forked from NaiJi/project-kyoku
Implement new Graphics Manager
This commit is contained in:
parent
8b4d362000
commit
bf35501c21
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@ -2,14 +2,17 @@
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#include "core/inputtype.h"
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#include "core/updatedata.h"
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#include <SFML/Graphics/Drawable.hpp>
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class Game
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class Game : public sf::Drawable
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{
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public:
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virtual ~Game() = default;
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virtual void run() = 0;
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virtual void input(PlayerInput&& inputdata) = 0;
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virtual void update(UpdateData&& updatedata) = 0;
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// Separate CORE from SFML in the future
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const = 0;
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};
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@ -3,9 +3,12 @@
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#include <stack>
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#include <memory>
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#include <functional>
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#include <SFML/Window/Event.hpp>
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class GUIState
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#include <SFML/Window/Event.hpp>
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#include <SFML/Graphics/Drawable.hpp>
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#include <SFML/Graphics/Rect.hpp>
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class GUIState : public sf::Drawable
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{
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public:
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@ -25,8 +28,8 @@ public:
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virtual void input(const sf::Event& event) = 0;
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virtual void update(const sf::Time& dt) = 0;
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virtual void draw() const = 0;
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const override = 0;
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virtual void enter() = 0;
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virtual void enter(sf::Vector2u&& render_size) = 0;
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virtual void leave() = 0;
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};
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@ -1,6 +1,6 @@
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#include "shared/classicmode/classicfactory.h"
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#include "game/classicgame.h"
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#include "game/classicgraphicsmanager.h"
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#include "graphics/classicgraphicsmanager.h"
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#include "tools/music.h"
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#include "editor/classiceditor.h"
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@ -1,5 +1,5 @@
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#include "mockclassicnote.h"
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#include "game/classicgraphicsmanager.h"
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#include "graphics/classicgraphicsmanager.h"
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// Replace with interface by dependency injection
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#include "graphics/classicflyinganimationscenario.h"
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@ -1,5 +1,5 @@
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#include "classicarrownote.h"
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#include "game/classicgraphicsmanager.h"
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#include "graphics/classicgraphicsmanager.h"
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#include "graphics/classicanimationscenario.h"
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#include "holdmanager.h"
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@ -1,10 +1,11 @@
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#include "classicgame.h"
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#include "classicnote.h"
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#include "classicmapcreator.h"
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#include "game/classicgraphicsmanager.h"
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#include "game/classicgamegraphicsmanager.h"
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#include "holdmanager.h"
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ClassicGame::ClassicGame() :
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_graphics_manager(new ClassicGameGraphicsManager(_timeline, 1648648)),
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_hold_manager(std::make_unique<HoldManager>())
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{
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_slap_buffer.loadFromFile("Tick.ogg");
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@ -93,11 +94,21 @@ void ClassicGame::input(PlayerInput&& inputdata)
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void ClassicGame::update(UpdateData&& updatedata)
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{
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// UNCOMMENT TO TEST AUTOPLAY
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/*auto note_it = _timeline.getActiveNote(updatedata.timestamp);
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if (!_timeline.isExpired(note_it) && updatedata.timestamp >= (*note_it)->offset())
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{
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auto note = (*note_it);
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note->input(PlayerInput{updatedata.timestamp, sf::Event{}});
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_slap.play();
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}*/
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_timeline.update(updatedata.timestamp);
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_graphics_manager->update(updatedata.timestamp);
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}
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void ClassicGame::draw() const
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void ClassicGame::draw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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_graphics_manager->draw();
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_graphics_manager->draw(target, states);
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}
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@ -27,14 +27,14 @@ public:
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virtual void input(PlayerInput&& inputdata) override;
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virtual void update(UpdateData&& updatedata) override;
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virtual void draw() const override;
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const override;
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private:
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std::map<sf::Keyboard::Key, Type> _keys_to_buttons;
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std::map<Type, Action> _buttons_to_pressed_actions;
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std::map<Type, Action> _buttons_to_released_actions;
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std::unique_ptr<ClassicGraphicsManager> _graphics_manager;
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ClassicGraphicsManager * const _graphics_manager;
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std::shared_ptr<HoldManager> _hold_manager;
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Timeline<ClassicNote> _timeline;
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@ -1,21 +1,18 @@
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#include "classicgraphicsmanager.h"
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#include "classicgamegraphicsmanager.h"
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#include "graphics/classicsprite.h"
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#include "graphics/classicflyinganimationscenario.h"
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#include "graphics/classicdyinganimationscenario.h"
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ClassicGraphicsManager::ClassicGraphicsManager(Timeline<ClassicNote> &timeline, const microsec& visibility_offset) :
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_sprite_container({Type::UP, Type::DOWN,
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Type::LEFT, Type::RIGHT},
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std::make_unique<ClassicSpriteFactory>()),
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_timeline(&timeline),
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_visibility_offset(visibility_offset)
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ClassicGameGraphicsManager::ClassicGameGraphicsManager(Timeline<ClassicNote> &timeline, const microsec& visibility_offset) :
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ClassicGraphicsManager(visibility_offset),
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_timeline(&timeline)
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{
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_timeline->expire(_first);
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_timeline->expire(_last);
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}
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void ClassicGraphicsManager::draw(sf::RenderTarget& target, sf::RenderStates states) const
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void ClassicGameGraphicsManager::draw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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if (nothingToDraw())
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return;
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@ -26,7 +23,7 @@ void ClassicGraphicsManager::draw(sf::RenderTarget& target, sf::RenderStates sta
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}
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}
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void ClassicGraphicsManager::draw(const std::vector<ClassicArrowNote::ArrowElement>& elements, sf::RenderTarget& target, sf::RenderStates states) const
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void ClassicGameGraphicsManager::draw(const std::vector<ClassicArrowNote::ArrowElement>& elements, sf::RenderTarget& target, sf::RenderStates states) const
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{
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for (std::size_t i = 0; i < elements.size(); ++i)
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{
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@ -46,7 +43,7 @@ void ClassicGraphicsManager::draw(const std::vector<ClassicArrowNote::ArrowEleme
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}
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}
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sf::VertexArray ClassicGraphicsManager::makeLine(const Coordinates& c1, const Coordinates& c2) const
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sf::VertexArray ClassicGameGraphicsManager::makeLine(const Coordinates& c1, const Coordinates& c2) const
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{
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sf::VertexArray line(sf::LinesStrip, 2);
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line[0].color = sf::Color::Yellow;
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return line;
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}
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void ClassicGraphicsManager::setGraphics(std::vector<ClassicArrowNote::ArrowElement>& elements, TimeRange &&range)
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void ClassicGameGraphicsManager::setGraphics(std::vector<ClassicArrowNote::ArrowElement>& elements, TimeRange &&range)
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{
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for (auto& element : elements)
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{
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@ -74,13 +71,21 @@ void ClassicGraphicsManager::setGraphics(std::vector<ClassicArrowNote::ArrowElem
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}
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}
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void ClassicGraphicsManager::update(const microsec &offset)
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void ClassicGameGraphicsManager::update(const microsec &offset)
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{
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fetchLastNote(offset);
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fetchFirstNote(offset);
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updateVisibleNotes(offset);
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}
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void ClassicGraphicsManager::fetchFirstNote(const microsec& offset)
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void ClassicGameGraphicsManager::updateVisibleNotes(const microsec &offset)
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{
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for (auto it = _first; it != _last; ++it)
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(*it)->update(offset);
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}
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void ClassicGameGraphicsManager::fetchFirstNote(const microsec& offset)
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{
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(void)offset; // ????
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@ -98,7 +103,7 @@ void ClassicGraphicsManager::fetchFirstNote(const microsec& offset)
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}
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}
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void ClassicGraphicsManager::fetchLastNote(const microsec& offset)
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void ClassicGameGraphicsManager::fetchLastNote(const microsec& offset)
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{
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Iterator note_iterator = _timeline->getTopNote();
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while (!_timeline->isExpired(note_iterator) && isVisiblyClose(note_iterator, offset))
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_last = note_iterator;
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}
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bool ClassicGraphicsManager::nothingToDraw() const noexcept
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bool ClassicGameGraphicsManager::nothingToDraw() const noexcept
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{
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return _timeline->isExpired(_first)
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|| _timeline->isExpired(_last);
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}
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bool ClassicGraphicsManager::isVisiblyClose(const Iterator& iterator, const microsec& music_offset) const noexcept
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bool ClassicGameGraphicsManager::isVisiblyClose(const Iterator& iterator, const microsec& music_offset) const noexcept
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{
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return ((*iterator)->offset() - _visibility_offset) <= music_offset;
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}
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@ -1,27 +1,22 @@
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#pragma once
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#include "spritecontainer.h"
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#include "classicmode/classicactions.h"
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#include "graphics/classicspritefactory.h"
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#include "classicarrownote.h"
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#include "graphics/classicgraphicsmanager.h"
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#include "core/timeline.h"
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#include <SFML/Graphics/RenderTarget.hpp>
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class ClassicSprite;
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class ClassicGraphicsManager : public sf::Drawable
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class ClassicGameGraphicsManager : public ClassicGraphicsManager
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{
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public:
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explicit ClassicGraphicsManager(Timeline<ClassicNote>& timeline, const microsec& visibility_offset);
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explicit ClassicGameGraphicsManager(Timeline<ClassicNote>& timeline, const microsec& visibility_offset);
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const override;
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void draw(const std::vector<ClassicArrowNote::ArrowElement>& elements, sf::RenderTarget& target, sf::RenderStates states) const;
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void setGraphics(std::vector<ClassicArrowNote::ArrowElement> &elements, TimeRange&& range);
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virtual void draw(const std::vector<ClassicArrowNote::ArrowElement>& elements, sf::RenderTarget& target, sf::RenderStates states) const override;
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virtual void setGraphics(std::vector<ClassicArrowNote::ArrowElement> &elements, TimeRange&& range) override;
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void update(const microsec& offset);
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void fetchFirstNote(const microsec& offset);
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void fetchLastNote(const microsec& offset);
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virtual void update(const microsec& offset) override;
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private:
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using Iterator = Timeline<ClassicNote>::Iterator;
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Iterator _first;
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Iterator _last;
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SpriteContainer<Type, ClassicSpriteFactory, ClassicSprite> _sprite_container;
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Timeline<ClassicNote> * const _timeline;
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microsec _visibility_offset;
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inline bool nothingToDraw() const noexcept;
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inline bool isVisiblyClose(const Iterator& iterator, const microsec& music_offset) const noexcept;
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inline sf::VertexArray makeLine(const Coordinates& c1, const Coordinates& c2) const;
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void fetchFirstNote(const microsec& offset);
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void fetchLastNote(const microsec& offset);
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void updateVisibleNotes(const microsec& offset);
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};
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@ -10,7 +10,7 @@ auto classic::createBeatmap(const std::string& filepath, const Context &context)
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{
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(void) filepath;
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microsec starting_beat_offset = 362162;
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microsec starting_beat_offset = 402162;
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int amount_of_beats = 209;
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microsec interval = 1412162;
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microsec tempo_interval = interval / 4;
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@ -1,11 +1,4 @@
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#include "classicnote.h"
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#include "graphics/classicsprite.h"
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#include "game/classicgraphicsmanager.h"
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// Replace with interface by dependency injection
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#include "graphics/classicflyinganimationscenario.h"
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#include "graphics/classicdyinganimationscenario.h"
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//
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ClassicNote::ClassicNote(NoteInitializer &&init) :
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Note(init.perfect_offset),
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#pragma once
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#include "game/classicarrownote.h"
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#include "spritecontainer.h"
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#include "classicmode/classicactions.h"
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#include "graphics/classicspritefactory.h"
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#include <SFML/Graphics/RenderTarget.hpp>
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class ClassicSprite;
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class ClassicGraphicsManager : public sf::Drawable
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{
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public:
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virtual ~ClassicGraphicsManager() = default;
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explicit ClassicGraphicsManager(const microsec& visibility_offset) :
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_sprite_container({Type::UP, Type::DOWN,
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Type::LEFT, Type::RIGHT},
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std::make_unique<ClassicSpriteFactory>()),
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_visibility_offset(visibility_offset)
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{}
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virtual void draw(const std::vector<ClassicArrowNote::ArrowElement>& elements, sf::RenderTarget& target, sf::RenderStates states) const = 0;
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virtual void setGraphics(std::vector<ClassicArrowNote::ArrowElement> &elements, TimeRange&& range) = 0;
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const override = 0;
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virtual void update(const microsec& offset) = 0;
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protected:
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SpriteContainer<Type, ClassicSpriteFactory, ClassicSprite> _sprite_container;
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microsec _visibility_offset;
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};
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@ -31,15 +31,15 @@ Application::Application() :
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EditorState::Callbacks editor_callbacks = {[&](){ popState(); }};
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const auto main_menu = std::make_shared<MainMenu>(_game_window, std::move(callbacks), _font_holder);
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const auto game_state = std::make_shared<GameState>(_game_window, classic::initGame(), GameState::Callbacks());
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const auto editor = std::make_shared<EditorState>(_game_window, classic::initEditor(), std::move(editor_callbacks), _font_holder);
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const auto main_menu = std::make_shared<MainMenu>(std::move(callbacks), _font_holder);
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const auto game_state = std::make_shared<GameState>(classic::initGame(), GameState::Callbacks());
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const auto editor = std::make_shared<EditorState>(classic::initEditor(), std::move(editor_callbacks), _font_holder);
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_states[GUIState::Tag::MAIN_MENU] = main_menu;
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_states[GUIState::Tag::GAME] = game_state;
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_states[GUIState::Tag::EDITOR] = editor;
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_state_stack.emplace_back(_states.at(GUIState::Tag::MAIN_MENU));
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pushState(GUIState::Tag::MAIN_MENU);
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}
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void Application::run()
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_game_window.clear();
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for (const auto& state : _state_stack)
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state->draw();
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_game_window.draw(*state);
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_game_window.display();
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}
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void Application::pushState(GUIState::Tag new_state)
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{
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_state_stack.back()->leave();
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if (!_state_stack.empty())
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_state_stack.back()->leave();
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_state_stack.emplace_back(_states.at(new_state));
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_state_stack.back()->enter();
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_state_stack.back()->enter(_game_window.getSize());
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}
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void Application::popState()
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{
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_state_stack.back()->leave();
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_state_stack.pop_back();
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_state_stack.back()->enter();
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_state_stack.back()->enter(_game_window.getSize());
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}
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#include <iostream>
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EditorState::EditorState(sf::RenderWindow& game_window, std::unique_ptr<Editor>&& editor, Callbacks&& callbacks, const FontHolder& font_holder) :
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EditorState::EditorState(std::unique_ptr<Editor>&& editor, Callbacks&& callbacks, const FontHolder& font_holder) :
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_font(font_holder.get(Fonts::Id::GUI)),
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_game_window(game_window),
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_callbacks(std::move(callbacks)),
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_editor(std::move(editor))
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{}
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@ -31,12 +30,12 @@ void EditorState::update(const sf::Time& dt)
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_group->update(dt);
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}
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void EditorState::draw() const
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void EditorState::draw(sf::RenderTarget &target, sf::RenderStates states) const
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{
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_game_window.draw(*_group);
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target.draw(*_group, states);
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}
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void EditorState::enter()
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void EditorState::enter(sf::Vector2u &&render_size)
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{
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_music.openFromFile("METEOR.flac");
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_music.setVolume(5);
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@ -95,7 +94,7 @@ void EditorState::enter()
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group->unblock();
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};
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const float window_width = _game_window.getSize().x;
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const float window_width = render_size.x;
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auto menu_bar = std::make_shared<MenuBar>(_font);
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@ -107,7 +106,9 @@ void EditorState::enter()
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bpm_widget->setVisibility(true);
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});
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bpm_widget->setRect(sf::FloatRect(_game_window.getSize().x / 3, _game_window.getSize().y / 3, _game_window.getSize().x / 3, _game_window.getSize().y / 3));
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bpm_widget->setRect(sf::FloatRect(render_size.x / 3, render_size.y / 3,
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render_size.x / 3, render_size.y / 3));
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bpm_widget->addBarButton("X", bpm_widget_callback);
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bpm_widget->setVisibility(false);
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@ -18,18 +18,17 @@ public:
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std::function<void(void)> onLeaveEditorState;
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};
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explicit EditorState(sf::RenderWindow& game_window, std::unique_ptr<Editor>&& editor, Callbacks&& callbacks, const FontHolder& font_holder);
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explicit EditorState(std::unique_ptr<Editor>&& editor, Callbacks&& callbacks, const FontHolder& font_holder);
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virtual ~EditorState() override;
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virtual void input(const sf::Event& event) override;
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virtual void update(const sf::Time& dt) override;
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virtual void draw() const override;
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const override;
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||||
virtual void enter() override;
|
||||
virtual void enter(sf::Vector2u&& render_size) override;
|
||||
virtual void leave() override;
|
||||
|
||||
private:
|
||||
const std::shared_ptr<sf::Font> _font;
|
||||
sf::RenderWindow& _game_window;
|
||||
|
||||
Callbacks _callbacks;
|
||||
|
||||
|
|
|
@ -4,10 +4,8 @@
|
|||
|
||||
#include "core/game.h"
|
||||
|
||||
GameState::GameState(sf::RenderWindow& game_window, const std::shared_ptr<Game>& game,
|
||||
Callbacks&& callbacks) :
|
||||
GameState::GameState(const std::shared_ptr<Game>& game, Callbacks&& callbacks) :
|
||||
_game(game),
|
||||
_game_window(game_window),
|
||||
_onLeaveGameCallback(callbacks.onLeaveGame)
|
||||
{}
|
||||
|
||||
|
@ -24,13 +22,14 @@ void GameState::update(const sf::Time& dt)
|
|||
_game->update(UpdateData{_music.fetchOffset(), dt});
|
||||
}
|
||||
|
||||
void GameState::draw() const
|
||||
void GameState::draw(sf::RenderTarget &target, sf::RenderStates states) const
|
||||
{
|
||||
_game->draw();
|
||||
_game->draw(target, states);
|
||||
}
|
||||
|
||||
void GameState::enter()
|
||||
void GameState::enter(sf::Vector2u&& render_size)
|
||||
{
|
||||
(void)render_size; // We will need this later when I add UI to game state
|
||||
_game->run();
|
||||
|
||||
_music.openFromFile("METEOR.flac");
|
||||
|
|
|
@ -17,21 +17,18 @@ public:
|
|||
};
|
||||
|
||||
|
||||
explicit GameState(sf::RenderWindow& game_window,
|
||||
const std::shared_ptr<Game>& game,
|
||||
Callbacks&& callbacks);
|
||||
explicit GameState(const std::shared_ptr<Game>& game, Callbacks&& callbacks);
|
||||
|
||||
virtual void input(const sf::Event& event) override;
|
||||
virtual void update(const sf::Time& dt) override;
|
||||
virtual void draw() const override;
|
||||
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const override;
|
||||
|
||||
virtual void enter() override;
|
||||
virtual void enter(sf::Vector2u&& render_size) override;
|
||||
virtual void leave() override;
|
||||
|
||||
private:
|
||||
Music _music;
|
||||
std::shared_ptr<Game> _game;
|
||||
sf::RenderWindow& _game_window;
|
||||
|
||||
std::function<void(void)> _onEnterGameCallback;
|
||||
std::function<void(void)> _onLeaveGameCallback;
|
||||
|
|
|
@ -2,31 +2,11 @@
|
|||
#include "widgets/pushbutton.h"
|
||||
#include "widgets/group.h"
|
||||
|
||||
MainMenu::MainMenu(sf::RenderWindow& game_window, Callbacks&& callbacks, const FontHolder& font_holder) :
|
||||
_buttons(std::make_shared<Group>()),
|
||||
_game_window(game_window)
|
||||
MainMenu::MainMenu(Callbacks&& callbacks, const FontHolder& font_holder) :
|
||||
_font(font_holder.get(Fonts::Id::GUI)),
|
||||
_callbacks(std::move(callbacks)),
|
||||
_buttons(std::make_shared<Group>())
|
||||
{
|
||||
const float window_width = game_window.getSize().x;
|
||||
const float window_height = game_window.getSize().y;
|
||||
|
||||
auto button_start = std::make_shared<PushButton>("Start", font_holder.get(Fonts::Id::GUI), 48);
|
||||
button_start->setRect(sf::FloatRect(window_width / 3., window_height / 7., window_width / 3., window_height / 7.));
|
||||
button_start->setCallback(callbacks.onAppendGameState);
|
||||
|
||||
auto button_editor = std::make_shared<PushButton>("Editor", font_holder.get(Fonts::Id::GUI), 48);
|
||||
button_editor->setRect(sf::FloatRect(window_width / 3., window_height / 7. * 3, window_width / 3., window_height / 7.));
|
||||
button_editor->setCallback(callbacks.onAppendEditorState);
|
||||
|
||||
auto button_exit = std::make_shared<PushButton>("Exit", font_holder.get(Fonts::Id::GUI), 48);
|
||||
button_exit->setRect(sf::FloatRect(window_width / 3., window_height / 7. * 5, window_width / 3., window_height / 7.));
|
||||
button_exit->setCallback([&]()
|
||||
{
|
||||
_game_window.close();
|
||||
});
|
||||
|
||||
_buttons->addChild(button_start);
|
||||
_buttons->addChild(button_editor);
|
||||
_buttons->addChild(button_exit);
|
||||
}
|
||||
|
||||
void MainMenu::input(const sf::Event& event)
|
||||
|
@ -39,13 +19,27 @@ void MainMenu::update(const sf::Time& dt)
|
|||
_buttons->update(dt);
|
||||
}
|
||||
|
||||
void MainMenu::draw() const
|
||||
void MainMenu::draw(sf::RenderTarget &target, sf::RenderStates states) const
|
||||
{
|
||||
_game_window.draw(*_buttons);
|
||||
target.draw(*_buttons, states);
|
||||
}
|
||||
|
||||
void MainMenu::enter()
|
||||
void MainMenu::enter(sf::Vector2u&& render_size)
|
||||
{
|
||||
const float window_width = render_size.x;
|
||||
const float window_height = render_size.y;
|
||||
|
||||
auto button_start = std::make_shared<PushButton>("Start", _font, 48);
|
||||
button_start->setRect(sf::FloatRect(window_width / 3., window_height / 7., window_width / 3., window_height / 7.));
|
||||
button_start->setCallback(_callbacks.onAppendGameState);
|
||||
|
||||
auto button_editor = std::make_shared<PushButton>("Editor", _font, 48);
|
||||
button_editor->setRect(sf::FloatRect(window_width / 3., window_height / 7. * 3, window_width / 3., window_height / 7.));
|
||||
button_editor->setCallback(_callbacks.onAppendEditorState);
|
||||
|
||||
_buttons->addChild(button_start);
|
||||
_buttons->addChild(button_editor);
|
||||
|
||||
_buttons->setVisibility();
|
||||
}
|
||||
|
||||
|
|
|
@ -16,16 +16,18 @@ public:
|
|||
std::function<void(void)> onAppendEditorState;
|
||||
};
|
||||
|
||||
explicit MainMenu(sf::RenderWindow& game_window, Callbacks&& callbacks, const FontHolder &font_holder);
|
||||
explicit MainMenu(Callbacks&& callbacks, const FontHolder &font_holder);
|
||||
virtual void input(const sf::Event& event) override;
|
||||
virtual void update(const sf::Time& dt) override;
|
||||
virtual void draw() const override;
|
||||
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const override;
|
||||
|
||||
virtual void enter() override;
|
||||
virtual void enter(sf::Vector2u&& render_size) override;
|
||||
virtual void leave() override;
|
||||
|
||||
private:
|
||||
const std::shared_ptr<sf::Font> _font;
|
||||
const Callbacks _callbacks;
|
||||
|
||||
std::shared_ptr<Group> _buttons;
|
||||
sf::RenderWindow& _game_window;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue