More stuff, better events and starting on interface
This commit is contained in:
parent
2c9295007a
commit
2511afec8b
@ -134,7 +134,6 @@ C:/Users/Simon/Projects/FacialTurd-PowderToypp/src/Simulation.cpp
|
||||
C:/Users/Simon/Projects/FacialTurd-PowderToypp/Changelog.txt
|
||||
src/interface/ControlFactory.cpp
|
||||
includes/interface/ControlFactory.h
|
||||
src/GameSession.cpp
|
||||
includes/GameSession.h
|
||||
src/Console.cpp
|
||||
includes/Console.h
|
||||
@ -151,3 +150,5 @@ includes/interface/Point.h
|
||||
includes/Singleton.h
|
||||
src/interface/Label.cpp
|
||||
includes/interface/Label.h
|
||||
includes/Global.h
|
||||
src/Global.cpp
|
||||
|
14
includes/Global.h
Normal file
14
includes/Global.h
Normal file
@ -0,0 +1,14 @@
|
||||
#ifndef GAMESESSION_H
|
||||
#define GAMESESSION_H
|
||||
|
||||
#include "Singleton.h"
|
||||
#include "Graphics.h"
|
||||
|
||||
class Global : public Singleton<Global>
|
||||
{
|
||||
public:
|
||||
Graphics * g;
|
||||
Global();
|
||||
};
|
||||
|
||||
#endif // GAMESESSION_H
|
@ -39,9 +39,13 @@ namespace ui
|
||||
|
||||
inline bool GetState() { return state; }
|
||||
virtual void DoAction(); //action of button what ever it may be
|
||||
void SetTogglable(bool isTogglable);
|
||||
bool GetTogglable();
|
||||
inline bool GetToggleState();
|
||||
inline void SetToggleState(bool state);
|
||||
|
||||
protected:
|
||||
bool isButtonDown, state, isMouseInside;
|
||||
bool isButtonDown, state, isMouseInside, isTogglable, toggle;
|
||||
};
|
||||
}
|
||||
#endif /* BUTTON_H_ */
|
||||
|
@ -3,12 +3,11 @@
|
||||
|
||||
#include "Panel.h"
|
||||
#include "Engine.h"
|
||||
#include "GameSession.h"
|
||||
|
||||
class ControlFactory
|
||||
{
|
||||
public:
|
||||
static ui::Panel * MainMenu(GameSession * session, int x, int y, int width, int height);
|
||||
static ui::Panel * MainMenu(int x, int y, int width, int height);
|
||||
|
||||
};
|
||||
|
||||
|
@ -30,7 +30,7 @@ namespace ui
|
||||
void onResize(int newWidth, int newHeight);
|
||||
void onClose();
|
||||
|
||||
void Begin(int width, int height, SDL_Surface * surface);
|
||||
void Begin(int width, int height);
|
||||
inline bool Running() { return running_; }
|
||||
void Exit();
|
||||
|
||||
@ -46,7 +46,7 @@ namespace ui
|
||||
|
||||
void SetState(State* state);
|
||||
inline State* GetState() { return state_; }
|
||||
Graphics * g;
|
||||
float FpsLimit;
|
||||
private:
|
||||
State* statequeued_;
|
||||
State* state_;
|
||||
|
@ -29,7 +29,7 @@ public:
|
||||
virtual Simulation * GetSimulation();
|
||||
virtual void OnMouseMoved(int localx, int localy, int dx, int dy);
|
||||
virtual void OnMouseClick(int localx, int localy, unsigned int button);
|
||||
virtual void OnMouseUnclick(int localx, int localy, unsigned int button);
|
||||
virtual void OnMouseUp(int localx, int localy, unsigned int button);
|
||||
virtual void Draw(const Point& screenPos);
|
||||
virtual void Tick(float delta);
|
||||
virtual ~Sandbox();
|
||||
|
5
src/Global.cpp
Normal file
5
src/Global.cpp
Normal file
@ -0,0 +1,5 @@
|
||||
#include "Global.h"
|
||||
|
||||
Global::Global(){
|
||||
|
||||
}
|
@ -5,6 +5,7 @@
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
#include "Config.h"
|
||||
#include "Global.h"
|
||||
#include "Simulation.h"
|
||||
#include "Renderer.h"
|
||||
#include "Graphics.h"
|
||||
@ -17,7 +18,6 @@
|
||||
#include "interface/ControlFactory.h"
|
||||
#include "interface/Point.h"
|
||||
#include "interface/Label.h"
|
||||
#include "GameSession.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
@ -44,9 +44,8 @@ SDL_Surface * SDLOpen()
|
||||
return SDL_SetVideoMode(XRES + BARSIZE, YRES + MENUSIZE, 32, SDL_SWSURFACE);
|
||||
}
|
||||
|
||||
int SDLPoll(SDL_Event * event)
|
||||
/*int SDLPoll(SDL_Event * event)
|
||||
{
|
||||
event->type = 0;
|
||||
while (SDL_PollEvent(event))
|
||||
{
|
||||
switch (event->type)
|
||||
@ -56,50 +55,60 @@ int SDLPoll(SDL_Event * event)
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
}*/
|
||||
|
||||
int main(int argc, char * argv[])
|
||||
{
|
||||
int elapsedTime = 0, currentTime = 0, lastTime = 0, currentFrame = 0;
|
||||
float fps, fpsLimit, delta;
|
||||
float fps = 0, fpsLimit = 30, delta = 1.0f;
|
||||
|
||||
//Renderer * ren;
|
||||
//Simulation * sim = new Simulation();
|
||||
//ren = new Renderer(g, sim);
|
||||
|
||||
GameSession * gameSession = new GameSession();
|
||||
Global::Ref().g = new Graphics();
|
||||
Global::Ref().g->AttachSDLSurface(SDLOpen());
|
||||
|
||||
ui::Engine * engine = &ui::Engine::Ref();//new ui::Engine();
|
||||
ui::State * engineState = new ui::State();
|
||||
ui::Sandbox * sandbox = new ui::Sandbox();
|
||||
ui::Button * button = new ui::Button(ui::Point(100, 100), ui::Point(100, 100), std::string("poP"));
|
||||
ui::Label * fpsLabel = new ui::Label(ui::Point(2, 2), ui::Point(200, 14), std::string("FPS: 0"));
|
||||
engine->Begin(XRES, YRES, SDLOpen());
|
||||
engine->Begin(XRES, YRES);
|
||||
engine->SetState(engineState);
|
||||
engineState->AddComponent(fpsLabel);
|
||||
engineState->AddComponent(sandbox);
|
||||
engineState->AddComponent(button);
|
||||
//window->Add(ControlFactory::MainMenu(gameSession, 0, 0, 200, 200));
|
||||
engineState->AddComponent(ControlFactory::MainMenu(0, YRES+MENUSIZE-17, XRES+BARSIZE, 16));
|
||||
|
||||
SDL_Event event;
|
||||
while(!SDLPoll(&event))
|
||||
while(engine->Running())
|
||||
{
|
||||
//mouseButton = SDL_GetMouseState(&mouseX, &mouseY);
|
||||
switch(event.type)
|
||||
event.type = 0;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
case SDL_KEYDOWN:
|
||||
break;
|
||||
case SDL_KEYUP:
|
||||
break;
|
||||
case SDL_MOUSEMOTION:
|
||||
engine->onMouseMove(event.motion.x, event.motion.y);
|
||||
break;
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
engine->onMouseClick(event.motion.x, event.motion.y, event.button.button);
|
||||
break;
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
engine->onMouseUnclick(event.motion.x, event.motion.y, event.button.button);
|
||||
break;
|
||||
switch (event.type)
|
||||
{
|
||||
case SDL_QUIT:
|
||||
engine->Exit();
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
break;
|
||||
case SDL_KEYUP:
|
||||
break;
|
||||
case SDL_MOUSEMOTION:
|
||||
engine->onMouseMove(event.motion.x, event.motion.y);
|
||||
break;
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
engine->onMouseClick(event.motion.x, event.motion.y, event.button.button);
|
||||
break;
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
engine->onMouseUnclick(event.motion.x, event.motion.y, event.button.button);
|
||||
break;
|
||||
}
|
||||
event.type = 0; //Clear last event
|
||||
}
|
||||
//mouseButton = SDL_GetMouseState(&mouseX, &mouseY);
|
||||
fpsLabel->LabelText = "";
|
||||
stringstream fpsText;
|
||||
fpsText << "FPS: " << fps;
|
||||
@ -111,6 +120,15 @@ int main(int argc, char * argv[])
|
||||
currentFrame++;
|
||||
currentTime = SDL_GetTicks();
|
||||
elapsedTime = currentTime - lastTime;
|
||||
if((currentFrame>2 || elapsedTime > 1000*2/ui::Engine::Ref().FpsLimit) && elapsedTime && currentFrame*1000/elapsedTime > ui::Engine::Ref().FpsLimit)
|
||||
{
|
||||
while (currentFrame*1000/elapsedTime > ui::Engine::Ref().FpsLimit)
|
||||
{
|
||||
SDL_Delay(1);
|
||||
currentTime = SDL_GetTicks();
|
||||
elapsedTime = currentTime-lastTime;
|
||||
}
|
||||
}
|
||||
if(elapsedTime>=1000)
|
||||
{
|
||||
fps = (((float)currentFrame)/((float)elapsedTime))*1000.0f;
|
||||
|
@ -9,6 +9,7 @@
|
||||
|
||||
#include "interface/Button.h"
|
||||
#include "Graphics.h"
|
||||
#include "Global.h"
|
||||
|
||||
namespace ui {
|
||||
|
||||
@ -16,7 +17,8 @@ Button::Button(State* parent_state, std::string buttonText):
|
||||
Component(parent_state),
|
||||
ButtonText(buttonText),
|
||||
isMouseInside(false),
|
||||
isButtonDown(false)
|
||||
isButtonDown(false),
|
||||
isTogglable(false)
|
||||
{
|
||||
|
||||
}
|
||||
@ -25,7 +27,8 @@ Button::Button(Point position, Point size, std::string buttonText):
|
||||
Component(position, size),
|
||||
ButtonText(buttonText),
|
||||
isMouseInside(false),
|
||||
isButtonDown(false)
|
||||
isButtonDown(false),
|
||||
isTogglable(false)
|
||||
{
|
||||
|
||||
}
|
||||
@ -34,17 +37,42 @@ Button::Button(std::string buttonText):
|
||||
Component(),
|
||||
ButtonText(buttonText),
|
||||
isMouseInside(false),
|
||||
isButtonDown(false)
|
||||
isButtonDown(false),
|
||||
isTogglable(false)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Button::SetTogglable(bool togglable)
|
||||
{
|
||||
toggle = false;
|
||||
isTogglable = togglable;
|
||||
}
|
||||
|
||||
bool Button::GetTogglable()
|
||||
{
|
||||
return isTogglable;
|
||||
}
|
||||
|
||||
inline bool Button::GetToggleState()
|
||||
{
|
||||
return toggle;
|
||||
}
|
||||
|
||||
inline void Button::SetToggleState(bool state)
|
||||
{
|
||||
toggle = state;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Button::Draw(const Point& screenPos)
|
||||
{
|
||||
Graphics * g = ui::Engine::Ref().g;
|
||||
Graphics * g = Global::Ref().g;
|
||||
Point Position = screenPos;
|
||||
// = reinterpret_cast<Graphics*>(userdata);
|
||||
//TODO: Cache text location, that way we don't have the text alignment code here
|
||||
if(isButtonDown)
|
||||
if(isButtonDown || (isTogglable && toggle))
|
||||
{
|
||||
g->fillrect(Position.X, Position.Y, Size.X, Size.Y, 255, 255, 255, 255);
|
||||
g->drawtext(Position.X+(Size.X-Graphics::textwidth((char *)ButtonText.c_str()))/2, Position.Y+(Size.Y-10)/2, ButtonText, 0, 0, 0, 255);
|
||||
@ -111,20 +139,21 @@ void Button::OnMouseUnclick(int x, int y, unsigned int button)
|
||||
|
||||
void Button::OnMouseClick(int x, int y, unsigned int button)
|
||||
{
|
||||
std::cout << "Click!" << std::endl;
|
||||
if(button != 1) return; //left click only!
|
||||
if(isTogglable)
|
||||
{
|
||||
toggle = !toggle;
|
||||
}
|
||||
isButtonDown = true;
|
||||
}
|
||||
|
||||
void Button::OnMouseEnter(int x, int y)
|
||||
{
|
||||
std::cout << "Enter!"<<std::endl;
|
||||
isMouseInside = true;
|
||||
}
|
||||
|
||||
void Button::OnMouseLeave(int x, int y)
|
||||
{
|
||||
std::cout << "Leave!"<<std::endl;
|
||||
isMouseInside = false;
|
||||
}
|
||||
|
||||
|
@ -76,7 +76,8 @@ void Component::SetParent(Panel* new_parent)
|
||||
else
|
||||
{
|
||||
// remove from parent state (if in parent state) and place in new parent
|
||||
GetParentState()->RemoveComponent(this);
|
||||
if(GetParentState())
|
||||
GetParentState()->RemoveComponent(this);
|
||||
new_parent->children.push_back(this);
|
||||
}
|
||||
this->_parent = new_parent;
|
||||
|
@ -4,9 +4,56 @@
|
||||
#include "interface/Panel.h"
|
||||
#include "interface/Engine.h"
|
||||
|
||||
ui::Panel * ControlFactory::MainMenu(GameSession * session, int x, int y, int width, int height)
|
||||
ui::Panel * ControlFactory::MainMenu(int x, int y, int width, int height)
|
||||
{
|
||||
int currentX = 1;
|
||||
width -= 2;
|
||||
ui::Button * tempButton;
|
||||
ui::Panel * mainMenu = new ui::Panel(ui::Point(x, y), ui::Point(width, height));
|
||||
//mainMenu->Add(new ui::Button(0, 0, 20, 20, "Turd"));
|
||||
|
||||
tempButton = new ui::Button(ui::Point(currentX, 1), ui::Point(16, height-2), "\x81");
|
||||
mainMenu->AddChild(tempButton); //Open
|
||||
currentX += 18;
|
||||
|
||||
tempButton = new ui::Button(ui::Point(currentX, 1), ui::Point(16, height-2), "\x91");
|
||||
mainMenu->AddChild(tempButton); //Reload
|
||||
currentX += 18;
|
||||
|
||||
tempButton = new ui::Button(ui::Point(currentX, 1), ui::Point(width/4, height-2), "\x82 [Save]"); //Save
|
||||
mainMenu->AddChild(tempButton);
|
||||
currentX += tempButton->Size.X+2;
|
||||
|
||||
tempButton = new ui::Button(ui::Point(currentX, 1), ui::Point(16, height-2), "\xCB");
|
||||
mainMenu->AddChild(tempButton); //Vote Up
|
||||
currentX += 16;
|
||||
tempButton = new ui::Button(ui::Point(currentX, 1), ui::Point(16, height-2), "\xCA");
|
||||
mainMenu->AddChild(tempButton); //Vote Down
|
||||
currentX += 18;
|
||||
|
||||
tempButton = new ui::Button(ui::Point(currentX, 1), ui::Point(width - currentX - (4 * 18) - (width / 5), height-2), "[Tags]"); //Tags
|
||||
currentX += tempButton->Size.X+2;
|
||||
mainMenu->AddChild(tempButton);
|
||||
|
||||
tempButton = new ui::Button(ui::Point(currentX, 1), ui::Point(16, height-2), "\xCF");
|
||||
mainMenu->AddChild(tempButton); //Settings
|
||||
currentX += 18;
|
||||
|
||||
tempButton = new ui::Button(ui::Point(currentX, 1), ui::Point(16, height-2), "\x92");
|
||||
mainMenu->AddChild(tempButton); //Clear
|
||||
currentX += 18;
|
||||
|
||||
tempButton = new ui::Button(ui::Point(currentX, 1), ui::Point(width - currentX - (2 * 18), height-2), "\x84 [Login]"); //Login
|
||||
currentX += tempButton->Size.X+2;
|
||||
mainMenu->AddChild(tempButton);
|
||||
|
||||
tempButton = new ui::Button(ui::Point(currentX, 1), ui::Point(16, height-2), "\xD8");
|
||||
mainMenu->AddChild(tempButton); //Render options
|
||||
currentX += 18;
|
||||
|
||||
tempButton = new ui::Button(ui::Point(currentX, 1), ui::Point(16, height-2), "\x90"); //Pause
|
||||
tempButton->SetTogglable(true);
|
||||
mainMenu->AddChild(tempButton);
|
||||
currentX += 18;
|
||||
|
||||
return mainMenu;
|
||||
}
|
||||
|
@ -1,3 +1,7 @@
|
||||
#include <iostream>
|
||||
|
||||
#include "Config.h"
|
||||
#include "Global.h"
|
||||
#include "interface/Platform.h"
|
||||
#include "interface/Engine.h"
|
||||
#include "interface/State.h"
|
||||
@ -5,15 +9,14 @@
|
||||
|
||||
using namespace ui;
|
||||
|
||||
Engine::Engine()
|
||||
:
|
||||
g(NULL),
|
||||
state_(NULL),
|
||||
statequeued_(NULL),
|
||||
mousex_(0),
|
||||
mousey_(0),
|
||||
mousexp_(0),
|
||||
mouseyp_(0)
|
||||
Engine::Engine():
|
||||
state_(NULL),
|
||||
statequeued_(NULL),
|
||||
mousex_(0),
|
||||
mousey_(0),
|
||||
mousexp_(0),
|
||||
mouseyp_(0),
|
||||
FpsLimit(60.0f)
|
||||
{
|
||||
}
|
||||
|
||||
@ -23,10 +26,8 @@ Engine::~Engine()
|
||||
delete state_;
|
||||
}
|
||||
|
||||
void Engine::Begin(int width, int height, SDL_Surface * surface)
|
||||
void Engine::Begin(int width, int height)
|
||||
{
|
||||
g = new Graphics();
|
||||
g->AttachSDLSurface(surface);
|
||||
//engine is now ready
|
||||
running_ = true;
|
||||
|
||||
@ -82,8 +83,8 @@ void Engine::Draw()
|
||||
{
|
||||
if(state_)
|
||||
state_->DoDraw();
|
||||
g->Blit();
|
||||
g->Clear();
|
||||
Global::Ref().g->Blit();
|
||||
Global::Ref().g->Clear();
|
||||
}
|
||||
|
||||
void Engine::onKeyPress(int key, bool shift, bool ctrl, bool alt)
|
||||
@ -115,7 +116,9 @@ void Engine::onMouseMove(int x, int y)
|
||||
mousex_ = x;
|
||||
mousey_ = y;
|
||||
if(state_)
|
||||
{
|
||||
state_->DoMouseMove(x, y, mousex_ - mousexp_, mousey_ - mouseyp_);
|
||||
}
|
||||
mousexp_ = x;
|
||||
mouseyp_ = y;
|
||||
}
|
||||
|
@ -1,4 +1,6 @@
|
||||
#include <string>
|
||||
#include "Config.h"
|
||||
#include "Global.h"
|
||||
#include "interface/Point.h"
|
||||
#include "interface/Label.h"
|
||||
|
||||
@ -33,6 +35,6 @@ Label::~Label()
|
||||
|
||||
void Label::Draw(const Point& screenPos)
|
||||
{
|
||||
Graphics * g = ui::Engine::Ref().g;
|
||||
Graphics * g = Global::Ref().g;
|
||||
g->drawtext(Position.X+(Size.X-Graphics::textwidth((char *)LabelText.c_str()))/2, Position.Y+(Size.Y-10)/2, LabelText, 255, 255, 255, 255);
|
||||
}
|
||||
|
@ -9,6 +9,7 @@
|
||||
#include <queue>
|
||||
|
||||
#include "Config.h"
|
||||
#include "Global.h"
|
||||
|
||||
#include "interface/Point.h"
|
||||
#include "interface/Sandbox.h"
|
||||
@ -48,7 +49,7 @@ void Sandbox::OnMouseClick(int localx, int localy, unsigned int button)
|
||||
pointQueue.push(new Point(localx, localy));
|
||||
}
|
||||
|
||||
void Sandbox::OnMouseUnclick(int localx, int localy, unsigned int button)
|
||||
void Sandbox::OnMouseUp(int localx, int localy, unsigned int button)
|
||||
{
|
||||
if(isMouseDown)
|
||||
{
|
||||
@ -59,7 +60,7 @@ void Sandbox::OnMouseUnclick(int localx, int localy, unsigned int button)
|
||||
|
||||
void Sandbox::Draw(const Point& screenPos)
|
||||
{
|
||||
Graphics * g = ui::Engine::Ref().g;
|
||||
Graphics * g = Global::Ref().g;
|
||||
if(!ren)
|
||||
ren = new Renderer(g, sim);
|
||||
ren->render_parts();
|
||||
@ -76,16 +77,13 @@ void Sandbox::Tick(float delta)
|
||||
pointQueue.pop();
|
||||
if(sPoint)
|
||||
{
|
||||
sim->create_line(fPoint->X, fPoint->Y, sPoint->X, sPoint->Y, 2, 2, activeElement, 0);
|
||||
sim->create_line(fPoint->X, fPoint->Y, sPoint->X, sPoint->Y, 1, 1, activeElement, 0);
|
||||
delete sPoint;
|
||||
sPoint = fPoint;
|
||||
}
|
||||
else
|
||||
{
|
||||
sim->create_parts(fPoint->X, fPoint->Y, 2, 2, activeElement, 0);
|
||||
sim->create_parts(fPoint->X, fPoint->Y, 1, 1, activeElement, 0);
|
||||
}
|
||||
if(sPoint)
|
||||
delete sPoint;
|
||||
sPoint = fPoint;
|
||||
}
|
||||
if(sPoint)
|
||||
|
Reference in New Issue
Block a user