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ButtonFieldConnect.cpp
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91 lines (86 loc) · 2.58 KB
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#include "Engine.h"
#include "ButtonFieldConnect.h"
#include "TextureManager.h"
#include "resource.h"
extern TextureManager textureManager;
extern Engine engine;
/// <summary>
/// Default constructor for the ButtonFieldConnect class.
/// </summary>
/// <param name="StartX">The X coordinate of the ButtonField.</param>
/// <param name="StartY">The Y coordinate of the ButtonField.</param>
ButtonFieldConnect::ButtonFieldConnect(int StartX, int StartY)
{
this->StartX = StartX;
this->StartY = StartY;
for (int i = 0; i < 4; i++)
{
this->Cells[i][0].ButtonID = BF_CONNECT_BOTTOM_BUTTON;
this->Cells[i][1].ButtonID = BF_CONNECT_MIDDLE_BUTTON;
this->Cells[i][2].ButtonID = BF_CONNECT_TOP_BUTTON;
}
}
/// <summary>
/// Changes OpenGL coordinates to ButtonField coordinates.
/// </summary>
/// <param name="coordinates: ">The coordinates of the click to be converted.</param>
/// <returns>Wether or not the user has clicked on the ButtonField.</returns>
bool ButtonFieldConnect::Click(POINT& coordinates)
{
if (coordinates.x >= this->StartX && coordinates.y >= this->StartY && coordinates.x < ButtonFieldW + this->StartX && coordinates.y < ButtonFieldH + this->StartY)
{
coordinates.x -= this->StartX;
coordinates.y -= this->StartY;
return true;
}
return false;
}
/// <summary>
/// Draws the ButtonField.
/// </summary>
void ButtonFieldConnect::Draw()
{
GLuint TextureID{};
switch (engine.GameStatus)
{
case Engine::GAMESTATUS::ChoosingConnectionMode:
{
TextureID = textureManager.ButtonFieldConnect_AutoManualTextureID;
}
break;
case Engine::GAMESTATUS::ChoosingConnectionSide:
{
TextureID = textureManager.ButtonFieldConnect_M_ServerClientTextureID;
}
break;
case Engine::GAMESTATUS::ServerConnection:
{
TextureID = textureManager.ButtonFieldConnect_M_ServerConnectionTextureID;
}
break;
case Engine::GAMESTATUS::ClientConnection:
{
TextureID = textureManager.ButtonFieldConnect_M_ClientConnectionTextureID;
}
break;
case Engine::GAMESTATUS::AutoConnection:
{
TextureID = textureManager.ButtonFieldConnect_A_ConnectionTextureID;
}
break;
case Engine::GAMESTATUS::Disconnecting:
{
TextureID = textureManager.ButtonFieldPleaseWaitTextureID;
}
break;
}
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, TextureID);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex2f(this->StartX, this->StartY);
glTexCoord2d(1, 0); glVertex2f(this->StartX + ButtonFieldW, this->StartY);
glTexCoord2d(1, 1); glVertex2f(this->StartX + ButtonFieldW, ButtonFieldH + this->StartY);
glTexCoord2d(0, 1); glVertex2f(this->StartX, ButtonFieldH + this->StartY);
glEnd();
glDisable(GL_TEXTURE_2D);
}