69 lines
1.7 KiB
C++
69 lines
1.7 KiB
C++
/* A clickable button widget
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*
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*/
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#ifndef _MENUBUTTON_H_
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#define _MENUBUTTON_H_
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#include <SDL.h>
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#include <SDL_ttf.h>
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#include <string>
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#include "entity.h"
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#include "gamedata.h"
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#include "gamevertex.h"
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using std::string;
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// fixme: there's probably a better way to do this, but SDL's event model
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// has me hard-pressed to figure out what it is.
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enum ButtonAction {BUTTON_BUILD=0x1, BUTTON_ATTACK=0x2, BUTTON_MOVE=0x4,
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BUTTON_BUILD_ATTACKER=0x8, BUTTON_BUILD_DEFENDER=0x10,
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BUTTON_BUILD_PRODUCER=0x20, BUTTON_END_TURN=0x40};
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class MenuButton : public Entity
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{
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public:
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MenuButton(string text = "", TTF_Font* font = NULL, int x = 0, int y = 0,
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ButtonAction action = BUTTON_BUILD, int colour=0x000000,
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int hover_colour=0xff0000, int selected_colour=0x0000ff,
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int background_colour=0x888888);
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// Selectable buttons change colour for the duration they are selected,
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// and should ignore clicks while selected
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void set_selected(bool is_selected);
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void set_visible(bool is_visible);
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bool init();
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void render(SDL_Surface* display);
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void iterate();
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bool is_at(int test_x, int test_y);
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ButtonAction get_action() const { return action; }
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// To get some complexity out of the Game class, let's teach MenuButton
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// how to handle her own state, based on the current Mode and VertexType
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// This isn't wonderful coupling, but it'll do
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void set_state(Mode mode, VertexType type, GameVertex* current);
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private:
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string text;
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int x;
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int y;
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int colour;
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int hover_colour;
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int selected_colour;
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int background_colour;
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bool hover;
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bool selected;
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bool visible;
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TTF_Font* font;
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ButtonAction action;
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};
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#endif
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