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BetweenStages.cpp
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#include "BetweenStages.h"
#include "Controller.h"
#include "Start.h"
#include "End.h"
#include "Stay.h"
#include "Next.h"
BetweenStages::BetweenStages()
{
//Arrange the sprites
play.loadFromFile("Files//play.png");
play_dmo.loadFromFile("Files//play dmo.png");
m_button2.setTexture(play_dmo);
m_button2.setPosition(sf::Vector2f(POSITON_BUTTON_BETWEEN, (WINDOE_SIZE.y / 2) + (1.3f * SIZE_BUTTON_BETWEEN.y)));
m_button2.scale(sf::Vector2f(SIZE_BUTTON_BETWEEN.x / (m_button2.getGlobalBounds().width),
SIZE_BUTTON_BETWEEN.y / m_button2.getGlobalBounds().height));
m_button3.setTexture(play);
m_button3.setPosition(sf::Vector2f(POSITON_BUTTON_BETWEEN, (WINDOE_SIZE.y / 2) + (2.6f * SIZE_BUTTON_BETWEEN.y)));
m_button3.scale(sf::Vector2f(SIZE_BUTTON_BETWEEN.x / (m_button3.getGlobalBounds().width),
SIZE_BUTTON_BETWEEN.y / m_button3.getGlobalBounds().height));
}
BetweenStages::~BetweenStages()
{
}
void BetweenStages::draw(sf::RenderWindow & window) const
{
//draw all
window.draw(m_central);
window.draw(m_button1);
window.draw(m_button2);
window.draw(m_button3);
window.display();
}
void BetweenStages::HandleEvents(sf::RenderWindow & window, Controller & controller)
{
sf::Event event;
m_stil_wait = true;
//Waiting for the order
while (window.waitEvent(event) && m_stil_wait)
{
switch (event.type)
{
case sf::Event::Closed:
window.close();
break;
case sf::Event::MouseButtonPressed:
if (event.mouseButton.button == sf::Mouse::Left)
{
//Mapping the click
sf::Vector2f mouse_pressed_pos = window.mapPixelToCoords(sf::Mouse::getPosition(window));
//Calls to button function
click(mouse_pressed_pos, controller);
break;
}
case sf::Event::KeyPressed:
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
window.close();
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter))
break;
break;
}
}
}
void BetweenStages::moveToNextStage(sf::RenderWindow & window, Controller & controller)
{
//Activates the next stage
Next next;
next.draw(window);
next.HandleEvents(window, controller);
}
void BetweenStages::remainThisStage(sf::RenderWindow & window, Controller & controller)
{
// stay in the stage
Stay stay;
stay.draw(window);
stay.HandleEvents(window, controller);
}
void BetweenStages::openingScreen(sf::RenderWindow & window, Controller & controller)
{
//Manage the start
Start start;
start.draw(window);
start.HandleEvents(window, controller);
}
void BetweenStages::finishScreen(sf::RenderWindow & window, Controller & controller)
{
//Manage the end
End end;
end.draw(window);
end.HandleEvents(window, controller);
}