GSPBUTT.DEF")); for (int i=0; ibOptions.imgs->ourImages.size(); i++) printAt("Show Advanced Options",25+i,2+i,GEOR13,zwykly,ourScenSel->bOptions.imgs->ourImages[i].bitmap); } void CPreGame::showScenSel() { state=EState::ScenarioList; SDL_BlitSurface(ourScenSel->background,NULL,ekran,NULL); SDL_BlitSurface(ourScenSel->scenInf,NULL,ekran,&genRect(ourScenSel->scenInf->h,ourScenSel->scenInf->w,395,6)); //blit texts printAt(preth->singleScenarioName,420,25,GEOR13); printAt("Scenario Description:",420,135,GEOR13); printAt("Victory Condition:",420,285,GEOR13); printAt("Loss Condition:",420,340,GEOR13); printAt("Allies:",420,406,GEOR13,zwykly); printAt("Enemies:",585,406,GEOR13,zwykly); printAt("Map Diff:",427,438,GEOR13); printAt("Player Difficulty:",527,438,GEOR13); printAt("Rating:",685,438,GEOR13); //blit buttons SDL_BlitSurface(ourScenSel->bEasy.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bEasy.pos); SDL_BlitSurface(ourScenSel->bNormal.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bNormal.pos); SDL_BlitSurface(ourScenSel->bHard.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bHard.pos); SDL_BlitSurface(ourScenSel->bExpert.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bExpert.pos); SDL_BlitSurface(ourScenSel->bImpossible.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bImpossible.pos); SDL_BlitSurface(ourScenSel->bScens.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bScens.pos); SDL_BlitSurface(ourScenSel->bOptions.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bOptions.pos); SDL_BlitSurface(ourScenSel->bBegin.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bBegin.pos); SDL_BlitSurface(ourScenSel->bBack.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bBack.pos); SDL_BlitSurface(ourScenSel->bRandom.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bRandom.pos); //blitAt(ourScenSel->bScens.imgs->ourImages[0].bitmap,ourScenSel->bScens.pos.x,ourScenSel->bScens.pos.y); //blitAt(ourScenSel->bRandom.imgs->ourImages[0].bitmap,414,105); //blitAt(ourScenSel->bOptions.imgs->ourImages[0].bitmap,414,509); //blitAt(ourScenSel->bBegin.imgs->ourImages[0].bitmap,414,535); //blitAt(ourScenSel->bBack.imgs->ourImages[0].bitmap,584,535); //add buttons info btns.push_back(&ourScenSel->bEasy); btns.push_back(&ourScenSel->bNormal); btns.push_back(&ourScenSel->bHard); btns.push_back(&ourScenSel->bExpert); btns.push_back(&ourScenSel->bImpossible); btns.push_back(&ourScenSel->bScens); btns.push_back(&ourScenSel->bRandom); btns.push_back(&ourScenSel->bOptions); btns.push_back(&ourScenSel->bBegin); btns.push_back(&ourScenSel->bBack); ourScenSel->selectedDiff=1; ourScenSel->bNormal.select(true); for (int i=0;ipos.w=btns[i]->imgs->ourImages[0].bitmap->w; btns[i]->pos.h=btns[i]->imgs->ourImages[0].bitmap->h; } handleOther = &CPreGame::scenHandleEv; SDL_Flip(ekran); } void CPreGame::showScenList() {} void CPreGame::showOptions() {} void CPreGame::initNewMenu() { ourNewMenu = new menuItems(); ourNewMenu->background = SDL_LoadBMP("h3bitmap.lod\\ZPIC1005.bmp"); slh = new CSemiLodHandler(); slh->openLod("H3sprite.lod"); //loading menu buttons ourNewMenu->newGame = slh->giveDef("ZTSINGL.DEF"); ourNewMenu->loadGame = slh->giveDef("ZTMULTI.DEF"); ourNewMenu->highScores = slh->giveDef("ZTCAMPN.DEF"); ourNewMenu->credits = slh->giveDef("ZTTUTOR.DEF"); ourNewMenu->quit = slh->giveDef("ZTBACK.DEF"); ok = slh->giveDef("IOKAY.DEF"); cancel = slh->giveDef("ICANCEL.DEF"); // single scenario ourNewMenu->lNewGame.h=ourNewMenu->newGame->ourImages[0].bitmap->h; ourNewMenu->lNewGame.w=ourNewMenu->newGame->ourImages[0].bitmap->w; ourNewMenu->lNewGame.x=545; ourNewMenu->lNewGame.y=4; ourNewMenu->fNewGame=&CPreGame::showScenSel; //multiplayer ourNewMenu->lLoadGame.h=ourNewMenu->loadGame->ourImages[0].bitmap->h; ourNewMenu->lLoadGame.w=ourNewMenu->loadGame->ourImages[0].bitmap->w; ourNewMenu->lLoadGame.x=568; ourNewMenu->lLoadGame.y=120; //campaign ourNewMenu->lHighScores.h=ourNewMenu->highScores->ourImages[0].bitmap->h; ourNewMenu->lHighScores.w=ourNewMenu->highScores->ourImages[0].bitmap->w; ourNewMenu->lHighScores.x=541; ourNewMenu->lHighScores.y=233; //tutorial ourNewMenu->lCredits.h=ourNewMenu->credits->ourImages[0].bitmap->h; ourNewMenu->lCredits.w=ourNewMenu->credits->ourImages[0].bitmap->w; ourNewMenu->lCredits.x=545; ourNewMenu->lCredits.y=358; //back ourNewMenu->lQuit.h=ourNewMenu->quit->ourImages[0].bitmap->h; ourNewMenu->lQuit.w=ourNewMenu->quit->ourImages[0].bitmap->w; ourNewMenu->lQuit.x=582; ourNewMenu->lQuit.y=464; ourNewMenu->fQuit=&CPreGame::showMainMenu; ourNewMenu->highlighted=0; } void CPreGame::showNewMenu() { btns.clear(); state = EState::newGame; SDL_BlitSurface(ourNewMenu->background,NULL,ekran,NULL); SDL_BlitSurface(ourNewMenu->newGame->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lNewGame); SDL_BlitSurface(ourNewMenu->loadGame->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lLoadGame); SDL_BlitSurface(ourNewMenu->highScores->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lHighScores); SDL_BlitSurface(ourNewMenu->credits->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lCredits); SDL_BlitSurface(ourNewMenu->quit->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lQuit); SDL_Flip(ekran); } void CPreGame::initMainMenu() { ourMainMenu = new menuItems(); ourMainMenu->background = SDL_LoadBMP("h3bitmap.lod\\ZPIC1005.bmp"); CSemiLodHandler * slh = new CSemiLodHandler(); slh->openLod("H3sprite.lod"); //loading menu buttons ourMainMenu->newGame = slh->giveDef("ZMENUNG.DEF"); ourMainMenu->loadGame = slh->giveDef("ZMENULG.DEF"); ourMainMenu->highScores = slh->giveDef("ZMENUHS.DEF"); ourMainMenu->credits = slh->giveDef("ZMENUCR.DEF"); ourMainMenu->quit = slh->giveDef("ZMENUQT.DEF"); ok = slh->giveDef("IOKAY.DEF"); cancel = slh->giveDef("ICANCEL.DEF"); // new game button location ourMainMenu->lNewGame.h=ourMainMenu->newGame->ourImages[0].bitmap->h; ourMainMenu->lNewGame.w=ourMainMenu->newGame->ourImages[0].bitmap->w; ourMainMenu->lNewGame.x=540; ourMainMenu->lNewGame.y=10; ourMainMenu->fNewGame=&CPreGame::showNewMenu; //load game location ourMainMenu->lLoadGame.h=ourMainMenu->loadGame->ourImages[0].bitmap->h; ourMainMenu->lLoadGame.w=ourMainMenu->loadGame->ourImages[0].bitmap->w; ourMainMenu->lLoadGame.x=532; ourMainMenu->lLoadGame.y=132; //high scores ourMainMenu->lHighScores.h=ourMainMenu->highScores->ourImages[0].bitmap->h; ourMainMenu->lHighScores.w=ourMainMenu->highScores->ourImages[0].bitmap->w; ourMainMenu->lHighScores.x=524; ourMainMenu->lHighScores.y=251; //credits ourMainMenu->lCredits.h=ourMainMenu->credits->ourImages[0].bitmap->h; ourMainMenu->lCredits.w=ourMainMenu->credits->ourImages[0].bitmap->w; ourMainMenu->lCredits.x=557; ourMainMenu->lCredits.y=359; //quit ourMainMenu->lQuit.h=ourMainMenu->quit->ourImages[0].bitmap->h; ourMainMenu->lQuit.w=ourMainMenu->quit->ourImages[0].bitmap->w; ourMainMenu->lQuit.x=586; ourMainMenu->lQuit.y=468; ourMainMenu->fQuit=&CPreGame::quitAskBox; ourMainMenu->highlighted=0; handledLods.push_back(slh); delete slh; } void CPreGame::showMainMenu() { state = EState::mainMenu; SDL_BlitSurface(ourMainMenu->background,NULL,ekran,NULL); SDL_BlitSurface(ourMainMenu->newGame->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lNewGame); SDL_BlitSurface(ourMainMenu->loadGame->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lLoadGame); SDL_BlitSurface(ourMainMenu->highScores->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lHighScores); SDL_BlitSurface(ourMainMenu->credits->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lCredits); SDL_BlitSurface(ourMainMenu->quit->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lQuit); SDL_Flip(ekran); } void CPreGame::highlightButton(int which, int on) { menuItems * current = currentItems(); switch (which) { case 1: { SDL_BlitSurface(current->newGame->ourImages[on].bitmap,NULL,ekran,¤t->lNewGame); break; } case 2: { SDL_BlitSurface(current->loadGame->ourImages[on].bitmap,NULL,ekran,¤t->lLoadGame); break; } case 3: { SDL_BlitSurface(current->highScores->ourImages[on].bitmap,NULL,ekran,¤t->lHighScores); break; } case 4: { SDL_BlitSurface(current->credits->ourImages[on].bitmap,NULL,ekran,¤t->lCredits); break; } case 5: { SDL_BlitSurface(current->quit->ourImages[on].bitmap,NULL,ekran,¤t->lQuit); break; } } SDL_Flip(ekran); } void CPreGame::showCenBox (std::string data) { CMessage * cmh = new CMessage(); SDL_Surface * infoBox = cmh->genMessage(preth->getTitle(data), preth->getDescr(data)); behindCurMes = SDL_CreateRGBSurface(ekran->flags,infoBox->w,infoBox->h,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask); SDL_Rect pos = genRect(infoBox->h,infoBox->w, (ekran->w/2)-(infoBox->w/2),(ekran->h/2)-(infoBox->h/2)); SDL_BlitSurface(ekran,&pos,behindCurMes,NULL); SDL_BlitSurface(infoBox,NULL,ekran,&pos); SDL_UpdateRect(ekran,pos.x,pos.y,pos.w,pos.h); SDL_FreeSurface(infoBox); currentMessage = new SDL_Rect(pos); delete cmh; } void CPreGame::showAskBox (std::string data, void(*f1)(),void(*f2)()) { CMessage * cmh = new CMessage(); std::vector * przyciski = new std::vector(0); std::vector * btnspos= new std::vector(0); przyciski->push_back(ok); przyciski->push_back(cancel); SDL_Surface * infoBox = cmh->genMessage(preth->getTitle(data), preth->getDescr(data), EWindowType::yesOrNO, przyciski, btnspos); behindCurMes = SDL_CreateRGBSurface(ekran->flags,infoBox->w,infoBox->h,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask); SDL_Rect pos = genRect(infoBox->h,infoBox->w, (ekran->w/2)-(infoBox->w/2),(ekran->h/2)-(infoBox->h/2)); SDL_BlitSurface(ekran,&pos,behindCurMes,NULL); SDL_BlitSurface(infoBox,NULL,ekran,&pos); SDL_UpdateRect(ekran,pos.x,pos.y,pos.w,pos.h); SDL_FreeSurface(infoBox); currentMessage = new SDL_Rect(pos); (*btnspos)[0].x+=pos.x; (*btnspos)[0].y+=pos.y; (*btnspos)[1].x+=pos.x; (*btnspos)[1].y+=pos.y; btns.push_back(new Button<>((*btnspos)[0],&CPreGame::quit,ok,false, NULL,2)); btns.push_back(new Button<>((*btnspos)[1],(&CPreGame::hideBox),cancel,false, NULL,2)); delete cmh; delete przyciski; delete btnspos; } void CPreGame::hideBox () { SDL_BlitSurface(behindCurMes,NULL,ekran,currentMessage); SDL_UpdateRect (ekran,currentMessage->x,currentMessage->y,currentMessage->w,currentMessage->h); for (int i=0;iID==2) { delete btns[i]; btns.erase(btns.begin()+i); i--; } } SDL_FreeSurface(behindCurMes); delete currentMessage; currentMessage = NULL; behindCurMes=NULL; } CPreGame::menuItems * CPreGame::currentItems() { switch (state) { case EState::mainMenu: return ourMainMenu; case EState::newGame: return ourNewMenu; default: return NULL; } } void CPreGame::scenHandleEv(SDL_Event& sEvent) { if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT)) { for (int i=0;ipos,sEvent.motion.x,sEvent.motion.y)) { mush->playClick(); btns[i]->press(true); ourScenSel->pressed=btns[i]; } } } else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT)) { if (ourScenSel->pressed) { ourScenSel->pressed->press(false); ourScenSel->pressed=NULL; } for (int i=0;ipos,sEvent.motion.x,sEvent.motion.y)) { if (btns[i]->selectable) btns[i]->select(true); if (btns[i]->fun) (this->*(btns[i]->fun))(); return; } } } } void CPreGame::runLoop() { SDL_Event sEvent; while(true) { try { if(SDL_PollEvent(&sEvent)) //wait for event... { menuItems * current = currentItems(); if(sEvent.type==SDL_QUIT) return ; if (!current) { (this->*handleOther)(sEvent); } else if (sEvent.type==SDL_KEYDOWN) { if (sEvent.key.keysym.sym==SDLK_q) { return ; break; } /*if (state==EState::newGame) { switch (sEvent.key.keysym.sym) { case SDLK_LEFT: { if(currentItems()->lNewGame.x>0) currentItems()->lNewGame.x--; break; } case (SDLK_RIGHT): { currentItems()->lNewGame.x++; break; } case (SDLK_UP): { if(currentItems()->lNewGame.y>0) currentItems()->lNewGame.y--; break; } case (SDLK_DOWN): { currentItems()->lNewGame.y++; break; } } showNewMenu(); }*/ } else if (sEvent.type==SDL_MOUSEMOTION) { if (currentMessage) continue; if (current->highlighted) { switch (current->highlighted) { case 1: { if(isItIn(¤t->lNewGame,sEvent.motion.x,sEvent.motion.y)) continue; else { current->highlighted=0; highlightButton(1,0); } break; } case 2: { if(isItIn(¤t->lLoadGame,sEvent.motion.x,sEvent.motion.y)) continue; else { current->highlighted=0; highlightButton(2,0); } break; } case 3: { if(isItIn(¤t->lHighScores,sEvent.motion.x,sEvent.motion.y)) continue; else { current->highlighted=0; highlightButton(3,0); } break; } case 4: { if(isItIn(¤t->lCredits,sEvent.motion.x,sEvent.motion.y)) continue; else { current->highlighted=0; highlightButton(4,0); } break; } case 5: { if(isItIn(¤t->lQuit,sEvent.motion.x,sEvent.motion.y)) continue; else { current->highlighted=0; highlightButton(5,0); } break; } } //switch (current->highlighted) } // if (current->highlighted) if (isItIn(¤t->lNewGame,sEvent.motion.x,sEvent.motion.y)) { highlightButton(1,2); current->highlighted=1; } else if (isItIn(¤t->lLoadGame,sEvent.motion.x,sEvent.motion.y)) { highlightButton(2,2); current->highlighted=2; } else if (isItIn(¤t->lHighScores,sEvent.motion.x,sEvent.motion.y)) { highlightButton(3,2); current->highlighted=3; } else if (isItIn(¤t->lCredits,sEvent.motion.x,sEvent.motion.y)) { highlightButton(4,2); current->highlighted=4; } else if (isItIn(¤t->lQuit,sEvent.motion.x,sEvent.motion.y)) { highlightButton(5,2); current->highlighted=5; } } else if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT)) { for (int i=0;ipos,sEvent.motion.x,sEvent.motion.y)) { btns[i]->press(true); mush->playClick(); //SDL_BlitSurface((btns[i].imgs)->ourImages[1].bitmap,NULL,ekran,&btns[i].pos); //updateRect(&btns[i].pos); } } if (currentMessage) continue; if (isItIn(¤t->lNewGame,sEvent.motion.x,sEvent.motion.y)) { highlightButton(1,1); current->highlighted=1; mush->playClick(); } else if (isItIn(¤t->lLoadGame,sEvent.motion.x,sEvent.motion.y)) { highlightButton(2,1); current->highlighted=2; mush->playClick(); } else if (isItIn(¤t->lHighScores,sEvent.motion.x,sEvent.motion.y)) { highlightButton(3,1); current->highlighted=3; mush->playClick(); } else if (isItIn(¤t->lCredits,sEvent.motion.x,sEvent.motion.y)) { highlightButton(4,1); current->highlighted=4; mush->playClick(); } else if (isItIn(¤t->lQuit,sEvent.motion.x,sEvent.motion.y)) { highlightButton(5,1); current->highlighted=5; mush->playClick(); } } else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT)) { for (int i=0;ipos,sEvent.motion.x,sEvent.motion.y)) (this->*(btns[i]->fun))(); else { btns[i]->press(false); //SDL_BlitSurface((btns[i].imgs)->ourImages[0].bitmap,NULL,ekran,&btns[i].pos); //updateRect(&btns[i].pos); } } if (currentMessage) continue; if (isItIn(¤t->lNewGame,sEvent.motion.x,sEvent.motion.y)) { highlightButton(1,2); current->highlighted=1; (this->*(current->fNewGame))(); } else if (isItIn(¤t->lLoadGame,sEvent.motion.x,sEvent.motion.y)) { highlightButton(2,2); current->highlighted=2; } else if (isItIn(¤t->lHighScores,sEvent.motion.x,sEvent.motion.y)) { highlightButton(3,2); current->highlighted=3; } else if (isItIn(¤t->lCredits,sEvent.motion.x,sEvent.motion.y)) { highlightButton(4,2); current->highlighted=4; } else if (isItIn(¤t->lQuit,sEvent.motion.x,sEvent.motion.y)) { highlightButton(5,2); current->highlighted=5; (this->*(current->fQuit))(); } } else if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_RIGHT)) { if (currentMessage) continue; if (isItIn(¤t->lNewGame,sEvent.motion.x,sEvent.motion.y)) { showCenBox(buttonText(0)); } else if (isItIn(¤t->lLoadGame,sEvent.motion.x,sEvent.motion.y)) { showCenBox(buttonText(1)); } else if (isItIn(¤t->lHighScores,sEvent.motion.x,sEvent.motion.y)) { showCenBox(buttonText(2)); } else if (isItIn(¤t->lCredits,sEvent.motion.x,sEvent.motion.y)) { showCenBox(buttonText(3)); } else if (isItIn(&ourMainMenu->lQuit,sEvent.motion.x,sEvent.motion.y)) { showCenBox(buttonText(4)); } } else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_RIGHT) && currentMessage) { hideBox(); } } } catch(...) { continue; } SDL_Delay(30); //give time for other apps } } std::string CPreGame::buttonText(int which) { if (state==EState::mainMenu) { switch (which) { case 0: return preth->mainNewGame; case 1: return preth->mainLoadGame; case 2: return preth->mainHighScores; case 3: return preth->mainCredits; case 4: return preth->mainQuit; } } else if (state==EState::newGame) { switch (which) { case 0: return preth->ngSingleScenario; case 1: return preth->ngMultiplayer; case 2: return preth->ngCampain; case 3: return preth->ngTutorial; case 4: return preth->ngBack; } } } void CPreGame::quitAskBox() { showAskBox("\"{} Are you sure you want to quit?\"",NULL,NULL); }