[Cleanup] Just a tad bit of cleaning, not been productive today.
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				| @ -71,11 +71,21 @@ bool Button::CheckMouseOver(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(); | ||||
|   _text.RenderLiteral(); | ||||
| } | ||||
| 
 | ||||
| void Button::Render(int xArg, int yArg) { | ||||
| void Button::RenderLiteral(int xArg, int yArg) { | ||||
|   button.DrawLiteral(xArg, yArg); | ||||
|   _text.RenderLiteral(xArg, yArg); | ||||
| } | ||||
|  | ||||
| @ -33,6 +33,8 @@ public: | ||||
| 
 | ||||
|   void Render(void); | ||||
|   void Render(int xArg, int yArg); | ||||
|   void RenderLiteral(void); | ||||
|   void RenderLiteral(int xArg, int yArg); | ||||
| 
 | ||||
| private: | ||||
|   SDL_Color _mouseOutColour; | ||||
|  | ||||
| @ -7,31 +7,31 @@ IngameMenu::IngameMenu(void) { | ||||
|   btnResume.SetOverRGB(255, 255, 255); | ||||
|   btnResume.SetTextRGB(0, 0, 0); | ||||
|   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.SetOverRGB(255, 255, 255); | ||||
|   btnSaveGame.SetTextRGB(0, 0, 0); | ||||
|   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.SetOverRGB(255, 255, 255); | ||||
|   btnLoadGame.SetTextRGB(0, 0, 0); | ||||
|   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.SetOverRGB(255, 255, 255); | ||||
|   btnOptions.SetTextRGB(0, 0, 0); | ||||
|   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.SetOverRGB(255, 255, 255); | ||||
|   btnExitToMenu.SetTextRGB(0, 0, 0); | ||||
|   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) { | ||||
|  | ||||
| @ -21,9 +21,10 @@ public: | ||||
|   ~MainMenu(void); | ||||
| 
 | ||||
|   mainMenuNavVal_t Run(void); | ||||
|   void Render(void); | ||||
| 
 | ||||
| private: | ||||
|   void Render(void); | ||||
| 
 | ||||
|   Map _background; | ||||
| 
 | ||||
|   Text lblMenu; | ||||
|  | ||||
| @ -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_ | ||||
| #define _MAPENTITIES_H_ | ||||
| 
 | ||||
|  | ||||
| @ -25,7 +25,6 @@ public: | ||||
|   int GetX(void)              { return x; } | ||||
|   int GetY(void)              { return y; } | ||||
| 
 | ||||
|   string GetText(void)        { return _textContents; } | ||||
|   SDL_Color GetColour(void)   { return _textColour; } | ||||
| 
 | ||||
|   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, Uint8 rF, Uint8 gF, Uint8 bF, Uint8 rB, Uint8 gB, Uint8 bB); | ||||
| 
 | ||||
|   string GetText(void)        { return _textContents; } | ||||
| 
 | ||||
|   void Render(void); | ||||
|   void Render(int xArg, int yArg); | ||||
|   void RenderLiteral(void); | ||||
|  | ||||
| @ -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_ | ||||
| #define _TEXTUREMANAGER_H_ | ||||
| #include <SDL/SDL.h> | ||||
| @ -6,13 +14,6 @@ | ||||
| #include "ImageLoader.h" | ||||
| 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 { | ||||
| public: | ||||
|   TextureManager(void); | ||||
|  | ||||
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