Huge refactor with the basic goal of reducing complexity in the Game class. Broke a couple of small things in the process - still working on fixing them back up

This commit is contained in:
2011-07-06 14:24:37 -04:00
parent 12bbcb7f23
commit 42e2e43ead
5 changed files with 169 additions and 60 deletions

View File

@ -8,6 +8,9 @@
#include <SDL.h>
#include <SDL_ttf.h>
#include <string>
#include "entity.h"
#include "gamedata.h"
#include "gamevertex.h"
using std::string;
@ -17,27 +20,45 @@ enum ButtonAction {BUTTON_BUILD=0x1, BUTTON_ATTACK=0x2, BUTTON_MOVE=0x4,
BUTTON_BUILD_ATTACKER=0x8, BUTTON_BUILD_DEFENDER=0x10,
BUTTON_BUILD_PRODUCER=0x20, BUTTON_END_TURN=0x40};
class MenuButton
class MenuButton : public Entity
{
public:
MenuButton(string text = "", TTF_Font* font = NULL, int x = 0, int y = 0,
ButtonAction action = BUTTON_BUILD);
ButtonAction action = BUTTON_BUILD, int colour=0x000000,
int hover_colour=0xff0000, int selected_colour=0x0000ff,
int background_colour=0x888888);
// Selectable buttons change colour for the duration they are selected,
// and should ignore clicks while selected
void set_hover(bool is_hovering);
void draw(SDL_Surface* display, int colour = 0x000000,
int background_colour = 0x888888);
void set_selected(bool is_selected);
void set_visible(bool is_visible);
bool init();
void render(SDL_Surface* display);
void iterate();
bool is_at(int test_x, int test_y);
ButtonAction get_action() const { return action; }
// To get some complexity out of the Game class, let's teach MenuButton
// how to handle her own state, based on the current Mode and VertexType
// This isn't wonderful coupling, but it'll do
void set_state(Mode mode, VertexType type, GameVertex* current);
private:
string text;
int x;
int y;
int colour;
int hover_colour;
int selected_colour;
int background_colour;
bool hover;
bool selected;
bool visible;
TTF_Font* font;