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ModuleSelector.cpp
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#include "ModuleSelector.h"
#include "Application.h"
#include "ModuleTextureManager.h"
#include "ModuleFadeToBlack.h"
#include "ModuleRenderer.h"
#include "ModuleInput.h"
#include "ModuleAudio.h"
#include "ModuleFonts.h"
#include "ModuleHUD.h"
ModuleSelector::ModuleSelector(bool startEnabled) : Module(startEnabled) {
name = "Selector";
}
ModuleSelector::~ModuleSelector() {}
bool ModuleSelector::Start() {
bool ret = true;
selected = true;
enterPressed = false;
// Background rect
background = { 0,0,SCREEN_WIDTH,SCREEN_HEIGHT };
tex1 = App->textures->Load("Assets/sprites/menus/Level1.png");
if (tex1 == nullptr) {
ret = false;
}
++activeTextures; ++totalTextures;
tex2 = App->textures->Load("Assets/sprites/menus/Level2.png");
if (tex2 == nullptr) {
ret = false;
}
++activeTextures; ++totalTextures;
greyFont = App->fonts->Load("Assets/Fonts/FontW.png", App->HUD->lookupTable, 5);
++activeFonts; ++totalFonts;
App->audio->PlayMusic("Assets/music/soundtrack/player_select.ogg");
return ret;
}
update_status ModuleSelector::Update() {
update_status ret = update_status::UPDATE_CONTINUE;
if (!selected) {
if ((App->input->keyboard[SDL_SCANCODE_W] == KEY_DOWN || App->input->keyboard[SDL_SCANCODE_A] == KEY_DOWN || App->input->keyboard[SDL_SCANCODE_S] == KEY_DOWN || App->input->keyboard[SDL_SCANCODE_D] == KEY_DOWN
|| App->input->keyboard[SDL_SCANCODE_UP] == KEY_DOWN || App->input->keyboard[SDL_SCANCODE_DOWN] == KEY_DOWN || App->input->keyboard[SDL_SCANCODE_LEFT] == KEY_DOWN || App->input->keyboard[SDL_SCANCODE_RIGHT] == KEY_DOWN
|| App->input->pads[0].up == true || App->input->pads[0].down == true || App->input->pads[0].left == true || App->input->pads[0].right == true)
&& !enterPressed) {
selected = true;
}
else if (App->input->keyboard[SDL_SCANCODE_RETURN] == KEY_DOWN || App->input->pads[0].a == true) {
enterPressed = true;
App->transition->FadeToBlack(this, (Module*)App->store, 60);
}
}
else {
if ((App->input->keyboard[SDL_SCANCODE_W] == KEY_DOWN || App->input->keyboard[SDL_SCANCODE_A] == KEY_DOWN || App->input->keyboard[SDL_SCANCODE_S] == KEY_DOWN || App->input->keyboard[SDL_SCANCODE_D] == KEY_DOWN
|| App->input->keyboard[SDL_SCANCODE_UP] == KEY_DOWN || App->input->keyboard[SDL_SCANCODE_DOWN] == KEY_DOWN || App->input->keyboard[SDL_SCANCODE_LEFT] == KEY_DOWN || App->input->keyboard[SDL_SCANCODE_RIGHT] == KEY_DOWN
|| App->input->pads[0].up == true || App->input->pads[0].down == true || App->input->pads[0].left == true || App->input->pads[0].right == true)
&& !enterPressed) {
selected = false;
}
else if (App->input->keyboard[SDL_SCANCODE_RETURN] == KEY_DOWN || App->input->pads[0].a == true) {
enterPressed = true;
App->transition->FadeToBlack(this, (Module*)App->store, 60);
}
}
return ret;
}
update_status ModuleSelector::PostUpdate() {
update_status ret = UPDATE_CONTINUE;
if (!selected) {
if (!App->render->Blit(tex1, 0, 0, &background, 1, false))
ret = UPDATE_ERROR;
App->fonts->BlitText(80, 169, greyFont, "You selected");
App->fonts->BlitText(160, 181, greyFont, "Level 1");
}
else {
if (!App->render->Blit(tex2, 0, 0, &background, 1, false))
ret = UPDATE_ERROR;
App->fonts->BlitText(80, 169, greyFont, "You selected");
App->fonts->BlitText(160, 181, greyFont, "Level 2");
}
return ret;
}
bool ModuleSelector::CleanUp() {
bool ret = true;
activeTextures = activeFonts = 0;
if (!App->textures->Unload(tex1)) {
LOG("Start Screen -> Error unloading the texture.");
ret = false;
}
--totalTextures;
if (!App->textures->Unload(tex2)) {
LOG("Start Screen -> Error unloading the texture.");
ret = false;
}
--totalTextures;
App->fonts->UnLoad(greyFont);
--totalFonts;
App->audio->StopMusic();
return ret;
}