MegaGlest/source/glest_game/menu/menu_state_new_game.cpp

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// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2005 Marti<74>o Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include "menu_state_new_game.h"
#include "renderer.h"
#include "sound_renderer.h"
#include "core_data.h"
#include "config.h"
#include "menu_state_custom_game.h"
#include "menu_state_scenario.h"
#include "menu_state_root.h"
#include "metrics.h"
#include "network_manager.h"
#include "network_message.h"
#include "auto_test.h"
#include "socket.h"
#include "leak_dumper.h"
namespace Glest{ namespace Game{
// =====================================================
// class MenuStateNewGame
// =====================================================
MenuStateNewGame::MenuStateNewGame(Program *program, MainMenu *mainMenu):
MenuState(program, mainMenu, "root")
{
containerName = "NewGame";
Lang &lang= Lang::getInstance();
buttonCustomGame.registerGraphicComponent(containerName,"buttonCustomGame");
buttonCustomGame.init(425, 350, 150);
buttonScenario.registerGraphicComponent(containerName,"buttonScenario");
buttonScenario.init(425, 310, 150);
buttonTutorial.registerGraphicComponent(containerName,"buttonTutorial");
buttonTutorial.init(425, 270, 150);
buttonReturn.registerGraphicComponent(containerName,"buttonReturn");
buttonReturn.init(425, 230, 150);
buttonCustomGame.setText(lang.get("CustomGame"));
buttonScenario.setText(lang.get("Scenario"));
buttonTutorial.setText(lang.get("Tutorial"));
buttonReturn.setText(lang.get("Return"));
GraphicComponent::applyAllCustomProperties(containerName);
NetworkManager::getInstance().end();
}
void MenuStateNewGame::mouseClick(int x, int y, MouseButton mouseButton){
CoreData &coreData= CoreData::getInstance();
SoundRenderer &soundRenderer= SoundRenderer::getInstance();
if(buttonCustomGame.mouseClick(x, y)){
soundRenderer.playFx(coreData.getClickSoundB());
mainMenu->setState(new MenuStateCustomGame(program, mainMenu));
}
else if(buttonScenario.mouseClick(x, y)){
soundRenderer.playFx(coreData.getClickSoundB());
mainMenu->setState(new MenuStateScenario(program, mainMenu, Config::getInstance().getPathListForType(ptScenarios)));
}
else if(buttonTutorial.mouseClick(x, y)){
soundRenderer.playFx(coreData.getClickSoundB());
mainMenu->setState(new MenuStateScenario(program, mainMenu, Config::getInstance().getPathListForType(ptTutorials)));
}
else if(buttonReturn.mouseClick(x, y)){
soundRenderer.playFx(coreData.getClickSoundB());
mainMenu->setState(new MenuStateRoot(program, mainMenu));
}
}
void MenuStateNewGame::mouseMove(int x, int y, const MouseState *ms){
buttonCustomGame.mouseMove(x, y);
buttonScenario.mouseMove(x, y);
buttonTutorial.mouseMove(x, y);
buttonReturn.mouseMove(x, y);
}
void MenuStateNewGame::render(){
Renderer &renderer= Renderer::getInstance();
renderer.renderButton(&buttonCustomGame);
renderer.renderButton(&buttonScenario);
renderer.renderButton(&buttonTutorial);
renderer.renderButton(&buttonReturn);
if(program != NULL) program->renderProgramMsgBox();
}
void MenuStateNewGame::update(){
if(Config::getInstance().getBool("AutoTest")){
AutoTest::getInstance().updateNewGame(program, mainMenu);
}
}
void MenuStateNewGame::keyDown(char key) {
Config &configKeys = Config::getInstance(std::pair<ConfigType,ConfigType>(cfgMainKeys,cfgUserKeys));
if(key == configKeys.getCharKey("SaveGUILayout")) {
bool saved = GraphicComponent::saveAllCustomProperties(containerName);
//Lang &lang= Lang::getInstance();
//console.addLine(lang.get("GUILayoutSaved") + " [" + (saved ? lang.get("Yes") : lang.get("No"))+ "]");
}
}
}}//end namespace