[Cleanup] Just a tad bit of cleaning, not been productive today.

This commit is contained in:
Rtch90 2011-12-18 21:37:57 +00:00
parent 854c820140
commit 3437130216
7 changed files with 36 additions and 15 deletions

View File

@ -71,11 +71,21 @@ bool Button::CheckMouseOver(void) {
} }
void Button::Render(void) { void Button::Render(void) {
button.Draw();
_text.Render();
}
void Button::Render(int xArg, int yArg) {
button.Draw(xArg, yArg);
_text.Render(xArg, yArg);
}
void Button::RenderLiteral(void) {
button.DrawLiteral(); button.DrawLiteral();
_text.RenderLiteral(); _text.RenderLiteral();
} }
void Button::Render(int xArg, int yArg) { void Button::RenderLiteral(int xArg, int yArg) {
button.DrawLiteral(xArg, yArg); button.DrawLiteral(xArg, yArg);
_text.RenderLiteral(xArg, yArg); _text.RenderLiteral(xArg, yArg);
} }

View File

@ -33,6 +33,8 @@ public:
void Render(void); void Render(void);
void Render(int xArg, int yArg); void Render(int xArg, int yArg);
void RenderLiteral(void);
void RenderLiteral(int xArg, int yArg);
private: private:
SDL_Color _mouseOutColour; SDL_Color _mouseOutColour;

View File

@ -7,31 +7,31 @@ IngameMenu::IngameMenu(void) {
btnResume.SetOverRGB(255, 255, 255); btnResume.SetOverRGB(255, 255, 255);
btnResume.SetTextRGB(0, 0, 0); btnResume.SetTextRGB(0, 0, 0);
btnResume.SetText("Resume Game"); btnResume.SetText("Resume Game");
btnResume.SetXY((SCREEN_WIDTH / 2) - (btnResume.GetWidth() / 2), 50); btnResume.SetXY(SCREEN_WIDTH / 2 - btnResume.GetWidth() / 2, 50);
btnSaveGame.SetOutRGB(200, 200, 200); btnSaveGame.SetOutRGB(200, 200, 200);
btnSaveGame.SetOverRGB(255, 255, 255); btnSaveGame.SetOverRGB(255, 255, 255);
btnSaveGame.SetTextRGB(0, 0, 0); btnSaveGame.SetTextRGB(0, 0, 0);
btnSaveGame.SetText("SaveGame"); btnSaveGame.SetText("SaveGame");
btnSaveGame.SetXY((SCREEN_WIDTH / 2) - (btnSaveGame.GetWidth() / 2), 100); btnSaveGame.SetXY(SCREEN_WIDTH / 2 - btnSaveGame.GetWidth() / 2, 100);
btnLoadGame.SetOutRGB(200, 200, 200); btnLoadGame.SetOutRGB(200, 200, 200);
btnLoadGame.SetOverRGB(255, 255, 255); btnLoadGame.SetOverRGB(255, 255, 255);
btnLoadGame.SetTextRGB(0, 0, 0); btnLoadGame.SetTextRGB(0, 0, 0);
btnLoadGame.SetText("LoadGame"); btnLoadGame.SetText("LoadGame");
btnLoadGame.SetXY((SCREEN_WIDTH / 2) - (btnLoadGame.GetWidth() / 2), 150); btnLoadGame.SetXY(SCREEN_WIDTH / 2 - btnLoadGame.GetWidth() / 2, 150);
btnOptions.SetOutRGB(200, 200, 200); btnOptions.SetOutRGB(200, 200, 200);
btnOptions.SetOverRGB(255, 255, 255); btnOptions.SetOverRGB(255, 255, 255);
btnOptions.SetTextRGB(0, 0, 0); btnOptions.SetTextRGB(0, 0, 0);
btnOptions.SetText("Options"); btnOptions.SetText("Options");
btnOptions.SetXY((SCREEN_WIDTH / 2) - (btnOptions.GetWidth() / 2), 200); btnOptions.SetXY(SCREEN_WIDTH / 2 - btnOptions.GetWidth() / 2, 200);
btnExitToMenu.SetOutRGB(200, 200, 200); btnExitToMenu.SetOutRGB(200, 200, 200);
btnExitToMenu.SetOverRGB(255, 255, 255); btnExitToMenu.SetOverRGB(255, 255, 255);
btnExitToMenu.SetTextRGB(0, 0, 0); btnExitToMenu.SetTextRGB(0, 0, 0);
btnExitToMenu.SetText("Exit To Main Menu"); btnExitToMenu.SetText("Exit To Main Menu");
btnExitToMenu.SetXY((SCREEN_WIDTH / 2) - (btnExitToMenu.GetWidth() / 2), 250); btnExitToMenu.SetXY(SCREEN_WIDTH / 2 - btnExitToMenu.GetWidth() / 2, 250);
} }
IngameMenu::~IngameMenu(void) { IngameMenu::~IngameMenu(void) {

View File

@ -21,9 +21,10 @@ public:
~MainMenu(void); ~MainMenu(void);
mainMenuNavVal_t Run(void); mainMenuNavVal_t Run(void);
void Render(void);
private: private:
void Render(void);
Map _background; Map _background;
Text lblMenu; Text lblMenu;

View File

@ -1,3 +1,9 @@
/*
* Version of MapElement, that will check whether the SDL_Surface it
* owns is NULL or not and draws.
*
*/
#ifndef _MAPENTITIES_H_ #ifndef _MAPENTITIES_H_
#define _MAPENTITIES_H_ #define _MAPENTITIES_H_

View File

@ -25,7 +25,6 @@ public:
int GetX(void) { return x; } int GetX(void) { return x; }
int GetY(void) { return y; } int GetY(void) { return y; }
string GetText(void) { return _textContents; }
SDL_Color GetColour(void) { return _textColour; } SDL_Color GetColour(void) { return _textColour; }
void SetXY(int xArg, int yArg); void SetXY(int xArg, int yArg);
@ -35,6 +34,8 @@ public:
int SetTextShaded(string textArg, textSizes_t size, SDL_Color, SDL_Color); int SetTextShaded(string textArg, textSizes_t size, SDL_Color, SDL_Color);
int SetTextShaded(string textArg, textSizes_t size, Uint8 rF, Uint8 gF, Uint8 bF, Uint8 rB, Uint8 gB, Uint8 bB); int SetTextShaded(string textArg, textSizes_t size, Uint8 rF, Uint8 gF, Uint8 bF, Uint8 rB, Uint8 gB, Uint8 bB);
string GetText(void) { return _textContents; }
void Render(void); void Render(void);
void Render(int xArg, int yArg); void Render(int xArg, int yArg);
void RenderLiteral(void); void RenderLiteral(void);

View File

@ -1,3 +1,11 @@
/*
* The Texture Manager will keep a small "Database"
* of the name of the texture that is loaded and the
* actual texture so we can query it with the filename
* and it will return the teture if it is already in memory
* or load the tture if it is not.
*/
#ifndef _TEXTUREMANAGER_H_ #ifndef _TEXTUREMANAGER_H_
#define _TEXTUREMANAGER_H_ #define _TEXTUREMANAGER_H_
#include <SDL/SDL.h> #include <SDL/SDL.h>
@ -6,13 +14,6 @@
#include "ImageLoader.h" #include "ImageLoader.h"
using namespace std; using namespace std;
/*
* The Texture Manager will keep a small "Database"
* of the name of the texture that is loaded and the
* actual texture so we can query it with the filename
* and it will return the teture if it is already in memory
* or load the tture if it is not.
*/
class TextureManager { class TextureManager {
public: public:
TextureManager(void); TextureManager(void);