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1 | #include "ScreenManager.h" | |
2 | ||
3 | ScreenManager::ScreenManager(void) | |
4 | : SplashScreen(NULL), TitleScreen(NULL), currentScreen(NULL) | |
5 | { | |
6 | } | |
7 | ||
8 | ||
9 | ScreenManager::~ScreenManager() | |
10 | { | |
11 | } | |
12 | ||
13 | ScreenManager &ScreenManager::GetInstance() | |
14 | { | |
15 | static ScreenManager instance; | |
16 | return instance; | |
17 | } | |
18 | ||
19 | void ScreenManager::Initialize(SDL_Renderer *renderer) | |
20 | { | |
21 | SplashScreen = new GameScreen; | |
22 | TitleScreen = new GameScreen; | |
23 | ||
24 | if (SplashScreen) SplashScreen->LoadContent(renderer); | |
25 | if (TitleScreen) TitleScreen->LoadContent(renderer); | |
26 | ||
27 | currentScreen = SplashScreen; | |
28 | ||
29 | /*transition = false; | |
30 | fade.LoadContent(renderer); | |
31 | file.LoadContent("tests.cme", attributes, contents);*/ | |
32 | } | |
33 | ||
34 | void ScreenManager::LoadContent(SDL_Renderer *renderer) | |
35 | { | |
36 | - | currentScreen->LoadContent(renderer); |
36 | + | currentScreen->LoadContent(renderer); // not working without this too |
37 | } | |
38 | ||
39 | void ScreenManager::Update(SDL_Renderer *renderer, SDL_Event &event) | |
40 | { | |
41 | if(currentScreen) | |
42 | { | |
43 | currentScreen->Update(renderer, event); | |
44 | } | |
45 | } | |
46 | ||
47 | void ScreenManager::Draw(SDL_Renderer *renderer) | |
48 | { | |
49 | if(currentScreen) | |
50 | { | |
51 | currentScreen->Draw(renderer); | |
52 | } | |
53 | } | |
54 | ||
55 | void ScreenManager::SetScreen(GameScreen *newScreen) | |
56 | { | |
57 | currentScreen = newScreen; | |
58 | } | |
59 | ||
60 | void ScreenManager::Transition(SDL_Renderer *renderer) | |
61 | { | |
62 | } | |
63 | ||
64 | Uint8 ScreenManager::GetAlpha() | |
65 | { | |
66 | return fade.getAlpha(); | |
67 | } | |
68 | ||
69 | void ScreenManager::UnloadContent() | |
70 | { | |
71 | if (TitleScreen) TitleScreen->UnloadContent(); delete TitleScreen; TitleScreen = NULL; | |
72 | if (SplashScreen) SplashScreen->UnloadContent(); delete SplashScreen; SplashScreen = NULL; | |
73 | } | |
74 | ||
75 | ||
76 | //------------------------------------------------------------------------------------------------- | |
77 | ||
78 | #include "SplashScreen.h" | |
79 | ||
80 | SplashScreen::SplashScreen() | |
81 | { | |
82 | } | |
83 | ||
84 | ||
85 | SplashScreen::~SplashScreen() | |
86 | { | |
87 | } | |
88 | ||
89 | void SplashScreen::LoadContent(SDL_Renderer *renderer) | |
90 | { | |
91 | this->SplashImage = ScreenManager::GetInstance().GetSplashText(); | |
92 | SplashImage.loadFromFile("lol.bmp", renderer); | |
93 | ||
94 | keys.push_back(SDLK_ESCAPE); | |
95 | ||
96 | /*file.LoadContent("Load/splash.cme", attributes, contents); | |
97 | for (int i = 0; i < attributes.size(); i++) | |
98 | { | |
99 | for (int j = 0; j < attributes[i].size(); j++) | |
100 | { | |
101 | std::string att = attributes[i][j]; | |
102 | if (att == "Image") | |
103 | { | |
104 | SplashImage.loadFromFile(contents[i][j], renderer); | |
105 | } | |
106 | } | |
107 | }*/ | |
108 | } | |
109 | ||
110 | void SplashScreen::UnloadContent() | |
111 | { | |
112 | GameScreen::UnloadContent(); | |
113 | } | |
114 | ||
115 | void SplashScreen::Draw(SDL_Renderer *renderer) | |
116 | { | |
117 | SplashImage.render(0, 0, renderer); | |
118 | } | |
119 | ||
120 | void SplashScreen::Update(SDL_Renderer *renderer, SDL_Event &event) | |
121 | { | |
122 | input.Update(event); | |
123 | if (input.KeyPressed(keys)) | |
124 | { | |
125 | ScreenManager::GetInstance().SetScreen(ScreenManager::GetInstance().GetTitleScreen()); | |
126 | //ScreenManager::GetInstance().SetScreen(ScreenManager::GetInstance().GetSplashScreen()); <--- not working too | |
127 | std::cout << "KEY" << std::endl; | |
128 | } | |
129 | } |