Implement test main menu state
This commit is contained in:
parent
686107b215
commit
325d49270d
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@ -4,30 +4,30 @@ project(project-kyoku LANGUAGES CXX)
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set(CMAKE_CXX_STANDARD 14)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -g")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Werror -Wextra -Wpedantic -g")
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set(CMAKE_THREAD_LIBS_INIT "-lpthread")
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SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
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set(CMAKE_HAVE_THREADS_LIBRARY 1)
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set(CMAKE_USE_WIN32_THREADS_INIT 0)
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set(CMAKE_USE_PTHREADS_INIT 1)
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set(THREADS_PREFER_PTHREAD_FLAG ON)
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file(GLOB SOURCES "src/*.cpp" "src/classicgame/*.*" "src/classicgame/classicnotestate/*")
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file(GLOB_RECURSE SOURCES "src/*.cpp" "src/*.h")
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# STATIC #
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# You need to build SFML from sources with cmake
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#set(SFML_LIB_DIR
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# ${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-graphics.so.2.5
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# ${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-system.so.2.5
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# ${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-window.so.2.5
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# ${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-audio.so.2.5)
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#set(SFML_INCL_DIR ${CMAKE_SOURCE_DIR}/SFML-2.5.1/include)
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#include_directories(${SFML_INCL_DIR} ${CMAKE_SOURCE_DIR}/include)
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#add_executable(project-kyoku ${SOURCES})
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#target_link_libraries(project-kyoku ${SFML_LIB_DIR})
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set(SFML_LIB_DIR
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${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-graphics.so.2.5
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${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-system.so.2.5
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${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-window.so.2.5
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${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-audio.so.2.5)
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set(SFML_INCL_DIR ${CMAKE_SOURCE_DIR}/SFML-2.5.1/include)
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include_directories(${SFML_INCL_DIR} ${CMAKE_SOURCE_DIR}/include)
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add_executable(project-kyoku ${SOURCES})
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target_link_libraries(project-kyoku ${SFML_LIB_DIR})
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# DYNAMIC #
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# You only need to install SFML from your package manager
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find_package(SFML REQUIRED graphics window system)
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add_executable(project-kyoku ${SOURCES})
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include_directories(${SFML_INCL_DIR} ${CMAKE_SOURCE_DIR}/include)
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target_link_libraries(project-kyoku sfml-system sfml-audio sfml-graphics sfml-network)
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#find_package(SFML REQUIRED graphics window system)
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#add_executable(project-kyoku ${SOURCES})
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#include_directories(${SFML_INCL_DIR} ${CMAKE_SOURCE_DIR}/include)
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#target_link_libraries(project-kyoku sfml-system sfml-audio sfml-graphics sfml-network)
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@ -7,9 +7,10 @@
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class GUIState : public sf::Drawable
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{
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public:
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virtual ~GUIState() = default;
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virtual void input(const sf::Event& event, std::stack<std::shared_ptr<GUIState>>& states) = 0;
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virtual void input(const sf::Event& event) = 0;
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virtual void update() = 0;
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const = 0;
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};
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@ -4,6 +4,8 @@
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#include "classicgame/classicgame.h"
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#include "classicgame/classicgraphicsmanager.h"
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#include "gui/mainmenu.h"
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#include <iostream>
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const sf::Time TIME_PER_FRAME = sf::seconds(1.f / 90.f);
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@ -16,12 +18,13 @@ Application::Application() :
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_game_window.setKeyRepeatEnabled(false);
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_game_window.setMouseCursorGrabbed(false);
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_game_window.setVerticalSyncEnabled(true);
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_states.push(std::make_shared<MainMenu>(_game_window));
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}
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void Application::run()
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{
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_game_window.display();
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_game->run();
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exec();
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}
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@ -60,9 +63,11 @@ void Application::input()
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case sf::Event::KeyPressed:
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case sf::Event::KeyReleased:
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case sf::Event::MouseButtonReleased:
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case sf::Event::MouseButtonPressed:
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if (event.key.code == sf::Keyboard::Escape)
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_game_window.close();
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_game->input(PlayerInput{0, event});
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_states.top()->input(event);
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break;
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default:
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@ -73,12 +78,12 @@ void Application::input()
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void Application::update()
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{
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_game->update();
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_states.top()->update();
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}
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void Application::draw()
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{
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_game_window.clear();
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_game->draw();
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_game_window.draw(*_states.top());
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_game_window.display();
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}
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@ -12,6 +12,7 @@ void ClassicDyingAnimationScenario::launch(const std::shared_ptr<ClassicSprite>
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void ClassicDyingAnimationScenario::update(const microsec& music_offset)
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{
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(void) music_offset;
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_sprite->update();
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}
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@ -1,48 +0,0 @@
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#include "button.h"
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Button::Button(const std::string &text)
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{
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_button_text.setString(text);
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_button_text.setFillColor(sf::Color::Black);
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_button_content.setFillColor(sf::Color::White);
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}
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void Button::input(const sf::Event& event)
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{
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switch (event.type)
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{
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case sf::Event::MouseButtonPressed:
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break;
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}
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}
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void Button::update()
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{
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}
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void Button::draw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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}
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void Button::setRect(const sf::IntRect& rect)
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{
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}
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void Button::setPosition(const sf::Vector2f& position)
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{
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}
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void Button::setText(const std::string& text)
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{
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}
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void Button::setCallback(std::function<void(void)> callback)
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{
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}
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@ -0,0 +1,41 @@
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#include "mainmenu.h"
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#include "widgets/button.h"
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#include "widgets/group.h"
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MainMenu::MainMenu(sf::RenderWindow& game_window) :
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_buttons(std::make_shared<Group>()),
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_game_window(game_window)
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{
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std::shared_ptr<Button> button_start = std::make_shared<Button>("Start");
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button_start->setRect(sf::FloatRect(140, 140, 500, 100));
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button_start->setCallback([&]()
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{
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_game_window.close();
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});
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std::shared_ptr<Button> button_exit = std::make_shared<Button>("Exit");
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button_exit->setRect(sf::FloatRect(140, 140, 400, 100));
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button_exit->setPosition({240, 340});
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button_exit->setCallback([&]()
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{
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_game_window.close();
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});
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_buttons->addChild(button_start);
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_buttons->addChild(button_exit);
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}
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void MainMenu::input(const sf::Event& event)
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{
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_buttons->input(event);
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}
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void MainMenu::update()
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{
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_buttons->update();
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}
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void MainMenu::draw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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target.draw(*_buttons, states);
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}
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@ -0,0 +1,20 @@
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#pragma once
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#include "gui/state.h"
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#include <SFML/Graphics/RenderWindow.hpp>
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class Group;
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class MainMenu : public GUIState
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{
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public:
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MainMenu(sf::RenderWindow& game_window);
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virtual void input(const sf::Event& event) override;
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virtual void update() 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::shared_ptr<Group> _buttons;
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sf::RenderWindow& _game_window;
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};
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@ -1,13 +0,0 @@
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#include "widget.h"
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Widget::Widget(const std::shared_ptr<Widget>& parent) :
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_parent(parent)
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{
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if (_parent)
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_parent->addChild(shared_from_this());
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}
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void Widget::addChild(const std::shared_ptr<Widget> &child)
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{
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_children.emplace_back(child);
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}
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#include "button.h"
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Button::Button(const std::string &text) :
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_pressed(false)
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{
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setText(text);
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_button_text.setFillColor(sf::Color::Black);
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_button_content.setFillColor(sf::Color::White);
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}
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void Button::input(const sf::Event& event)
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{
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switch (event.type)
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{
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default:
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break;
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case sf::Event::MouseButtonPressed:
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if (isUnderMouse(event.mouseButton.x, event.mouseButton.y))
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{
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_pressed = true;
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_button_content.setFillColor(sf::Color(155, 155, 155));
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}
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break;
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case sf::Event::MouseButtonReleased:
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if (_pressed)
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{
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_button_content.setFillColor(sf::Color::White);
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_pressed = false;
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if (isUnderMouse(event.mouseButton.x, event.mouseButton.y))
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_on_click_callback();
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}
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break;
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}
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Widget::input(event);
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}
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void Button::update()
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{
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Widget::update();
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}
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void Button::draw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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target.draw(_button_content, states);
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target.draw(_button_text, states);
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Widget::draw(target, states);
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}
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void Button::setRect(const sf::FloatRect& rect)
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{
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_button_content.setPosition(rect.left, rect.top);
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_button_content.setSize({rect.width - rect.left, rect.height - rect.top});
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}
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void Button::setPosition(const sf::Vector2f &position)
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{
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_button_content.setPosition(position);
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}
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bool Button::isUnderMouse(int mouse_x, int mouse_y) const
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{
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return _button_content.getGlobalBounds().contains(mouse_x, mouse_y);
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}
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void Button::setText(const std::string& text)
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{
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_button_text.setString(text);
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}
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void Button::setCallback(std::function<void(void)> callback)
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{
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_on_click_callback = callback;
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}
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@ -13,8 +13,9 @@ public:
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virtual void input(const sf::Event& event) override;
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virtual void update() override;
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const override;
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virtual void setRect(const sf::IntRect& rect) override;
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virtual void setRect(const sf::FloatRect& rect) override;
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virtual void setPosition(const sf::Vector2f& position) override;
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virtual bool isUnderMouse(int mouse_x, int mouse_y) const override;
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void setText(const std::string& text);
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void setCallback(std::function<void(void)> callback);
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@ -22,5 +23,8 @@ public:
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private:
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sf::RectangleShape _button_content;
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sf::Text _button_text;
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bool _pressed;
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std::function<void(void)> _on_click_callback;
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};
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@ -0,0 +1,32 @@
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#include "group.h"
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void Group::input(const sf::Event& event)
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{
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Widget::input(event);
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}
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void Group::update()
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{
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Widget::update();
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}
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void Group::draw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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Widget::draw(target, states);
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}
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void Group::setRect(const sf::FloatRect& rect)
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{
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_rect = rect;
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}
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void Group::setPosition(const sf::Vector2f& position)
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{
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_rect.top = position.y;
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_rect.left = position.x;
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}
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bool Group::isUnderMouse(int mouse_x, int mouse_y) const
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{
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return _rect.contains(mouse_x, mouse_y);
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}
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#pragma once
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#include "widget.h"
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class Group : public Widget
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{
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public:
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virtual void input(const sf::Event& event) override;
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virtual void update() override;
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const override;
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virtual void setRect(const sf::FloatRect& rect) override;
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virtual void setPosition(const sf::Vector2f& position) override;
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virtual bool isUnderMouse(int mouse_x, int mouse_y) const override;
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private:
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sf::FloatRect _rect;
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};
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#include "widget.h"
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void Widget::input(const sf::Event &event)
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{
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for (auto& child : _children)
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child->input(event);
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}
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void Widget::update()
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{
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for (auto& child : _children)
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child->update();
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}
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void Widget::draw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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for (auto& child : _children)
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child->draw(target, states);
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}
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void Widget::addChild(const std::shared_ptr<Widget> &child)
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{
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child->_parent = shared_from_this();
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_children.emplace_back(child);
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}
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@ -4,12 +4,11 @@
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#include <memory>
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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/RenderTarget.hpp>
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class Widget : public sf::Drawable, std::enable_shared_from_this<Widget>
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class Widget : public sf::Drawable, public std::enable_shared_from_this<Widget>
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{
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public:
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Widget(const std::shared_ptr<Widget>& parent = nullptr);
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virtual ~Widget() = default;
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virtual void input(const sf::Event& event) = 0;
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virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const = 0;
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virtual void setRect(const sf::FloatRect& rect) = 0;
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virtual void setPosition(const sf::Vector2f& position) = 0;
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virtual bool isUnderMouse(int mouse_x, int mouse_y) const = 0;
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protected:
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void addChild(const std::shared_ptr<Widget>& child);
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protected:
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std::vector<std::shared_ptr<Widget>> _children;
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const std::shared_ptr<Widget> _parent;
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std::shared_ptr<Widget> _parent;
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};
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