Line and rect drawing
This commit is contained in:
parent
259fc2bcf7
commit
1d297cb57a
@ -1761,7 +1761,8 @@ Renderer::Renderer(Graphics * g, Simulation * sim):
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zoomWindowPosition(0, 0),
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zoomScopePosition(0, 0),
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zoomScopeSize(10),
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ZFACTOR(8)
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ZFACTOR(8),
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zoomEnabled(false)
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{
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this->g = g;
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this->sim = sim;
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@ -35,8 +35,29 @@ public:
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if(bitmap)
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delete bitmap;
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}
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virtual void RenderRect(Graphics * g, ui::Point position1, ui::Point position2)
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{
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int width, height, t;
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width = position2.X-position1.X;
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height = position2.Y-position1.Y;
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if(height<0)
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{
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position1.Y += height;
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height *= -1;
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}
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if(width<0)
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{
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position1.X += width;
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width *= -1;
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}
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g->fillrect(position1.X-1, position1.Y-1, width+2, height+2, 255, 0, 255, 70);
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}
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virtual void RenderLine(Graphics * g, ui::Point position1, ui::Point position2)
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{
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g->blend_line(position1.X, position1.Y, position2.X, position2.Y, 255, 0, 255, 70);
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}
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//Draw the brush outline onto the screen
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virtual void Render(Graphics * g, ui::Point position)
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virtual void RenderPoint(Graphics * g, ui::Point position)
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{
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g->fillrect(position.X-size.X-1, position.Y-size.Y-1, (size.X*2)+2, (size.Y*2)+2, 255, 0, 255, 70);
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}
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@ -19,7 +19,7 @@ public:
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};
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//Draw the brush outline onto the screen
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virtual void Render(Graphics * g, ui::Point position)
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virtual void RenderPoint(Graphics * g, ui::Point position)
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{
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if(!bitmap)
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GenerateBitmap();
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@ -147,10 +147,35 @@ ui::Point GameController::PointTranslate(ui::Point point)
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return point;
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}
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void GameController::DrawPoints(queue<ui::Point*> & pointQueue)
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void GameController::DrawRect(int toolSelection, ui::Point point1, ui::Point point2)
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{
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Simulation * sim = gameModel->GetSimulation();
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Tool * activeTool = gameModel->GetActiveTool();
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Tool * activeTool = gameModel->GetActiveTool(toolSelection);
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Brush * cBrush = gameModel->GetBrush();
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if(!activeTool || !cBrush)
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return;
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activeTool->DrawRect(sim, cBrush, point1, point2);
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}
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void GameController::DrawLine(int toolSelection, ui::Point point1, ui::Point point2)
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{
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Simulation * sim = gameModel->GetSimulation();
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Tool * activeTool = gameModel->GetActiveTool(toolSelection);
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Brush * cBrush = gameModel->GetBrush();
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if(!activeTool || !cBrush)
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return;
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activeTool->DrawLine(sim, cBrush, point1, point2);
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}
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void GameController::DrawFill(int toolSelection, ui::Point point)
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{
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}
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void GameController::DrawPoints(int toolSelection, queue<ui::Point*> & pointQueue)
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{
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Simulation * sim = gameModel->GetSimulation();
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Tool * activeTool = gameModel->GetActiveTool(toolSelection);
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Brush * cBrush = gameModel->GetBrush();
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if(!activeTool || !cBrush)
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{
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@ -249,9 +274,9 @@ void GameController::SetActiveMenu(Menu * menu)
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gameModel->SetActiveMenu(menu);
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}
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void GameController::SetActiveTool(Tool * tool)
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void GameController::SetActiveTool(int toolSelection, Tool * tool)
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{
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gameModel->SetActiveTool(tool);
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gameModel->SetActiveTool(toolSelection, tool);
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}
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void GameController::OpenSearch()
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@ -38,12 +38,15 @@ public:
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void SetZoomPosition(ui::Point position);
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void AdjustBrushSize(int direction);
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void AdjustZoomSize(int direction);
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void DrawPoints(queue<ui::Point*> & pointQueue);
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void DrawPoints(int toolSelection, queue<ui::Point*> & pointQueue);
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void DrawRect(int toolSelection, ui::Point point1, ui::Point point2);
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void DrawLine(int toolSelection, ui::Point point1, ui::Point point2);
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void DrawFill(int toolSelection, ui::Point point);
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void Update();
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void SetPaused(bool pauseState);
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void SetPaused();
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void SetActiveMenu(Menu * menu);
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void SetActiveTool(Tool * tool);
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void SetActiveTool(int toolSelection, Tool * tool);
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void OpenSearch();
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void OpenLogin();
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void OpenTags();
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@ -9,7 +9,7 @@
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#include "client/Client.h"
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GameModel::GameModel():
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activeTool(NULL),
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activeTools({NULL, NULL, NULL}),
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sim(NULL),
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ren(NULL),
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currentBrush(0),
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@ -44,7 +44,9 @@ GameModel::GameModel():
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brushList.push_back(new Brush(ui::Point(4, 4)));
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brushList.push_back(new EllipseBrush(ui::Point(4, 4)));
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activeTool = new ElementTool(1, "TURD", 0, 0, 0);
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activeTools[0] = new ElementTool(1, "TURD", 0, 0, 0);
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activeTools[1] = new ElementTool(0, "TURD", 0, 0, 0);
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//activeTool[1] = new ElementTool(0, "TURD", 0, 0, 0);
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}
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GameModel::~GameModel()
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@ -63,8 +65,8 @@ GameModel::~GameModel()
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}
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delete sim;
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delete ren;
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if(activeTool)
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delete activeTool;
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if(activeTools)
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delete activeTools;
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}
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void GameModel::SetVote(int direction)
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@ -131,15 +133,15 @@ Menu * GameModel::GetActiveMenu()
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return activeMenu;
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}
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Tool * GameModel::GetActiveTool()
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Tool * GameModel::GetActiveTool(int selection)
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{
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return activeTool;
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return activeTools[selection];
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}
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void GameModel::SetActiveTool(Tool * tool)
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void GameModel::SetActiveTool(int selection, Tool * tool)
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{
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activeTool = tool;
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notifyActiveToolChanged();
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activeTools[selection] = tool;
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notifyActiveToolsChanged();
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}
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vector<Menu*> GameModel::GetMenuList()
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@ -162,6 +164,7 @@ void GameModel::SetSave(Save * newSave)
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sim->Load(currentSave->GetData(), currentSave->GetDataLength());
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}
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notifySaveChanged();
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notifyPausedChanged();
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}
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Simulation * GameModel::GetSimulation()
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@ -313,11 +316,11 @@ void GameModel::notifyToolListChanged()
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}
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}
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void GameModel::notifyActiveToolChanged()
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void GameModel::notifyActiveToolsChanged()
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{
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for(int i = 0; i < observers.size(); i++)
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{
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observers[i]->NotifyActiveToolChanged(this);
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observers[i]->NotifyActiveToolsChanged(this);
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}
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}
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@ -18,6 +18,15 @@ class GameView;
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class Simulation;
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class Renderer;
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class ToolSelection
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{
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public:
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enum
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{
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ToolPrimary, ToolSecondary, ToolTertiary
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};
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};
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class GameModel
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{
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private:
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@ -30,7 +39,7 @@ private:
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Save * currentSave;
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Simulation * sim;
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Renderer * ren;
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Tool * activeTool;
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Tool * activeTools[3];
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User currentUser;
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//bool zoomEnabled;
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void notifyRendererChanged();
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@ -40,7 +49,7 @@ private:
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void notifyBrushChanged();
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void notifyMenuListChanged();
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void notifyToolListChanged();
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void notifyActiveToolChanged();
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void notifyActiveToolsChanged();
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void notifyUserChanged();
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void notifyZoomChanged();
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public:
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@ -52,8 +61,8 @@ public:
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Brush * GetBrush();
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void SetSave(Save * newSave);
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void AddObserver(GameView * observer);
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Tool * GetActiveTool();
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void SetActiveTool(Tool * tool);
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Tool * GetActiveTool(int selection);
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void SetActiveTool(int selection, Tool * tool);
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bool GetPaused();
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void SetPaused(bool pauseState);
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void ClearSimulation();
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@ -11,7 +11,14 @@ GameView::GameView():
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isMouseDown(false),
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ren(NULL),
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activeBrush(NULL),
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currentMouse(0, 0)
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currentMouse(0, 0),
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toolIndex(0),
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zoomEnabled(false),
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zoomCursorFixed(false),
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drawPoint1(0, 0),
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drawPoint2(0, 0),
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drawMode(DrawPoints),
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drawModeReset(false)
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{
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int currentX = 1;
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//Set up UI
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@ -207,9 +214,11 @@ class GameView::ToolAction: public ui::ButtonAction
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public:
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Tool * tool;
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ToolAction(GameView * _v, Tool * tool_) { v = _v; tool = tool_; }
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void ActionCallback(ui::Button * sender)
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void ActionCallback(ui::Button * sender_)
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{
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v->c->SetActiveTool(tool);
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ToolButton *sender = (ToolButton*)sender_;
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if(sender->GetSelectionState() >= 0 && sender->GetSelectionState() <= 2)
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v->c->SetActiveTool(sender->GetSelectionState(), tool);
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}
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};
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@ -242,17 +251,26 @@ void GameView::NotifyMenuListChanged(GameModel * sender)
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}
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}
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void GameView::NotifyActiveToolChanged(GameModel * sender)
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void GameView::NotifyActiveToolsChanged(GameModel * sender)
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{
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for(int i = 0; i < toolButtons.size(); i++)
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{
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if(((ToolAction*)toolButtons[i]->GetActionCallback())->tool==sender->GetActiveTool())
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Tool * tool = ((ToolAction*)toolButtons[i]->GetActionCallback())->tool;
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if(sender->GetActiveTool(0) == tool)
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{
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toolButtons[i]->SetToggleState(true);
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toolButtons[i]->SetSelectionState(0); //Primary
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}
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else if(sender->GetActiveTool(1) == tool)
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{
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toolButtons[i]->SetSelectionState(1); //Secondary
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}
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else if(sender->GetActiveTool(2) == tool)
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{
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toolButtons[i]->SetSelectionState(2); //Tertiary
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}
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else
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{
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toolButtons[i]->SetToggleState(false);
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toolButtons[i]->SetSelectionState(-1);
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}
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}
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}
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@ -281,25 +299,24 @@ void GameView::NotifyToolListChanged(GameModel * sender)
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vector<Tool*> toolList = sender->GetToolList();
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for(int i = 0; i < toolList.size(); i++)
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{
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ui::Button * tempButton = new ui::Button(ui::Point(currentX, YRES), ui::Point(32, 16), toolList[i]->GetName());
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ToolButton * tempButton = new ToolButton(ui::Point(currentX, YRES), ui::Point(32, 16), toolList[i]->GetName());
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currentX -= 36;
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tempButton->SetTogglable(true);
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tempButton->SetActionCallback(new ToolAction(this, toolList[i]));
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totalColour = toolList[i]->colRed + 3*toolList[i]->colGreen + 2*toolList[i]->colBlue;
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tempButton->SetBackgroundColour(ui::Colour(toolList[i]->colRed, toolList[i]->colGreen, toolList[i]->colBlue));
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if (totalColour<544)
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if(sender->GetActiveTool(0) == toolList[i])
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{
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tempButton->SetTextColour(ui::Colour(255, 255, 255));
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tempButton->SetSelectionState(0); //Primary
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}
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else
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else if(sender->GetActiveTool(1) == toolList[i])
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{
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tempButton->SetTextColour(ui::Colour(0, 0, 0));
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tempButton->SetSelectionState(1); //Secondary
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}
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else if(sender->GetActiveTool(2) == toolList[i])
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{
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tempButton->SetSelectionState(2); //Tertiary
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}
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tempButton->SetBorderColour(ui::Colour(0, 0, 0));
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tempButton->SetActiveBackgroundColour(ui::Colour(toolList[i]->colRed, toolList[i]->colGreen, toolList[i]->colBlue));
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tempButton->SetActiveBorderColour(ui::Colour(0, 0, 255));
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tempButton->SetAlignment(AlignCentre, AlignBottom);
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AddComponent(tempButton);
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@ -374,7 +391,7 @@ void GameView::NotifyBrushChanged(GameModel * sender)
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void GameView::OnMouseMove(int x, int y, int dx, int dy)
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{
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currentMouse = ui::Point(x, y);
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if(isMouseDown)
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if(isMouseDown && drawMode == DrawPoints)
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{
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pointQueue.push(new ui::Point(x-dx, y-dy));
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pointQueue.push(new ui::Point(x, y));
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@ -385,8 +402,21 @@ void GameView::OnMouseDown(int x, int y, unsigned button)
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{
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if(currentMouse.X > 0 && currentMouse.X < XRES && currentMouse.Y > 0 && currentMouse.Y < YRES && !(zoomEnabled && !zoomCursorFixed))
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{
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if(button == BUTTON_LEFT)
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toolIndex = 0;
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if(button == BUTTON_RIGHT)
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toolIndex = 1;
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if(button == BUTTON_MIDDLE)
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toolIndex = 2;
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isMouseDown = true;
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pointQueue.push(new ui::Point(x, y));
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if(drawMode == DrawRect || drawMode == DrawLine)
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{
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drawPoint1 = ui::Point(x, y);
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}
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if(drawMode == DrawPoints)
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{
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pointQueue.push(new ui::Point(x, y));
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}
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}
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}
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@ -399,7 +429,27 @@ void GameView::OnMouseUp(int x, int y, unsigned button)
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if(isMouseDown)
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{
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isMouseDown = false;
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pointQueue.push(new ui::Point(x, y));
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if(drawMode == DrawRect || drawMode == DrawLine)
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{
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drawPoint2 = ui::Point(x, y);
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if(drawMode == DrawRect)
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{
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c->DrawRect(toolIndex, drawPoint1, drawPoint2);
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}
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if(drawMode == DrawLine)
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{
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c->DrawLine(toolIndex, drawPoint1, drawPoint2);
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}
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}
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if(drawMode == DrawPoints)
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{
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pointQueue.push(new ui::Point(x, y));
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}
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if(drawModeReset)
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{
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drawModeReset = false;
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drawMode = DrawPoints;
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}
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}
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}
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}
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@ -426,6 +476,26 @@ void GameView::OnKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool
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{
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switch(key)
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{
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case KEY_CTRL:
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if(drawModeReset)
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drawModeReset = false;
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else
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drawPoint1 = currentMouse;
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if(shift)
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drawMode = DrawFill;
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else
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drawMode = DrawRect;
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break;
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case KEY_SHIFT:
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if(drawModeReset)
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drawModeReset = false;
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else
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drawPoint1 = currentMouse;
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if(ctrl)
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drawMode = DrawFill;
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else
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drawMode = DrawLine;
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break;
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case ' ': //Space
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c->SetPaused();
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break;
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@ -442,26 +512,37 @@ void GameView::OnKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool
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void GameView::OnKeyRelease(int key, Uint16 character, bool shift, bool ctrl, bool alt)
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{
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//switch(key)
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//{
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//case 'z':
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if(!isMouseDown)
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drawMode = DrawPoints;
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else
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drawModeReset = true;
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switch(character)
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{
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case 'z':
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if(!zoomCursorFixed)
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c->SetZoomEnabled(false);
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// break;
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//}
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break;
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}
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}
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void GameView::OnTick(float dt)
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{
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if(zoomEnabled && !zoomCursorFixed)
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c->SetZoomPosition(currentMouse);
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if(isMouseDown)
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if(drawMode == DrawPoints)
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{
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pointQueue.push(new ui::Point(currentMouse));
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if(isMouseDown)
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{
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pointQueue.push(new ui::Point(currentMouse));
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}
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if(!pointQueue.empty())
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{
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c->DrawPoints(toolIndex, pointQueue);
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}
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}
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if(!pointQueue.empty())
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if(drawMode == DrawFill)
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{
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c->DrawPoints(pointQueue);
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c->DrawFill(toolIndex, currentMouse);
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}
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c->Update();
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}
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@ -480,7 +561,18 @@ void GameView::OnDraw()
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ren->DrawWalls();
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if(activeBrush && currentMouse.X > 0 && currentMouse.X < XRES && currentMouse.Y > 0 && currentMouse.Y < YRES)
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{
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activeBrush->Render(ui::Engine::Ref().g, c->PointTranslate(currentMouse));
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if(drawMode==DrawRect && isMouseDown)
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{
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activeBrush->RenderRect(ui::Engine::Ref().g, c->PointTranslate(drawPoint1), c->PointTranslate(currentMouse));
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}
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else if(drawMode==DrawLine && isMouseDown)
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{
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activeBrush->RenderLine(ui::Engine::Ref().g, c->PointTranslate(drawPoint1), c->PointTranslate(currentMouse));
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}
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else
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{
|
||||
activeBrush->RenderPoint(ui::Engine::Ref().g, c->PointTranslate(currentMouse));
|
||||
}
|
||||
}
|
||||
ren->RenderZoom();
|
||||
ren->DrawSigns();
|
||||
|
@ -8,25 +8,33 @@
|
||||
#include "interface/Window.h"
|
||||
#include "interface/Point.h"
|
||||
#include "interface/Button.h"
|
||||
#include "ToolButton.h"
|
||||
#include "Brush.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
enum DrawMode
|
||||
{
|
||||
DrawPoints, DrawLine, DrawRect, DrawFill
|
||||
};
|
||||
|
||||
class GameController;
|
||||
class GameModel;
|
||||
class GameView: public ui::Window
|
||||
{
|
||||
private:
|
||||
DrawMode drawMode;
|
||||
bool isMouseDown;
|
||||
bool zoomEnabled;
|
||||
bool zoomCursorFixed;
|
||||
int toolIndex;
|
||||
queue<ui::Point*> pointQueue;
|
||||
GameController * c;
|
||||
Renderer * ren;
|
||||
Brush * activeBrush;
|
||||
//UI Elements
|
||||
vector<ui::Button*> menuButtons;
|
||||
vector<ui::Button*> toolButtons;
|
||||
vector<ToolButton*> toolButtons;
|
||||
ui::Button * searchButton;
|
||||
ui::Button * reloadButton;
|
||||
ui::Button * saveSimulationButton;
|
||||
@ -39,6 +47,10 @@ private:
|
||||
ui::Button * displayModeButton;
|
||||
ui::Button * pauseButton;
|
||||
ui::Point currentMouse;
|
||||
|
||||
bool drawModeReset;
|
||||
ui::Point drawPoint1;
|
||||
ui::Point drawPoint2;
|
||||
public:
|
||||
GameView();
|
||||
void AttachController(GameController * _c){ c = _c; }
|
||||
@ -49,7 +61,7 @@ public:
|
||||
void NotifyBrushChanged(GameModel * sender);
|
||||
void NotifyMenuListChanged(GameModel * sender);
|
||||
void NotifyToolListChanged(GameModel * sender);
|
||||
void NotifyActiveToolChanged(GameModel * sender);
|
||||
void NotifyActiveToolsChanged(GameModel * sender);
|
||||
void NotifyUserChanged(GameModel * sender);
|
||||
void NotifyZoomChanged(GameModel * sender);
|
||||
virtual void OnMouseMove(int x, int y, int dx, int dy);
|
||||
|
@ -48,7 +48,9 @@ public:
|
||||
virtual void DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) {
|
||||
sim->create_line(position1.X, position1.Y, position2.X, position2.Y, 1, 1, toolID, 0, brush);
|
||||
}
|
||||
virtual void DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) {}
|
||||
virtual void DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) {
|
||||
sim->create_box(position1.X, position1.Y, position2.X, position2.Y, toolID, 0);
|
||||
}
|
||||
};
|
||||
|
||||
#endif /* TOOL_H_ */
|
||||
|
88
src/game/ToolButton.cpp
Normal file
88
src/game/ToolButton.cpp
Normal file
@ -0,0 +1,88 @@
|
||||
/*
|
||||
* ToolButton.cpp
|
||||
*
|
||||
* Created on: Jan 30, 2012
|
||||
* Author: Simon
|
||||
*/
|
||||
|
||||
#include "ToolButton.h"
|
||||
#include "interface/Keys.h"
|
||||
|
||||
ToolButton::ToolButton(ui::Point position, ui::Point size, std::string text_):
|
||||
ui::Button(position, size, text_)
|
||||
{
|
||||
SetSelectionState(-1);
|
||||
}
|
||||
|
||||
void ToolButton::OnMouseClick(int x, int y, unsigned int button)
|
||||
{
|
||||
isButtonDown = true;
|
||||
}
|
||||
|
||||
void ToolButton::OnMouseUp(int x, int y, unsigned int button)
|
||||
{
|
||||
if(isButtonDown)
|
||||
{
|
||||
if(button == BUTTON_LEFT)
|
||||
SetSelectionState(0);
|
||||
if(button == BUTTON_RIGHT)
|
||||
SetSelectionState(1);
|
||||
if(button == BUTTON_MIDDLE)
|
||||
SetSelectionState(2);
|
||||
DoAction();
|
||||
}
|
||||
isButtonDown = false;
|
||||
}
|
||||
|
||||
void ToolButton::Draw(const ui::Point& screenPos)
|
||||
{
|
||||
Graphics * g = ui::Engine::Ref().g;
|
||||
int totalColour = background.Red + 3*background.Green + 2*background.Blue;
|
||||
|
||||
g->fillrect(screenPos.X, screenPos.Y, Size.X, Size.Y, background.Red, background.Green, background.Blue, 255);
|
||||
|
||||
if (totalColour<544)
|
||||
{
|
||||
g->drawtext(screenPos.X+textPosition.X, screenPos.Y+textPosition.Y, ButtonText.c_str(), 255, 255, 255, 255);
|
||||
}
|
||||
else
|
||||
{
|
||||
g->drawtext(screenPos.X+textPosition.X, screenPos.Y+textPosition.Y, ButtonText.c_str(), 0, 0, 0, 255);
|
||||
}
|
||||
if(currentSelection!=-1)
|
||||
{
|
||||
//g->fillrect(screenPos.X+1, screenPos.Y+1, Size.X-2, Size.Y-2, 255, 255, 255, 170);
|
||||
g->fillrect(screenPos.X+2, screenPos.Y+2, Size.Y-4, Size.Y-4, 0, 0, 0, 170);
|
||||
g->drawtext(screenPos.X+5, screenPos.Y+4, selectionText, 255, 255, 255, 255);
|
||||
}
|
||||
}
|
||||
|
||||
void ToolButton::SetSelectionState(int state)
|
||||
{
|
||||
currentSelection = state;
|
||||
switch(state)
|
||||
{
|
||||
case 0:
|
||||
selectionText = "L";
|
||||
break;
|
||||
case 1:
|
||||
selectionText = "R";
|
||||
break;
|
||||
case 2:
|
||||
selectionText = "M";
|
||||
break;
|
||||
default:
|
||||
selectionText = "";
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int ToolButton::GetSelectionState()
|
||||
{
|
||||
return currentSelection;
|
||||
}
|
||||
|
||||
ToolButton::~ToolButton() {
|
||||
// TODO Auto-generated destructor stub
|
||||
}
|
||||
|
26
src/game/ToolButton.h
Normal file
26
src/game/ToolButton.h
Normal file
@ -0,0 +1,26 @@
|
||||
/*
|
||||
* ToolButton.h
|
||||
*
|
||||
* Created on: Jan 30, 2012
|
||||
* Author: Simon
|
||||
*/
|
||||
|
||||
#ifndef TOOLBUTTON_H_
|
||||
#define TOOLBUTTON_H_
|
||||
|
||||
#include "interface/Button.h"
|
||||
|
||||
class ToolButton: public ui::Button {
|
||||
int currentSelection;
|
||||
std::string selectionText;
|
||||
public:
|
||||
ToolButton(ui::Point position, ui::Point size, std::string text_);
|
||||
virtual void OnMouseUp(int x, int y, unsigned int button);
|
||||
virtual void OnMouseClick(int x, int y, unsigned int button);
|
||||
virtual void Draw(const ui::Point& screenPos);
|
||||
void SetSelectionState(int state);
|
||||
int GetSelectionState();
|
||||
virtual ~ToolButton();
|
||||
};
|
||||
|
||||
#endif /* TOOLBUTTON_H_ */
|
@ -8,7 +8,14 @@
|
||||
#define KEY_DELETE SDLK_DELETE
|
||||
#define KEY_TAB SDLK_TAB
|
||||
|
||||
#define KEY_CTRL SDLK_LCTRL
|
||||
#define KEY_ALT SDLK_LALT
|
||||
#define KEY_SHIFT SDLK_LSHIFT
|
||||
|
||||
#define KEY_MOD_CONTROL KMOD_CTRL
|
||||
#define KEY_MOD_ALT KMOD_ALT
|
||||
#define KEY_MOD_SHIFT KMOD_SHIFT
|
||||
|
||||
#define BUTTON_LEFT SDL_BUTTON_LEFT
|
||||
#define BUTTON_MIDDLE SDL_BUTTON_MIDDLE
|
||||
#define BUTTON_RIGHT SDL_BUTTON_RIGHT
|
||||
|
Reference in New Issue
Block a user