150 lines
4.3 KiB
C++
150 lines
4.3 KiB
C++
#ifndef GAMEVIEW_H
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#define GAMEVIEW_H
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#include <vector>
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#include <queue>
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#include <deque>
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#include <string>
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#include "GameController.h"
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#include "GameModel.h"
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#include "interface/Window.h"
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#include "interface/Point.h"
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#include "interface/Button.h"
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#include "interface/Slider.h"
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#include "ToolButton.h"
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#include "RenderPreset.h"
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#include "Brush.h"
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using namespace std;
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enum DrawMode
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{
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DrawPoints, DrawLine, DrawRect, DrawFill
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};
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enum SelectMode
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{
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SelectNone, SelectStamp, SelectCopy, PlaceSave
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};
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class GameController;
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class GameModel;
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class GameView: public ui::Window
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{
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private:
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DrawMode drawMode;
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bool isMouseDown;
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bool zoomEnabled;
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bool zoomCursorFixed;
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bool drawSnap;
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int toolIndex;
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int infoTipPresence;
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std::string toolTip;
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ui::Point toolTipPosition;
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std::string infoTip;
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queue<ui::Point*> pointQueue;
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GameController * c;
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Renderer * ren;
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Brush * activeBrush;
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//UI Elements
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vector<ui::Button*> menuButtons;
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vector<ToolButton*> toolButtons;
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vector<ui::Component*> notificationComponents;
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deque<string> logEntries;
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float lastLogEntry;
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ui::Button * scrollBar;
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ui::Button * searchButton;
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ui::Button * reloadButton;
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ui::Button * saveSimulationButton;
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ui::Button * downVoteButton;
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ui::Button * upVoteButton;
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ui::Button * tagSimulationButton;
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ui::Button * clearSimButton;
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ui::Button * loginButton;
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ui::Button * simulationOptionButton;
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ui::Button * displayModeButton;
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ui::Button * pauseButton;
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ui::Point currentMouse;
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ui::Slider * colourRSlider;
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ui::Slider * colourGSlider;
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ui::Slider * colourBSlider;
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ui::Slider * colourASlider;
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bool drawModeReset;
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ui::Point drawPoint1;
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ui::Point drawPoint2;
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SelectMode selectMode;
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ui::Point selectPoint1;
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ui::Point selectPoint2;
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ui::Point mousePosition;
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RenderPreset * renderModePresets;
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Thumbnail * placeSaveThumb;
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Particle sample;
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int lastOffset;
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void setToolButtonOffset(int offset);
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void changeColour();
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virtual ui::Point lineSnapCoords(ui::Point point1, ui::Point point2);
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virtual ui::Point rectSnapCoords(ui::Point point1, ui::Point point2);
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public:
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GameView();
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//Breaks MVC, but any other way is going to be more of a mess.
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ui::Point GetMousePosition();
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void SetSample(Particle sample);
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void AttachController(GameController * _c){ c = _c; }
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void NotifyRendererChanged(GameModel * sender);
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void NotifySimulationChanged(GameModel * sender);
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void NotifyPausedChanged(GameModel * sender);
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void NotifySaveChanged(GameModel * sender);
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void NotifyBrushChanged(GameModel * sender);
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void NotifyMenuListChanged(GameModel * sender);
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void NotifyToolListChanged(GameModel * sender);
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void NotifyActiveToolsChanged(GameModel * sender);
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void NotifyUserChanged(GameModel * sender);
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void NotifyZoomChanged(GameModel * sender);
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void NotifyColourSelectorVisibilityChanged(GameModel * sender);
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void NotifyColourSelectorColourChanged(GameModel * sender);
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void NotifyPlaceSaveChanged(GameModel * sender);
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void NotifyNotificationsChanged(GameModel * sender);
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void NotifyLogChanged(GameModel * sender, string entry);
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void NotifyToolTipChanged(GameModel * sender);
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void NotifyInfoTipChanged(GameModel * sender);
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virtual void ToolTip(ui::Component * sender, ui::Point mousePosition, std::string toolTip);
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virtual void OnMouseMove(int x, int y, int dx, int dy);
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virtual void OnMouseDown(int x, int y, unsigned button);
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virtual void OnMouseUp(int x, int y, unsigned button);
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virtual void OnMouseWheel(int x, int y, int d);
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virtual void OnKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool alt);
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virtual void OnKeyRelease(int key, Uint16 character, bool shift, bool ctrl, bool alt);
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//Top-level handers, for Lua interface
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virtual void DoDraw();
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virtual void DoMouseMove(int x, int y, int dx, int dy);
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virtual void DoMouseDown(int x, int y, unsigned button);
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virtual void DoMouseUp(int x, int y, unsigned button);
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virtual void DoMouseWheel(int x, int y, int d);
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virtual void DoKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool alt);
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virtual void DoKeyRelease(int key, Uint16 character, bool shift, bool ctrl, bool alt);
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//virtual void OnKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool alt) {}
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//virtual void OnKeyRelease(int key, Uint16 character, bool shift, bool ctrl, bool alt) {}
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virtual void OnTick(float dt);
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virtual void OnDraw();
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class MenuAction;
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class ToolAction;
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};
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#endif // GAMEVIEW_H
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