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- int MenuState::update(GameEngine g)
- {
- state_play = MOUSE_OUT;
- state_exit = MOUSE_OUT;
- switch(input->get_type()) {
- case MOUSE_PRESSED_EVENT:
- if((input->get_x_pos() > POS_X_PLAY_BUTTON) && (input->get_x_pos() < (POS_X_PLAY_BUTTON + 400)) &&
- (input->get_y_pos() > POS_Y_PLAY_BUTTON) && ( input->get_y_pos() < (POS_Y_PLAY_BUTTON + 100))) {
- state_play = MOUSE_CLICKED;
- next_state = Game;
- }
- if((input->get_x_pos() > POS_X_EXIT_BUTTON) && (input->get_x_pos() < (POS_X_EXIT_BUTTON + 400)) &&
- (input->get_y_pos() > POS_Y_EXIT_BUTTON) && ( input->get_y_pos() < (POS_Y_EXIT_BUTTON + 100))) {
- state_exit = MOUSE_CLICKED;
- next_state = Game_Over;
- }
- break;
- case MOUSE_MOVED_EVENT:
- if((input->get_x_pos() > POS_X_PLAY_BUTTON) && (input->get_x_pos() < (POS_X_PLAY_BUTTON + 400)) &&
- (input->get_y_pos() > POS_Y_PLAY_BUTTON) && ( input->get_y_pos() < (POS_Y_PLAY_BUTTON + 100))) {
- state_play = MOUSE_OVER;
- }
- if((input->get_x_pos() > POS_X_EXIT_BUTTON) && (input->get_x_pos() < (POS_X_EXIT_BUTTON + 400)) &&
- (input->get_y_pos() > POS_Y_EXIT_BUTTON) && ( input->get_y_pos() < (POS_Y_EXIT_BUTTON + 100))) {
- state_exit = MOUSE_OVER;
- }
- break;
- default:
- break;
- }
- }
- TypeEvent InputManager::poll_event()
- {
- TypeEvent t;
- if(SDL_PollEvent(e)) {
- switch (e->type) {
- case SDL_QUIT:
- input = new QuitInput(QUIT_BUTTON);
- t = QUIT_BUTTON;
- break;
- case SDL_KEYDOWN:
- input = new KeyboardInput(KEYBOARD_EVENT);
- t = KEYBOARD_EVENT;
- break;
- case SDL_KEYUP:
- input = new NoneInput(NONE_EVENT);
- t = NONE_EVENT;
- break;
- case SDL_MOUSEMOTION:
- input = new MouseInput(MOUSE_MOVED_EVENT);
- t = MOUSE_MOVED_EVENT;
- break;
- case SDL_MOUSEBUTTONDOWN:
- input = new MouseInput(MOUSE_PRESSED_EVENT);
- t = MOUSE_PRESSED_EVENT;
- break;
- default:
- input = new NoneInput(NONE_EVENT);
- t = NONE_EVENT;
- break;
- }
- input->set_input(e);
- return t;
- }
- return NONE_EVENT;
- }
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