}
void
+WorldMap::on_escape_press()
+{
+ std::cout << "on escape press" << std::endl;
+
+ if(!Menu::current())
+ Menu::set_current(worldmap_menu);
+ else
+ Menu::set_current(0);
+}
+
+void
WorldMap::get_input()
{
enter_level = false;
SDL_Event event;
while (SDL_PollEvent(&event))
{
- if(!show_menu && event.key.keysym.sym == SDLK_ESCAPE)
- Menu::set_current(worldmap_menu);
-
- current_menu->event(event);
- if(!show_menu)
+ if (Menu::current())
+ {
+ Menu::current()->event(event);
+ }
+ else
{
switch(event.type)
{
case SDL_KEYDOWN:
switch(event.key.keysym.sym)
{
+ case SDLK_ESCAPE:
+ on_escape_press();
+ break;
case SDLK_LCTRL:
case SDLK_RETURN:
enter_level = true;
case SDL_JOYBUTTONDOWN:
if (event.jbutton.button == JOY_B)
enter_level = true;
+ else if (event.jbutton.button == JOY_START)
+ on_escape_press();
break;
default:
}
}
- if (!show_menu)
+ if (!Menu::current())
{
Uint8 *keystate = SDL_GetKeyState(NULL);
}
play_music(song, 1);
- show_menu = 0;
- menu_reset();
+ Menu::set_current(0);
if (!savegame_file.empty())
savegame(savegame_file);
return;
tux->update(0.33f);
}
- if(show_menu)
+ if(Menu::current())
{
- if(current_menu == worldmap_menu)
+ if(Menu::current() == worldmap_menu)
{
switch (worldmap_menu->check())
{
case 2: // Return to game
- menu_reset();
break;
case 3:
if (!savegame_file.empty())
void
WorldMap::display()
{
- show_menu = false;
+ Menu::set_current(0);
quit = false;
get_input();
update();
- if(show_menu)
+ if(Menu::current())
{
- menu_process_current();
+ Menu::current()->action();
+ Menu::current()->draw();
mouse_cursor->draw();
}
flipscreen();