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Copy pathwinMenu.cpp
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winMenu.cpp
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#pragma once
#include "winMenu.h"
void init(winMenu* winMenu) {
init(&winMenu->title);
init(&winMenu->subtitle);
init(&winMenu->mainMenuButton);
init(&winMenu->playAgainButton);
init(&winMenu->quitButton);
init(&winMenu->uiNavigation);
}
void processInput(inputs* inputs, winMenu* winMenu) {
if (inputs->e.type == SDL_KEYDOWN) {
// Dynamic Input -> use if's
if (inputs->e.key.keysym.sym == inputs->uiPrimaryMoveUp) {
previous(&winMenu->uiNavigation);
play(winMenu->audioManager, &winMenu->audioManager->uiMove);
}
else if (inputs->e.key.keysym.sym == inputs->uiPrimaryMoveDown) {
next(&winMenu->uiNavigation);
play(winMenu->audioManager, &winMenu->audioManager->uiMove);
}
else if (inputs->e.key.keysym.sym == inputs->uiPrimarySelect) {
inputs->uiSelected = true;
play(winMenu->audioManager, &winMenu->audioManager->uiSelect);
}
else if (inputs->e.key.keysym.sym == inputs->uiPrimaryBack) {
inputs->uiBack = true;
play(winMenu->audioManager, &winMenu->audioManager->uiSelect);
}
}
}
void render(SDL_Renderer* renderer, winMenu* winMenu) {
render(renderer, &winMenu->title);
render(renderer, &winMenu->subtitle);
render(renderer, &winMenu->mainMenuButton);
render(renderer, &winMenu->playAgainButton);
render(renderer, &winMenu->quitButton);
//render(renderer, &mainMenu->optionsButton.uiButton);
//render(renderer, &mainMenu->quitButton.uiButton);
}
void free(winMenu* winMenu) {
winMenu->audioManager = NULL;
winMenu->appSettings = NULL;
free(&winMenu->title);
free(&winMenu->subtitle);
free(&winMenu->playAgainButton);
free(&winMenu->mainMenuButton);
free(&winMenu->quitButton);
free(&winMenu->uiNavigation);
}