text: #ifndef __GUIBUTTON_H__
  #define __GUIBUTTON_H__
  
  #include "GuiControl.h"
  
  #include "Point.h"
  
  enum ButtonType {
      MENU,
      INVENTORY,
      QUEST,
      UPGRADE,
      LITTLE_BEEF_B,
      BIG_BEEF_B,
      FEATHER_B,
      MANTIS_B,
      COIN_B,
      SPLIT_B
  };
  class GuiButton : public GuiControl
  {
  public:
  
      GuiButton(uint32 id, SDL_Rect bounds, const char* text);
      virtual ~GuiButton();
  
      bool Update(float dt);
      bool Draw(float scale = 1, bool useCamera = true, bool drawTexture = true, ButtonType = ButtonType::MENU);
      void ChangeTexture(const char* path);
  	bool buttonFocus = false;
  
  private:
      //Texture sections
      const SDL_Rect Disabled = { 0,0,0,0 };
      const SDL_Rect Normal = { 0, 720, 162, 60 };
      const SDL_Rect Focused = { 162, 720, 162, 60 };
      const SDL_Rect Pressed = { 162 * 2, 720, 162, 60 };
      const SDL_Rect Locked = { 162 * 3, 720, 162, 60 };
      SDL_Texture* texture = nullptr;
      SDL_Texture* itemsTexture = nullptr;
  
  
      const SDL_Rect inventoryNormal = { 665,720,49,54 };
      const SDL_Rect inventoryFocused = { 665 + 49,720,49,54 };
      const SDL_Rect inventoryPressed = { 665 + 98,720,49,54 };
  
      const SDL_Rect quitNormal = { 0,793,128,60 };
      const SDL_Rect quitFocused = { 0 + 128,793,128,60 };
      const SDL_Rect quitPressed = { 0 + 256,793,128,60 };
  
      iPoint itemsPos = { 0,853 };
      iPoint itemsOff = { 180, 110 };
      iPoint tile = { 80,81 };
  
      const SDL_Rect lb_normal = { 0,0,tile.x,tile.y };
      const SDL_Rect lb_disabled = { 0,tile.y,tile.x,tile.y };
      const SDL_Rect lb_focused = { 0,tile.y*2,tile.x,tile.y };
      const SDL_Rect lb_pressed = { 0,tile.y * 3,tile.x,tile.y };
  
      const SDL_Rect bb_normal = { tile.x,0,tile.x,tile.y };
      const SDL_Rect bb_disabled = { tile.x,tile.y,tile.x,tile.y };
      const SDL_Rect bb_focused = { tile.x,tile.y * 2,tile.x,tile.y };
      const SDL_Rect bb_pressed = { tile.x,tile.y * 3,tile.x,tile.y };
  
      const SDL_Rect f_normal = { tile.x*2,0,tile.x,tile.y };
      const SDL_Rect f_disabled = { tile.x*2,tile.y,tile.x,tile.y };
      const SDL_Rect f_focused = { tile.x*2,tile.y * 2,tile.x,tile.y };
      const SDL_Rect f_pressed = { tile.x*2,tile.y * 3,tile.x,tile.y };
  
      const SDL_Rect m_normal = { tile.x * 3,0,tile.x,tile.y };
      const SDL_Rect m_disabled = { tile.x * 3,tile.y,tile.x,tile.y };
      const SDL_Rect m_focused = { tile.x * 3,tile.y * 2,tile.x,tile.y };
      const SDL_Rect m_pressed = { tile.x * 3,tile.y * 3,tile.x,tile.y };
  
      const SDL_Rect c_normal = { tile.x * 4,0,tile.x,tile.y };
      const SDL_Rect c_disabled = { tile.x * 4,tile.y,tile.x,tile.y };
      const SDL_Rect c_focused = { tile.x * 4,tile.y * 2,tile.x,tile.y };
      const SDL_Rect c_pressed = { tile.x * 4,tile.y * 3,tile.x,tile.y };
  
      const SDL_Rect s_normal = { tile.x * 5,0,tile.x,tile.y };
      const SDL_Rect s_disabled = { tile.x * 5,tile.y,tile.x,tile.y };
      const SDL_Rect s_focused = { tile.x * 5,tile.y * 2,tile.x,tile.y };
      const SDL_Rect s_pressed = { tile.x * 3,tile.y * 3,tile.x,tile.y };
  
      //lvl up scene
      const SDL_Rect upgradeNormal = { 0,0,52,55 };
      const SDL_Rect upgradePressed = { 52,0,52,55 };
      
  };
  
  #endif // __GUIBUTTON_H__
  