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The-Powder-Toy/src/gui/game/GameView.h

213 lines
6.0 KiB
C++

#ifndef GAMEVIEW_H
#define GAMEVIEW_H
#include <vector>
#include <queue>
#include <deque>
#include <string>
#include "GameController.h"
#include "GameModel.h"
#include "gui/interface/Window.h"
#include "gui/interface/Point.h"
#include "gui/interface/Button.h"
#include "gui/interface/Slider.h"
#include "gui/interface/Textbox.h"
#include "ToolButton.h"
#include "Brush.h"
#include "simulation/Sample.h"
using namespace std;
enum DrawMode
{
DrawPoints, DrawLine, DrawRect, DrawFill
};
enum SelectMode
{
SelectNone, SelectStamp, SelectCopy, SelectCut, PlaceSave
};
class GameController;
class GameModel;
class GameView: public ui::Window
{
private:
bool isMouseDown;
bool skipDraw;
bool zoomEnabled;
bool zoomCursorFixed;
bool mouseInZoom;
bool drawSnap;
bool shiftBehaviour;
bool ctrlBehaviour;
bool altBehaviour;
bool showHud;
bool showDebug;
int delayedActiveMenu;
bool wallBrush;
bool toolBrush;
bool decoBrush;
bool windTool;
int toolIndex;
int currentSaveType;
int lastMenu;
int toolTipPresence;
std::string toolTip;
bool isToolTipFadingIn;
ui::Point toolTipPosition;
int infoTipPresence;
std::string infoTip;
int buttonTipShow;
std::string buttonTip;
bool isButtonTipFadingIn;
int introText;
std::string introTextMessage;
bool doScreenshot;
bool recording;
int screenshotIndex;
int recordingIndex;
ui::Point currentPoint, lastPoint;
GameController * c;
Renderer * ren;
Brush * activeBrush;
//UI Elements
vector<ui::Button*> quickOptionButtons;
vector<ui::Button*> menuButtons;
vector<ToolButton*> toolButtons;
vector<ui::Component*> notificationComponents;
deque<std::pair<std::string, int> > logEntries;
ui::Button * scrollBar;
ui::Button * searchButton;
ui::Button * reloadButton;
ui::Button * saveSimulationButton;
bool saveSimulationButtonEnabled;
ui::Button * downVoteButton;
ui::Button * upVoteButton;
ui::Button * tagSimulationButton;
ui::Button * clearSimButton;
ui::Button * loginButton;
ui::Button * simulationOptionButton;
ui::Button * displayModeButton;
ui::Button * pauseButton;
ui::Button * colourPicker;
vector<ToolButton*> colourPresets;
DrawMode drawMode;
ui::Point drawPoint1;
ui::Point drawPoint2;
SelectMode selectMode;
ui::Point selectPoint1;
ui::Point selectPoint2;
ui::Point currentMouse;
ui::Point mousePosition;
VideoBuffer * placeSaveThumb;
SimulationSample sample;
void updateToolButtonScroll();
void SetSaveButtonTooltips();
void screenshot();
void record();
void enableShiftBehaviour();
void disableShiftBehaviour();
void enableCtrlBehaviour();
void disableCtrlBehaviour();
void enableAltBehaviour();
void disableAltBehaviour();
void UpdateDrawMode();
void UpdateToolStrength();
public:
GameView();
virtual ~GameView();
//Breaks MVC, but any other way is going to be more of a mess.
ui::Point GetMousePosition();
void SetSample(SimulationSample sample);
void SetHudEnable(bool hudState);
bool GetHudEnable();
void SetDebugHUD(bool mode);
bool GetDebugHUD();
bool GetPlacingSave();
bool GetPlacingZoom();
void SetActiveMenuDelayed(int activeMenu) { delayedActiveMenu = activeMenu; }
bool CtrlBehaviour(){ return ctrlBehaviour; }
bool ShiftBehaviour(){ return shiftBehaviour; }
bool AltBehaviour(){ return altBehaviour; }
void ExitPrompt();
SelectMode GetSelectMode() { return selectMode; }
void BeginStampSelection();
//all of these are only here for one debug lines
bool GetMouseDown() { return isMouseDown; }
bool GetDrawingLine() { return drawMode == DrawLine && isMouseDown; }
bool GetDrawSnap() { return drawSnap; }
ui::Point GetLineStartCoords() { return drawPoint1; }
ui::Point GetLineFinishCoords() { return currentMouse; }
ui::Point lineSnapCoords(ui::Point point1, ui::Point point2);
ui::Point rectSnapCoords(ui::Point point1, ui::Point point2);
void AttachController(GameController * _c){ c = _c; }
void NotifyRendererChanged(GameModel * sender);
void NotifySimulationChanged(GameModel * sender);
void NotifyPausedChanged(GameModel * sender);
void NotifySaveChanged(GameModel * sender);
void NotifyBrushChanged(GameModel * sender);
void NotifyMenuListChanged(GameModel * sender);
void NotifyToolListChanged(GameModel * sender);
void NotifyActiveToolsChanged(GameModel * sender);
void NotifyUserChanged(GameModel * sender);
void NotifyZoomChanged(GameModel * sender);
void NotifyColourSelectorVisibilityChanged(GameModel * sender);
void NotifyColourSelectorColourChanged(GameModel * sender);
void NotifyColourPresetsChanged(GameModel * sender);
void NotifyColourActivePresetChanged(GameModel * sender);
void NotifyPlaceSaveChanged(GameModel * sender);
void NotifyNotificationsChanged(GameModel * sender);
void NotifyLogChanged(GameModel * sender, string entry);
void NotifyToolTipChanged(GameModel * sender);
void NotifyInfoTipChanged(GameModel * sender);
void NotifyQuickOptionsChanged(GameModel * sender);
void NotifyLastToolChanged(GameModel * sender);
virtual void ToolTip(ui::Point senderPosition, std::string toolTip);
virtual void OnMouseMove(int x, int y, int dx, int dy);
virtual void OnMouseDown(int x, int y, unsigned button);
virtual void OnMouseUp(int x, int y, unsigned button);
virtual void OnMouseWheel(int x, int y, int d);
virtual void OnKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool alt);
virtual void OnKeyRelease(int key, Uint16 character, bool shift, bool ctrl, bool alt);
virtual void OnTick(float dt);
virtual void OnDraw();
virtual void OnBlur();
//Top-level handlers, for Lua interface
virtual void DoTick(float dt);
virtual void DoDraw();
virtual void DoMouseMove(int x, int y, int dx, int dy);
virtual void DoMouseDown(int x, int y, unsigned button);
virtual void DoMouseUp(int x, int y, unsigned button);
virtual void DoMouseWheel(int x, int y, int d);
virtual void DoKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool alt);
virtual void DoKeyRelease(int key, Uint16 character, bool shift, bool ctrl, bool alt);
class MenuAction;
class ToolAction;
class OptionAction;
class OptionListener;
};
#endif // GAMEVIEW_H