game/tetris/scenes.cpp

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#include "scenes.hpp"
#include "config.hpp"
#include "functions.hpp"
#include "global_vars.hpp"
#include <thread>
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constexpr uint64_t MAIN_MENU_RESUME = 0;
constexpr uint64_t MAIN_MENU_OPTIONS = 1;
constexpr uint64_t MAIN_MENU_RESTART = 2;
constexpr uint64_t MAIN_MENU_QUIT = 3;
constexpr uint64_t GAME_OVER_RESTART = 0;
constexpr uint64_t GAME_OVER_QUIT = 1;
constexpr uint64_t OPTIONS_MENU_COLOR_SCHEME = 0;
constexpr uint64_t OPTIONS_MENU_SHADOW = 1;
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constexpr uint64_t OPTIONS_MENU_3D = 2;
constexpr uint64_t OPTIONS_MENU_SAVE = 3;
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// Scene preparation
void addMainSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r, std::shared_ptr<SDLPP::Font> font ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
colors["background"], true );
bg->setPermanent();
bg->setId(BACKGROUND_ID);
scene.addObject( bg );
// create coliders for counting blocks in line
double posy = 1;
for ( int i = 0; i < 20; i++ ) {
posy -= BLOCK_SIZE;
auto colider = std::make_shared< SDLPP::RectangleRender >(
LEFT_BORDER, posy, RIGHT_BORDER - LEFT_BORDER, BLOCK_SIZE, r );
colider->addCollision(SDLPP::Rect( 0.01, 0.1, 0.98, 0.8 ));
colider->setId( COLIDER_ID );
colider->setStatic();
colider->centerX();
scene.addObject( colider );
}
// create lines on playing field
posy = 1;
for ( int i = 0; i < 20; i++ ) {
posy -= BLOCK_SIZE;
auto line = std::make_shared< SDLPP::LineRenderer >( LEFT_BORDER, posy, RIGHT_BORDER, posy, r, colors["line"] );
line->setStatic();
line->centerX();
line->setId(LINE_ID);
scene.addObject( line );
}
auto posx = RIGHT_BORDER;
for ( int i = 0; i < 9; i++ ) {
posx -= BLOCK_SIZE;
auto line = std::make_shared< SDLPP::LineRenderer >( posx, TOP_BORDER + BLOCK_SIZE, posx, BOTTOM_BORDER, r, colors["line"] );
line->setStatic();
line->centerX();
line->setId(LINE_ID);
scene.addObject( line );
}
auto left_barrier = std::make_shared< SDLPP::RectangleRender >(
LEFT_BORDER - 0.02, 0, 0.02, BOTTOM_BORDER, r, colors["barrier"], true );
left_barrier->centerX();
left_barrier->setStatic();
left_barrier->setId(BARRIER_ID);
scene.addObject( left_barrier );
auto right_barrier = std::make_shared< SDLPP::RectangleRender >(
RIGHT_BORDER, 0, 0.02, BOTTOM_BORDER, r, colors["barrier"], true );
right_barrier->centerX();
right_barrier->setStatic();
right_barrier->setId(BARRIER_ID);
scene.addObject( right_barrier );
auto bottom_barrier = std::make_shared< SDLPP::RectangleRender >(
LEFT_BORDER - 0.02, BOTTOM_BORDER, RIGHT_BORDER - LEFT_BORDER + 0.04,
0.02, r, colors["barrier"], true );
bottom_barrier->centerX();
bottom_barrier->setStatic();
bottom_barrier->setId(BARRIER_ID);
scene.addObject( bottom_barrier );
auto tetris = std::make_shared< SDLPP::TextRenderer >(
0.4, 0, 0.2, 0.1, r, *font, "TETRIS", colors["text"], colors["text_out"], 5 );
tetris->centerX();
tetris->setStatic();
tetris->setId(TEXT_ID);
scene.addObject( tetris );
auto next = std::make_shared< SDLPP::TextRenderer >(
RIGHT_BORDER + 0.1, 0.35, 0.2, 0.1, r, *font, "NEXT", colors["text"], colors["text_out"], 5, SDLPP_TEXT_CENTER );
next->centerX();
next->setStatic();
next->setId(TEXT_ID);
scene.addObject( next );
// gameover colider
auto gameover = std::make_shared< SDLPP::RectangleRender >(
0.5, 0, 0, TOP_BORDER + BLOCK_SIZE, r );
auto gameover_collision = SDLPP::Rect( -1, 0, -1, 0.9 );
gameover_collision.setInfinite();
gameover->addCollision( gameover_collision );
gameover->setId( GAME_OVER );
gameover->setColiderColor( "FF0000" );
gameover->setStatic();
scene.addObject( gameover );
auto score_text = std::make_shared< SDLPP::TextRenderer >(
RIGHT_BORDER + 0.1, 0.1, 0.2, 0.1, r, *font, "SCORE", colors["text"], colors["text_out"], 5, SDLPP_TEXT_CENTER );
score_text->centerX();
score_text->setStatic();
score_text->setId(TEXT_ID);
scene.addObject( score_text );
auto score_texture = std::make_shared< SDLPP::TextRenderer >(
RIGHT_BORDER + 0.1, 0.2, 0.2, 0.1, r, *font, "0",
colors["text"], colors["text_out"], 5, SDLPP_TEXT_TOP );
score_texture->centerX();
score_texture->setStatic();
score_texture->setId(SCORE_TEXTURE_ID);
scene.addObject( score_texture );
auto border = std::make_shared< SDLPP::RectangleRender >( LEFT_BORDER - 1, 0, 1, BOTTOM_BORDER, r);
border->setId( BORDER_LEFT_ID );
border->setStatic();
border->centerX();
border->addCollision(SDLPP::Rect( 0, 0, 0.99, 1));
border->setColiderColor("#FF00FF");
scene.addObject(border);
border = std::make_shared< SDLPP::RectangleRender >( RIGHT_BORDER, 0, 1, BOTTOM_BORDER, r);
border->setId( BORDER_RIGHT_ID );
border->setStatic();
border->centerX();
border->addCollision(SDLPP::Rect( 0.01, 0, 1, 1));
border->setColiderColor("#FF00FF");
scene.addObject(border);
auto floor = std::make_shared< SDLPP::RectangleRender >( LEFT_BORDER, BOTTOM_BORDER, RIGHT_BORDER - LEFT_BORDER, 1, r);
floor->setId( FLOOR_ID );
floor->setStatic();
floor->centerX();
floor->addCollision(SDLPP::Rect(0, 0.01, 1, 1));
floor->setColiderColor("#00FF00");
scene.addObject(floor);
}
void addMenuSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r, std::shared_ptr<SDLPP::Font> font ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
colors["menu_background"], true );
bg->setId(MENU_BACKGROUND_ID);
bg->setPermanent( true );
scene.addObject( bg );
auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r );
y->setText( *font, "PAUSED", colors["text"], colors["text_out"], 5 );
y->setId( MENU_TEXT_ID );
y->centerX();
scene.addObject( y );
auto resume =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.46, 0.2, 0.08, r );
resume->setText( *font, "Resume", colors["text"], colors["text_out"], 5 );
resume->setColor( colors["menu_item_background"] );
resume->centerX();
resume->setId(MENU_ITEM_ID);
g_menu_options.push_back(resume);
scene.addObject( resume );
auto options = std::make_shared< SDLPP::TextRenderer >(0.4, 0.56, 0.2, 0.08, r);
options->setText(*font, "Options", colors["text"], colors["text_out"], 5);
options->centerX();
options->setId(MENU_ITEM_ID);
g_menu_options.push_back(options);
scene.addObject(options);
auto restart =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.66, 0.2, 0.08, r );
restart->setText( *font, "Restart", colors["text"], colors["text_out"], 5 );
restart->centerX();
restart->setId(MENU_ITEM_ID);
g_menu_options.push_back(restart);
scene.addObject( restart );
auto quit =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.76, 0.2, 0.08, r );
quit->setText( *font, "Quit Game", colors["text"], colors["text_out"], 5 );
quit->centerX();
quit->setId(MENU_ITEM_ID);
g_menu_options.push_back(quit);
scene.addObject( quit );
}
void addGameOverSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r, std::shared_ptr<SDLPP::Font> font ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
colors["menu_background"], true );
bg->setId( MENU_BACKGROUND_ID );
bg->setPermanent( true );
scene.addObject( bg );
auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r );
y->setText( *font, "GAME OVER", colors["text"], colors["text_out"], 5 );
y->setId( 0 );
y->centerX();
scene.addObject( y );
auto restart =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.5, 0.2, 0.1, r );
restart->setText( *font, "Restart", colors["text"], colors["text_out"], 5 );
restart->centerX();
restart->setColor( colors["menu_item_background"] );
restart->setId(MENU_ITEM_ID);
g_game_over_options.push_back(restart);
scene.addObject( restart );
auto quit =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.7, 0.2, 0.1, r );
quit->setText( *font, "Quit Game", colors["text"], colors["text_out"], 5 );
quit->centerX();
quit->setId(MENU_ITEM_ID);
g_game_over_options.push_back(quit);
scene.addObject( quit );
}
void addOptionsSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r, std::shared_ptr<SDLPP::Font> font ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
colors["menu_background"], true );
bg->setId( MENU_BACKGROUND_ID );
bg->setPermanent( true );
scene.addObject( bg );
auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r );
y->setText( *font, "OPTIONS", colors["text"], colors["text_out"], 5 );
y->setId( 0 );
y->centerX();
scene.addObject( y );
auto color_scheme =
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std::make_shared< SDLPP::TextRenderer >( 0.35, 0.3, 0.3, 0.09, r );
color_scheme->setText( *font, "Color scheme: " + color_schemes_names[selected_color_scheme], colors["text"], colors["text_out"], 5 );
color_scheme->centerX();
color_scheme->setColor( colors["menu_item_background"] );
color_scheme->setId(MENU_ITEM_ID);
g_options_options.push_back(color_scheme);
scene.addObject( color_scheme );
auto shadow =
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std::make_shared< SDLPP::TextRenderer >( 0.4, 0.4, 0.2, 0.09, r );
shadow->setText( *font, "Show shadow: YES", colors["text"], colors["text_out"], 5 );
shadow->centerX();
shadow->setId(MENU_ITEM_ID);
g_options_options.push_back(shadow);
scene.addObject(shadow);
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auto show3d =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.5, 0.2, 0.09, r );
show3d->setText( *font, "Show block texture: NO", colors["text"], colors["text_out"], 5 );
show3d->centerX();
show3d->setId(MENU_ITEM_ID);
g_options_options.push_back(show3d);
scene.addObject(show3d);
auto save =
std::make_shared< SDLPP::TextRenderer >( 0.45, 0.6, 0.1, 0.09, r );
save->setText( *font, "SAVE", colors["text"], colors["text_out"], 5 );
save->centerX();
save->setId(MENU_ITEM_ID);
g_options_options.push_back(save);
scene.addObject( save );
}
std::shared_ptr<SDLPP::Scene> prepareMainScene(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Font> font) {
auto scene = std::make_shared< SDLPP::Scene >( renderer );
addMainSceneItems( *scene, renderer, font );
return scene;
}
std::shared_ptr<SDLPP::Scene> prepareMenuScene(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Font> font) {
auto scene = std::make_shared< SDLPP::Scene >( renderer );
addMenuSceneItems(*scene, renderer, font);
return scene;
}
std::shared_ptr<SDLPP::Scene> prepareGameOverScene(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Font> font) {
auto scene = std::make_shared< SDLPP::Scene >( renderer );
addGameOverSceneItems(*scene, renderer, font);
return scene;
}
std::shared_ptr<SDLPP::Scene> prepareOptionsScene(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Font> font) {
auto scene = std::make_shared< SDLPP::Scene >( renderer );
addOptionsSceneItems(*scene, renderer, font);
return scene;
}
// Input handling
void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
switch ( key ) {
case SDLK_ESCAPE:
g_menu_scene->updateSizeAndPosition();
g_active_scenes.push_back( g_menu_scene );
g_input_functions.push_back(menuSceneInput);
break;
case SDLK_LEFT:
case SDLK_a:
if(!g_cur_object)
break;
g_cur_object->movePiece(-BLOCK_SIZE, 0);
if(!validPos(scene, g_cur_object))
g_cur_object->movePiece(BLOCK_SIZE, 0);
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else
updateShadow(scene);
g_ticks_till_movement = 2*TICKS_TILL_MOVE;
g_cur_object->startMovement();
g_cur_object->addMovement(-1,0);
break;
case SDLK_RIGHT:
case SDLK_d:
if(!g_cur_object)
break;
g_cur_object->movePiece(BLOCK_SIZE, 0);
if(!validPos(scene, g_cur_object))
g_cur_object->movePiece(-BLOCK_SIZE, 0);
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else
updateShadow(scene);
g_ticks_till_movement = 2*TICKS_TILL_MOVE;
g_cur_object->startMovement();
g_cur_object->addMovement(1,0);
break;
case SDLK_DOWN:
case SDLK_s:
if(!g_cur_object)
break;
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g_ticks_till_descend = 0;
g_cur_object->startDescend();
g_cur_object->addMovement(0,1);
break;
case SDLK_UP:
case SDLK_w:
if(!g_cur_object)
break;
g_cur_object->rotate();
if( checkRotation( g_cur_object, scene ) )
g_cur_shadow->rotate();
updateShadow(scene);
break;
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case SDLK_SPACE:
if(!g_cur_object)
break;
g_cur_object->setPos(g_cur_shadow->getPos());
break;
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#ifdef DEBUG
case SDLK_r:
scene.getRenderer().setRenderColiders(
!scene.getRenderer().getRenderColiders() );
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#endif
default:
break;
}
}
void handleKeyUpMain( SDL_Keycode key ) {
switch(key) {
case SDLK_DOWN:
case SDLK_s:
if(!g_cur_object)
break;
if(g_cur_object->isDescending()) {
g_cur_object->stopDescend();
g_cur_object->addMovement(0,-1);
}
break;
case SDLK_LEFT:
case SDLK_a:
if(!g_cur_object)
break;
if(g_cur_object->isMoving()) {
g_cur_object->stopMovement();
g_cur_object->addMovement(1,0);
}
break;
case SDLK_RIGHT:
case SDLK_d:
if(!g_cur_object)
break;
if(g_cur_object->isMoving()) {
g_cur_object->stopDescend();
g_cur_object->addMovement(-1,0);
}
default:
break;
}
}
void pollEventsMain( SDLPP::Scene &scene ) {
SDL_Event event;
while ( SDLPP::getSDLEvent( event ) ) {
switch ( event.type ) {
case SDL_QUIT:
quitGame();
break;
case SDL_KEYDOWN:
if ( !event.key.repeat )
handleKeyDownMain( event.key.keysym.sym, scene );
break;
case SDL_KEYUP:
handleKeyUpMain( event.key.keysym.sym );
break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
for(auto &x : g_active_scenes)
x->updateSizeAndPosition();
}
default:
break;
}
}
}
void mainSceneInput( std::shared_ptr< SDLPP::Scene > scene, int base, std::vector<std::shared_ptr<SDLPP::RenderObject>> &line_coliders ) {
std::lock_guard< std::mutex > guard( g_movement_mutex );
pollEventsMain( *scene );
if ( g_cur_object ) {
moveThem( scene, SDL_GetTicks() - base );
return;
}
short lines = 0;
for ( auto &colider : line_coliders ) {
auto collisions = scene->getCollisions( *colider, { BRICK_ID } );
while ( collisions.size() == 10 ) {
lines += 1;
for ( auto &col : collisions ) {
col->destroy();
}
auto colider_y = colider->getPos().second;
for ( auto &elem : scene->getObjects({BRICK_ID}) ) {
auto pos = elem->getPos();
if ( pos.second < colider_y && pos.first <= RIGHT_BORDER ) {
elem->setPos( pos.first, pos.second + BLOCK_SIZE );
}
}
using namespace std::chrono_literals;
g_wait_for_anim = true;
while ( g_wait_for_anim ) {
std::this_thread::sleep_for( 0.1s );
}
collisions = scene->getCollisions( *colider, { BRICK_ID } );
}
}
if(lines > 0) {
g_update_score = true;
switch(lines) {
case 1:
g_score += 40;
break;
case 2:
g_score += 100;
break;
case 3:
g_score += 300;
break;
case 4:
g_score += 1200;
default:
break;
}
}
g_checked_line = true;
}
void handleKeyDownMenu( SDL_Keycode key ) {
switch ( key ) {
case SDLK_ESCAPE: {
g_main_scene->setPrevTicks( SDL_GetTicks() );
g_active_scenes.pop_back();
g_input_functions.pop_back();
} break;
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#ifdef DEBUG
case SDLK_r:
g_main_scene->getRenderer().setRenderColiders(
!g_main_scene->getRenderer().getRenderColiders() );
break;
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#endif
case SDLK_s:
case SDLK_DOWN:
g_menu_options[g_menu_select]->unsetColor();
g_menu_select++;
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if ( static_cast<size_t>(g_menu_select) >= g_menu_options.size() )
g_menu_select = 0;
g_menu_options[g_menu_select]->setColor( colors["menu_item_background"] );
break;
case SDLK_w:
case SDLK_UP:
g_menu_options[g_menu_select]->unsetColor();
g_menu_select--;
if ( g_menu_select < 0 )
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g_menu_select = g_menu_options.size() - 1;
g_menu_options[g_menu_select]->setColor( colors["menu_item_background"] );
break;
case SDLK_RETURN:
switch ( g_menu_select ) {
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case MAIN_MENU_RESUME: {
g_main_scene->setPrevTicks( SDL_GetTicks() );
g_active_scenes.pop_back();
g_input_functions.pop_back();
} break;
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case MAIN_MENU_OPTIONS:
g_options_scene->updateSizeAndPosition();
g_active_scenes.push_back(g_options_scene);
g_input_functions.push_back(optionsSceneInput);
break;
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case MAIN_MENU_RESTART:
resetGame();
break;
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case MAIN_MENU_QUIT:
quitGame();
default:
break;
}
default:
break;
}
}
void pollEventsMenu() {
SDL_Event event;
while ( SDLPP::getSDLEvent( event ) ) {
switch ( event.type ) {
case SDL_QUIT:
quitGame();
break;
case SDL_KEYDOWN:
if ( !event.key.repeat )
handleKeyDownMenu( event.key.keysym.sym );
break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
for(auto &x : g_active_scenes)
x->updateSizeAndPosition();
}
default:
break;
}
}
}
void menuSceneInput( std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/, std::vector<std::shared_ptr<SDLPP::RenderObject>> &/*UNUSED*/ ) {
pollEventsMenu();
}
void handleKeyDownGameOver( SDL_Keycode key ) {
switch ( key ) {
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#ifdef DEBUG
case SDLK_r:
g_main_scene->getRenderer().setRenderColiders(
!g_main_scene->getRenderer().getRenderColiders() );
break;
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#endif
case SDLK_s:
case SDLK_DOWN:
g_game_over_options[g_game_over_select]->unsetColor();
g_game_over_select++;
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if ( static_cast<size_t>(g_game_over_select) >= g_game_over_options.size() )
g_game_over_select = 0;
g_game_over_options[g_game_over_select]->setColor( colors["menu_item_background"] );
break;
case SDLK_w:
case SDLK_UP:
g_game_over_options[g_game_over_select]->unsetColor();
g_game_over_select--;
if ( g_game_over_select < 0 )
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g_game_over_select = g_game_over_options.size() - 1;
g_game_over_options[g_game_over_select]->setColor( colors["menu_item_background"] );
break;
case SDLK_RETURN:
switch ( g_game_over_select ) {
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case GAME_OVER_RESTART:
resetGame();
break;
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case GAME_OVER_QUIT:
quitGame();
default:
break;
}
default:
break;
}
}
void pollEventsGameOver() {
SDL_Event event;
while ( SDLPP::getSDLEvent( event ) ) {
switch ( event.type ) {
case SDL_QUIT:
quitGame();
break;
case SDL_KEYDOWN:
if ( !event.key.repeat )
handleKeyDownGameOver( event.key.keysym.sym );
break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
for(auto &x : g_active_scenes)
x->updateSizeAndPosition();
}
default:
break;
}
}
}
void gameOverSceneInput( std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/, std::vector<std::shared_ptr<SDLPP::RenderObject>> &/*UNUSED*/ ) {
pollEventsGameOver();
}
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void saveOptions() {
g_update_colors = true;
if(g_cur_shadow)
g_cur_shadow->setHidden(!g_show_shadow);
g_main_scene->setPrevTicks( SDL_GetTicks() );
}
void handleKeyDownOptions( SDL_Keycode key ) {
switch ( key ) {
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#ifdef DEBUG
case SDLK_r:
g_main_scene->getRenderer().setRenderColiders(
!g_main_scene->getRenderer().getRenderColiders() );
break;
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#endif
case SDLK_s:
case SDLK_DOWN:
g_options_options[g_options_select]->unsetColor();
g_options_select++;
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if ( static_cast<size_t>(g_options_select) >= g_options_options.size() )
g_options_select = 0;
g_options_options[g_options_select]->setColor( colors["menu_item_background"] );
break;
case SDLK_w:
case SDLK_UP:
g_options_options[g_options_select]->unsetColor();
g_options_select--;
if ( g_options_select < 0 )
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g_options_select = g_options_options.size() - 1;
g_options_options[g_options_select]->setColor( colors["menu_item_background"] );
break;
case SDLK_RIGHT:
case SDLK_d:
switch( g_options_select ) {
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case OPTIONS_MENU_COLOR_SCHEME:
selected_color_scheme++;
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if(static_cast<size_t>(selected_color_scheme) >= color_schemes_names.size())
selected_color_scheme = 0;
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std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_COLOR_SCHEME])->changeText("Color scheme: " + color_schemes_names[selected_color_scheme]);
g_update_colors = true;
break;
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case OPTIONS_MENU_SHADOW:
g_show_shadow = !g_show_shadow;
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std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_SHADOW])->changeText(std::string("Show shadow: ") + (g_show_shadow ? "YES" : "NO"));
g_update_colors = true;
break;
case OPTIONS_MENU_3D:
g_show_3d = !g_show_3d;
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_3D])->changeText(std::string("Show block texture: ") + (g_show_3d ? "YES" : "NO"));
g_update_colors = true;
default:
break;
}
break;
case SDLK_LEFT:
case SDLK_a:
switch( g_options_select ) {
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case OPTIONS_MENU_COLOR_SCHEME:
if(selected_color_scheme == 0)
selected_color_scheme = color_schemes_names.size();
selected_color_scheme--;
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std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_COLOR_SCHEME])->changeText("Color scheme: " + color_schemes_names[selected_color_scheme]);
g_update_colors = true;
break;
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case OPTIONS_MENU_SHADOW:
g_show_shadow = !g_show_shadow;
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std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_SHADOW])->changeText(std::string("Show shadow: ") + (g_show_shadow ? "YES" : "NO"));
g_update_colors = true;
break;
case OPTIONS_MENU_3D:
g_show_3d = !g_show_3d;
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_3D])->changeText(std::string("Show block texture: ") + (g_show_3d ? "YES" : "NO"));
g_update_colors = true;
default:
break;
}
break;
case SDLK_RETURN:
switch ( g_options_select ) {
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case OPTIONS_MENU_SAVE:
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saveOptions();
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g_active_scenes.pop_back();
g_input_functions.pop_back();
break;
default:
break;
}
break;
case SDLK_ESCAPE:
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saveOptions();
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g_active_scenes.pop_back();
g_input_functions.pop_back();
default:
break;
}
}
void pollEventsOptions() {
SDL_Event event;
while ( SDLPP::getSDLEvent( event ) ) {
switch ( event.type ) {
case SDL_QUIT:
quitGame();
break;
case SDL_KEYDOWN:
if ( !event.key.repeat )
handleKeyDownOptions( event.key.keysym.sym );
break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
for(auto &x : g_active_scenes)
x->updateSizeAndPosition();
}
default:
break;
}
}
}
void optionsSceneInput( std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/, std::vector<std::shared_ptr<SDLPP::RenderObject>> &/*UNUSED*/ ) {
pollEventsOptions();
}