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MenuSystem.cpp
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MenuSystem.cpp
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//
// Created by Ido Mozes on 17/07/2019.
//
#include
"MenuSystem.h"
void
MenuSystem::update
(
Entities
*
layers
,
GameData
&
gameData
)
{
for
(
auto
&
entity
:
layers
[
MENU_LAYER
])
{
auto
[
kindP
,
actionP
]
=
entity
->
getComponentsP
<
Kind
,
Action
>
();
if
(
kindP
and
(
!
actionP
or
(
actionP
->
actionType
!=
DRAG
and
actionP
->
actionType
!=
DROP
)))
switch
(
kindP
->
value
)
{
case
UPGRADES_BACKGROUND
:
case
NEXT_STRATEGY
:
case
PREVIOUS_STRATEGY
:
case
UPGRADE_PATH_1
:
case
UPGRADE_PATH_2
:
case
UPGRADE_PATH_3
:
entity
->
getComponent
<
Visibility
>
()
->
hidden
=
bool
(
!
gameData
.
selected
or
gameData
.
isDragging
);
break
;
}
if
(
kindP
and
actionP
and
actionP
->
actionType
==
CLICK
and
gameData
.
selected
and
!
gameData
.
isDragging
)
{
switch
(
kindP
->
value
)
{
case
UPGRADE_PATH_1
:
case
UPGRADE_PATH_2
:
case
UPGRADE_PATH_3
:
{
auto
&
upgrades
=
*
gameData
.
selected
->
getComponent
<
Upgrades
>
();
int
path
=
kindP
->
value
-
UPGRADE_PATH_1
;
auto
&
visibility
=
*
entity
->
getComponent
<
Visibility
>
();
auto
upgradeP_P
=
entity
->
getComponent
<
UpgradeP
>
();
if
(
!
upgrades
.
paths
[
path
].
empty
())
{
auto
&
currentUpgrade
=
upgrades
.
paths
[
path
][
0
];
if
(
!
upgradeP_P
or
upgradeP_P
->
value
!=
&
currentUpgrade
or
upgradeP_P
->
name
!=
currentUpgrade
.
name
or
(
!
actionP
->
disabled
and
currentUpgrade
.
locked
))
{
entity
->
addComponent
<
UpgradeP
>
(
&
currentUpgrade
);
SDL_Surface
*
surface
=
currentUpgrade
.
surface
;
visibility
.
setDstRect
(
{
75
-
surface
->
w
/
34
,
143
+
135
*
path
-
surface
->
h
/
17
,
surface
->
w
/
17
,
0
});
visibility
.
reloadTexture
(
currentUpgrade
.
locked
?
currentUpgrade
.
lockedTexture
:
currentUpgrade
.
texture
,
surface
);
}
actionP
->
disabled
=
currentUpgrade
.
locked
;
visibility
.
hidden
=
false
;
}
else
visibility
.
hidden
=
true
;
break
;
}
}
}
if
(
auto
components
=
entity
->
getComponents
<
Cost
,
Action
,
Visibility
>
())
{
auto
[
cost
,
action
,
visibility
]
=
components
.
value
();
switch
(
action
.
actionType
)
{
case
DRAG
:
bool
disabled
=
gameData
.
cash
<
cost
.
value
;
if
(
disabled
!=
action
.
disabled
)
{
action
.
disabled
=
disabled
;
auto
[
texture
,
surface
]
=
gameData
.
getTexture
(
getSurfaceName
(
entity
)
+
(
disabled
?
"Disabled"
:
""
));
visibility
.
reloadTexture
(
texture
,
surface
);
}
}
}
}
}
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