extremetuxracer/src/game_type_select.cpp

138 lines
3.7 KiB
C++

/* --------------------------------------------------------------------
EXTREME TUXRACER
Copyright (C) 1999-2001 Jasmin F. Patry (Tuxracer)
Copyright (C) 2010 Extreme Tuxracer Team
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
---------------------------------------------------------------------*/
#ifdef HAVE_CONFIG_H
#include <etr_config.h>
#endif
#include "game_type_select.h"
#include "audio.h"
#include "ogl.h"
#include "textures.h"
#include "gui.h"
#include "particles.h"
#include "font.h"
#include "credits.h"
#include "translation.h"
#include "event_select.h"
#include "race_select.h"
#include "config_screen.h"
#include "help.h"
#include "score.h"
#include "winsys.h"
CGameTypeSelect GameTypeSelect;
static TTextButton* textbuttons[7];
static sf::Sprite logo;
void EnterPractice() {
g_game.game_type = PRACTICING;
State::manager.RequestEnterState(RaceSelect);
}
void QuitGameType() {
if (textbuttons[0]->focussed())
State::manager.RequestEnterState(EventSelect);
if (textbuttons[1]->focussed())
EnterPractice();
if (textbuttons[2]->focussed())
State::manager.RequestEnterState(GameConfig);
if (textbuttons[3]->focussed())
State::manager.RequestEnterState(Score);
if (textbuttons[4]->focussed())
State::manager.RequestEnterState(Help);
if (textbuttons[5]->focussed())
State::manager.RequestEnterState(Credits);
if (textbuttons[6]->focussed())
State::manager.RequestQuit();
}
void CGameTypeSelect::Mouse(int button, int state, int x, int y) {
if (state == 1) {
ClickGUI(x, y);
QuitGameType();
}
}
void CGameTypeSelect::Keyb(sf::Keyboard::Key key, bool release, int x, int y) {
if (release) return;
switch (key) {
case sf::Keyboard::U:
param.ui_snow = !param.ui_snow;
break;
case sf::Keyboard::Escape:
State::manager.RequestQuit();
break;
case sf::Keyboard::Return:
QuitGameType();
break;
case sf::Keyboard::W:
Music.FreeMusics();
break;
default:
KeyGUI(key, release);
break;
}
}
void CGameTypeSelect::Motion(int x, int y) {
MouseMoveGUI(x, y);
if (param.ui_snow) push_ui_snow(cursor_pos);
}
// ====================================================================
void CGameTypeSelect::Enter() {
Winsys.ShowCursor(!param.ice_cursor);
ResetGUI();
int top = AutoYPosN(40);
unsigned int siz = FT.AutoSizeN(6);
int dist = FT.AutoDistanceN(2);
textbuttons[0] = AddTextButton(Trans.Text(1), CENTER, top, siz);
textbuttons[1] = AddTextButton(Trans.Text(2), CENTER, top + dist, siz);
textbuttons[2] = AddTextButton(Trans.Text(3), CENTER, top + dist * 2, siz);
textbuttons[3] = AddTextButton(Trans.Text(62), CENTER, top + dist * 3, siz);
textbuttons[4] = AddTextButton(Trans.Text(43), CENTER, top + dist * 4, siz);
textbuttons[5] = AddTextButton(Trans.Text(4), CENTER, top + dist * 5, siz);
textbuttons[6] = AddTextButton(Trans.Text(5), CENTER, top + dist * 6, siz);
logo.setTexture(Tex.GetSFTexture(T_TITLE));
logo.setScale(Winsys.scale, Winsys.scale);
logo.setPosition((Winsys.resolution.width - logo.getTextureRect().width) / 2, (5));
Music.Play(param.menu_music, true);
}
void CGameTypeSelect::Loop(float time_step) {
ScopedRenderMode rm(GUI);
Winsys.clear();
if (param.ui_snow) {
update_ui_snow(time_step);
draw_ui_snow();
}
Winsys.draw(logo);
DrawGUIFrame();
DrawGUI();
Winsys.SwapBuffers();
}