/*
	updateText - updates the text. Note that the text must already have been added
	to the text manager via the initText method. Also not that there should be a
	separate TextGenerator for each line of text we wish to render.
*/
void DummyTextGenerator::updateText(Game *game)
{
	// THE TEXT MANAGER (GameText) HAS A POINTER TO OUR TEXT, SO WE CAN
	// SIMPLY CLEAR IT OUT OF OLD CHARACTER DATA AND FILL IT IN WITH
	// WHAT WE WANT.
	textToGenerate.clear();
	appendTargetFPS(game);
}
/*
	initText - Provides an example of how to render text to our screen every frame,
	allowing for the text to continually change. This method adds a text object
	to the text manager (GameText), which allows it to be updated each frame. This
	method should be called only once for each object.
*/
void GroupGameTextGenerator::initText(Game *game)
{
	// FIRST UPDATE THE TEXT THIS GENERATOR IS USING
	appendTargetFPS(game);
	// AND THEN HAND IT TO THE TEXT MANAGER, SPECIFYING WHERE IT SHOULD BE RENDERED
	GameText *text = game->getText();
	//text->addText(&textToGenerate, GG_TARGET_FPS_X, GG_TARGET_FPS_Y, 300,1000);//game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight());
}
/*
	initText - Provides an example of how to render text to our screen every frame,
	allowing for the text to continually change. This method adds a text object
	to the text manager (GameText), which allows it to be updated each frame. This
	method should be called only once for each object.
*/
void DummyTextGenerator::initText(Game *game)
{
	// FIRST UPDATE THE TEXT THIS GENERATOR IS USING
	appendTargetFPS(game);

	// AND THEN HAND IT TO THE TEXT MANAGER, SPECIFYING WHERE IT SHOULD BE RENDERED
	GameText *text = game->getText();
	text->addText(&textToGenerate, 350, 50, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight());
}
/*
	updateText - updates the text. Note that the text must already have been added
	to the text manager via the initText method. Also not that there should be a
	separate TextGenerator for each line of text we wish to render.
*/
void WalkaboutTextGenerator::updateText(Game *game)
{
	// THE TEXT MANAGER (GameText) HAS A POINTER TO OUR TEXT, SO WE CAN
	// SIMPLY CLEAR IT OUT OF OLD CHARACTER DATA AND FILL IT IN WITH
	// WHAT WE WANT.
	
	textToGenerate.clear();
	appendTargetFPS(game);

	if(game->getGSM()->isGameInProgress()){
		wstringstream wss;
		wss << L"Player HealtH: ";
		wss << game->getGSM()->getSpriteManager()->getPlayer()->getHitPoints();
		//textToGenerate.append(wss.str());
	}
}