#include "menu.h" int menu(SDL_Renderer* renderer){ int SCREEN_WIDTH, SCREEN_HEIGHT; SDL_GetRendererOutputSize(renderer,&SCREEN_WIDTH,&SCREEN_HEIGHT); bool quit = false; SDL_Event e; Texture txLogo; txLogo.setRenderer(&renderer); txLogo.loadTexture("textures/title.png"); int logoVmargin = 40; SDL_Rect logo = {(SCREEN_WIDTH/2)-txLogo.getWidth()/2,logoVmargin,txLogo.getWidth(),txLogo.getHeight()}; int btnSpc = SCREEN_HEIGHT - (logo.y + logo.h); int buttonNum = 3; SDL_Rect button[buttonNum]; int btnWidth = SCREEN_WIDTH/3; int btnHeight = btnSpc/buttonNum/2; int spc = (btnSpc-buttonNum*btnHeight)/(buttonNum+1); for(int i = 0; i < buttonNum; i++){ button[i].x = SCREEN_WIDTH/2-btnWidth/2; button[i].y = ((i+1)*spc+i*btnHeight)+SCREEN_HEIGHT-btnSpc; button[i].w = btnWidth; button[i].h = btnHeight; std::cout << "Button " << i+1 << " set as -> x: " << button[i].x << " y: " << button[i].y << " w: " << button[i].w << " h: " << button[i].h << std::endl; } int select = 0; bool wait = 0; const Uint8* currentKeyStates = SDL_GetKeyboardState(NULL); std::cout << std::endl << "Entering main loop..." << std::endl; while(!quit){ while(SDL_PollEvent(&e)!=0){ if(e.type == SDL_QUIT){ quit = true; } } SDL_SetRenderDrawColor(renderer,100,200,200,0xFF); SDL_RenderClear(renderer); int dir = 0; if(currentKeyStates[SDL_SCANCODE_UP]) dir--; if(currentKeyStates[SDL_SCANCODE_DOWN])dir++; if(dir != 0){ if(!wait) select += dir; wait = true; } else wait = false; if(select >= buttonNum) select = 0; if(select < 0) select = buttonNum-1; txLogo.render(&logo); for(int i = 0; i < buttonNum; i++){ if(static_cast(select) == i){ SDL_SetRenderDrawColor(renderer,80,80,80,0xFF); if(currentKeyStates[SDL_SCANCODE_SPACE]) SDL_SetRenderDrawColor(renderer,200,200,200,0xFF); } else SDL_SetRenderDrawColor(renderer,128,128,128,0xFF); SDL_RenderFillRect(renderer,&button[i]); } if(currentKeyStates[SDL_SCANCODE_SPACE]){ if(select == 0) return 1; else if(select == 2) break; } SDL_RenderPresent(renderer); } return 0; }