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pregameui.cpp
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pregameui.cpp
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#include "pregameui.h"
pregameui::pregameui()
{
}
pregameui::~pregameui()
{
}
bool pregameui::setPreGameButtonTextures(SDL_Renderer* renderer, bool success)
{
for( int i = 0; i < TOTAL_PREGAME_BUTTONS; ++i )
{
std::stringstream ss;
ss << "images/buttons/" << buttons[i].buttonName << ".png";
std::string str = ss.str();
success = buttons[i].buttonTexture.loadFromFile( str,renderer );
buttons[ i ].setPosition( ((i*160)-80), SCREEN_HEIGHT - 140 );
}
buttons[0].setPosition(600,20);
buttons[5].setPosition(20,20);//chapter 1 button
buttons[6].setPosition(20,100);//fullscreen button
buttons[7].setPosition(20,150);//stage 1 button
buttons[8].setPosition(20,200);//chapter 2 button
buttons[9].setPosition(20,300);//chapter 3 button
buttons[10].setPosition(20,200);//musicOn button
buttons[11].setPosition(20,300);//voiceOn button
return success;
}
void pregameui::setButtonNames()
{
for(int i = 0; i<TOTAL_PREGAME_BUTTONS; i++)
{
buttons[i].setPregameButtonName(i);
}
}
void pregameui::freeButtons()
{
for(int i = 0; i<TOTAL_PREGAME_BUTTONS;i++)
{
buttons[i].buttonTexture.free();
}
}
void pregameui::handleOptionsScreenRendering(SDL_Renderer* renderer)
{
optionsTexture.render(0,0,NULL,0.0,NULL,SDL_FLIP_NONE,renderer);
buttons[0].buttonTexture.render(buttons[0].getPositionX(),buttons[0].getPositionY(),NULL,0.0,NULL,SDL_FLIP_NONE,renderer);
buttons[6].fullScreenButtonTextureToggle(renderer);
buttons[10].musicButtonTextureToggle(renderer);
buttons[11].voiceButtonTextureToggle(renderer);
}
void pregameui::handleCreditsScreenRendering(SDL_Renderer* renderer)
{
creditsTexture.render(0,0,NULL,0.0,NULL,SDL_FLIP_NONE,renderer);
buttons[0].buttonTexture.render(buttons[0].getPositionX(),buttons[0].getPositionY(),NULL,0.0,NULL,SDL_FLIP_NONE,renderer);
}
void pregameui::handleLoadGameScreenRendering(SDL_Renderer* renderer, bool chapter1Complete,bool chapter2Complete)
{
//chapter select screen
chapterSelectTexture.render(0,0,NULL,0.0,NULL,SDL_FLIP_NONE,renderer);
//if chapter 1 is complete, render stage 1 button
if(chapter1Complete)
{
//render chapter 2 button
buttons[8].buttonTexture.render(buttons[8].getPositionX(),buttons[8].getPositionY(),NULL,0.0,NULL,SDL_FLIP_NONE,renderer);
//render stage 1 button
//buttons[7].buttonTexture.render(buttons[7].getPositionX(),buttons[7].getPositionY(),NULL,0.0,NULL,SDL_FLIP_NONE,renderer);
}
if(chapter2Complete)
{
//render chapter 2 button
buttons[9].buttonTexture.render(buttons[9].getPositionX(),buttons[9].getPositionY(),NULL,0.0,NULL,SDL_FLIP_NONE,renderer);
//render stage 1 button
//buttons[7].buttonTexture.render(buttons[7].getPositionX(),buttons[7].getPositionY(),NULL,0.0,NULL,SDL_FLIP_NONE,renderer);
}
//chapter 1 button
buttons[5].buttonTexture.render(buttons[5].getPositionX(),buttons[5].getPositionY(),NULL,0.0,NULL,SDL_FLIP_NONE,renderer);
//back button
buttons[0].buttonTexture.render(buttons[0].getPositionX(),buttons[0].getPositionY(),NULL,0.0,NULL,SDL_FLIP_NONE,renderer);
}
void pregameui::handleNewGameScreenRendering(SDL_Renderer* renderer)
{
//rendering bg for newgame screen
chapterSelectTexture.render(0,0,NULL,0.0,NULL,SDL_FLIP_NONE,renderer );
//chapter 1 button
buttons[5].buttonTexture.render(buttons[5].getPositionX(),buttons[5].getPositionY(),NULL,0.0,NULL,SDL_FLIP_NONE,renderer);
//back button
buttons[0].buttonTexture.render(buttons[0].getPositionX(),buttons[0].getPositionY(),NULL,0.0,NULL,SDL_FLIP_NONE,renderer);
}
void pregameui::renderParticles(SDL_Renderer* renderer)
{
//Go through particles
for( int i = 0; i < TOTAL_PARTICLES; ++i )
{
//Delete and replace dead particles
if( particles[i].isDead() )
{
particles[i].createParticle(renderer);
}
}
//Show particles
for( int i = 0; i < TOTAL_PARTICLES; ++i )
{
particles[i].render(renderer,particles[i].renderColor);
}
}
void pregameui::handleTitleScreenRendering(SDL_Renderer* renderer)
{
titleTexture.render( 0, 0,NULL,0.0,NULL,SDL_FLIP_NONE,renderer );
renderParticles(renderer);
title.render(200, 100,NULL,0.0,NULL,SDL_FLIP_NONE,renderer);
//render title screen buttons
//5 is back button 6 is fullscreen button
for(int i=1;i<5;i++)
{
buttons[i].buttonTexture.render(buttons[i].getPositionX(),buttons[i].getPositionY(),NULL,0.0,NULL,SDL_FLIP_NONE,renderer);
}
}
void pregameui::createParticles(SDL_Renderer* renderer)
{
for(int i=0;i<TOTAL_PARTICLES;i++){
particles[i].createParticle(renderer);
}
}
bool pregameui::setPGUITextures(SDL_Renderer* renderer)
{
bool success = true;
//game title image
success = title.loadFromFile( "images/title.png",renderer );
//load background image files for non-chapter1 backgrounds
success = titleTexture.loadFromFile( "images/skidrow.png",renderer );
success = loadGameTexture.loadFromFile( "images/loadgamescreen.png",renderer );
success = chapterSelectTexture.loadFromFile( "images/busstop.png",renderer );
success = creditsTexture.loadFromFile( "images/brickwall.png",renderer );
success = optionsTexture.loadFromFile("images/maritime.png",renderer );
//success = thanksTexture.loadFromFile("images/thanks.png",renderer);
if(!success)
{
printf("\n \n there was a problem loading pregame UI textures. \n \n");
}
return success;
}
void pregameui::freePGUITextures()
{
//free the title image
title.free();
//free the background textures
titleTexture.free();
chapterSelectTexture.free();
loadGameTexture.free();
optionsTexture.free();
creditsTexture.free();
//thanksTexture.free();
}
bool pregameui::loadPregameUI(SDL_Renderer* renderer,bool success)
{
//set button names
setButtonNames();
//set button positions & image textures
success = setPreGameButtonTextures(renderer, success);
//load titlescreen textures, credit screen textures, etc.
success = setPGUITextures(renderer);
return success;
}
void pregameui::free()
{
freeButtons();
//free pregame ui textures
freePGUITextures();
}