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MenuButton.cpp
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//
// MenuObject.cpp
// SDL Game Programming Book
//
// Created by shaun mitchell on 10/02/2013.
// Copyright (c) 2013 shaun mitchell. All rights reserved.
//
#include "MenuButton.h"
#include "InputHandler.h"
MenuButton::MenuButton() : BoardObject(), m_callback(0), m_bReleased(true)
{
}
void MenuButton::load(std::unique_ptr<LoaderParams> const &pParams)
{
BoardObject::load(std::move(pParams));
m_callbackID = pParams->getCallbackID();
m_currentFrame = MOUSE_OUT;
}
void MenuButton::draw()
{
BoardObject::draw();
}
void MenuButton::update()
{
Vector2D const &pMousePos = TheInputHandler::Instance()->getMousePosition();
//@todo implement isInside
if(pMousePos.getX() < (m_pixel.getX() + m_width) && pMousePos.getX() > m_pixel.getX()
&& pMousePos.getY() < (m_pixel.getY() + m_height) && pMousePos.getY() > m_pixel.getY())
{
if(TheInputHandler::Instance()->getMouseButtonState(LEFT) && m_bReleased)
{
m_currentFrame = CLICKED;
if(m_callback != 0)
{
m_callback();
}
m_bReleased = false;
}
else if(!TheInputHandler::Instance()->getMouseButtonState(LEFT))
{
m_bReleased = true;
m_currentFrame = MOUSE_OVER;
}
}
else
{
m_currentFrame = MOUSE_OUT;
}
}
void MenuButton::clean()
{
BoardObject::clean();
}