This commit is contained in:
parent
65edc9e8a0
commit
5201d10e20
@ -78,6 +78,11 @@ target_sources(mario
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PRIVATE blocks/coinblock.cpp
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PRIVATE blocks/mushroomblock.cpp
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PRIVATE blocks/goombablock.cpp
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PRIVATE scenes/load_scene.cpp
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PRIVATE scenes/game_main_menu.cpp
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PRIVATE editor_visitor.cpp # TODO
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PRIVATE edit_box.cpp # TODO
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PRIVATE tool_box.cpp # TODO
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)
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target_sources(editor
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187
mario/main.cpp
187
mario/main.cpp
@ -20,8 +20,11 @@
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#include "mario.hpp"
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#include "visitors/visitor_generator.hpp"
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bool quit = false;
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// TODO make shared scenes
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#include "scenes/game_scenes.hpp"
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bool update = false;
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bool newLoaded = false;
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std::shared_ptr<Mario> mario = nullptr;
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std::shared_ptr<SDLPP::RectangleRender> leftStop = nullptr;
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std::shared_ptr<SDLPP::Renderer> renderer = nullptr;
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@ -31,14 +34,13 @@ int coin_count = 0;
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int global_frames = 0;
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std::vector<std::shared_ptr<MarioBlock>> moving_objects = {};
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std::vector<SceneStruct> game_scenes{};
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std::mutex render_mutex;
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std::mutex gamescene_mutex;
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void handleKeyDown(SDL_Keycode key, SDLPP::Scene &scene) {
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switch (key) {
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case SDLK_ESCAPE:
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quit = true;
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break;
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case SDLK_a:
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mario->walkLeft();
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break;
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@ -66,6 +68,12 @@ void handleKeyDown(SDL_Keycode key, SDLPP::Scene &scene) {
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void handleKeyUp(SDL_Keycode key) {
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switch (key) {
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case SDLK_ESCAPE:
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{
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std::lock_guard<std::mutex> lock(render_mutex);
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game_scenes.push_back(createGameMainMenuScene(renderer));
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}
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break;
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case SDLK_a:
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mario->walkRight();
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break;
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@ -112,7 +120,7 @@ void pollEvents(SDLPP::Scene &scene) {
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while (SDLPP::getSDLEvent(event)) {
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switch (event.type) {
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case SDL_QUIT:
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quit = true;
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g_quit = true;
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break;
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case SDL_KEYDOWN:
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if (!event.key.repeat) {
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@ -135,12 +143,7 @@ void pollEvents(SDLPP::Scene &scene) {
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}
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}
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void doInput(std::shared_ptr<SDLPP::Scene> scene) {
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FPSmanager gFPS;
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SDL_initFramerate(&gFPS);
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SDL_setFramerate(&gFPS, 200);
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while (!quit) {
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SDL_framerateDelay(&gFPS);
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void doInputMainGame(std::shared_ptr<SDLPP::Scene> scene) {
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pollEvents(*scene);
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std::lock_guard<std::mutex> lock(render_mutex);
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scene->updateScene();
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@ -151,7 +154,7 @@ void doInput(std::shared_ptr<SDLPP::Scene> scene) {
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if (!moving_objects[i]->wasVisible()) {
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continue;
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}
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auto visitor = getVisitor(*moving_objects[i], *scene, quit,
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auto visitor = getVisitor(*moving_objects[i], *scene, g_quit,
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coin_count, moving_objects);
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scene->visitCollisions(*moving_objects[i], *visitor);
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moving_objects[i]->handleVisitor(*visitor);
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@ -187,28 +190,37 @@ void doInput(std::shared_ptr<SDLPP::Scene> scene) {
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0);
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update = update || (playerX > rightBarrier && rightmostX > width);
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global_frames++;
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}
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void doInput() {
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FPSmanager gFPS;
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SDL_initFramerate(&gFPS);
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SDL_setFramerate(&gFPS, 200);
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while (!g_quit) {
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SDL_framerateDelay(&gFPS);
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std::lock_guard<std::mutex> lock(gamescene_mutex);
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game_scenes.back().doInput(game_scenes.back().scene);
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game_scenes.back().scene->updateScene();
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}
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}
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#ifdef _WIN32
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int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
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PWSTR szCmdLine, int nCmdShow) {
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#else
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int main() {
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#endif
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SDLPP::init();
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SDLPP::Window w("Mario clone!");
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w.setResizable(true);
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renderer = std::make_shared<SDLPP::Renderer>(w);
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renderer->setBlendMode(SDL_BLENDMODE_BLEND);
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// prepare global vars
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g_terrain_texture = std::make_shared<SDLPP::Texture>(
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renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY);
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g_enemies_texture = std::make_shared<SDLPP::Texture>(
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renderer, "sprites/enemies.png", MARIO_OVERWORLD_COLORKEY);
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void mainGameAdditional(std::shared_ptr<SDLPP::Scene> &/*UNUSED*/) {
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static auto base = SDL_GetTicks();
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static int frames = 0;
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mario->setStanding();
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frames++;
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if (SDL_GetTicks() - base >= 1000) {
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if (global_frames < frames) {
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frames = global_frames;
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}
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global_frames = 0;
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fps->changeText(std::to_string(frames) + " fps");
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frames = 0;
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base = SDL_GetTicks();
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}
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}
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SceneStruct mainGameScene(const std::string &level_path) {
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auto scene = std::make_shared<SDLPP::Scene>(renderer);
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g_playground = scene;
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auto bg = std::make_shared<SDLPP::RectangleRender>(
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@ -217,11 +229,7 @@ int main() {
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bg->setStatic();
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bg->setId(1);
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scene->addObject(bg);
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g_mario_texture = std::make_shared<SDLPP::Texture>(
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renderer, "sprites/mario.png", MARIO_OVERWORLD_COLORKEY);
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g_translucent_terrain_texture = std::make_shared<SDLPP::Texture>(
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renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY);
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g_translucent_terrain_texture->setAlpha(100);
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mario = std::make_shared<Mario>(renderer);
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scene->addObject(mario);
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@ -247,7 +255,7 @@ int main() {
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leftStop->setColiderColor("#FF00FF");
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scene->addObject(leftStop);
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loadMap(scene, mario, "test_binary2.bin");
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loadMap(scene, mario, level_path);
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auto font = std::make_shared<SDLPP::Font>("testfont.ttf", 36);
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fps = std::make_shared<SDLPP::TextRenderer>(
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@ -266,15 +274,7 @@ int main() {
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coins->setId(0);
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coins->setPermanent();
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scene->addObject(coins);
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FPSmanager gFPS;
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SDL_initFramerate(&gFPS);
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SDL_setFramerate(&gFPS, 60);
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auto base = SDL_GetTicks();
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int frames = 0;
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scene->moveEverything(-mario->getDoubleRect().first.getX() + 0.2, 0);
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update = true;
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std::unordered_set<uint64_t> background_ids = {
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HILL_INCLINE_ID, HILL_DECLINE_ID, HILL_DOTS_RIGHT_ID,
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@ -290,6 +290,7 @@ int main() {
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scene->updateBackgroundObjectZIndex();
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// we want mario to be first because visiting isn't perfect
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moving_objects.clear();
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moving_objects.push_back(mario);
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std::unordered_set<int> moving_object_ids = {
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GOOMBA_ID,
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@ -298,34 +299,96 @@ int main() {
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moving_objects.push_back(std::dynamic_pointer_cast<MarioBlock>(obj));
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}
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std::thread inputThread(doInput, scene);
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SceneStruct ret{};
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ret.scene = scene;
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ret.doInput = doInputMainGame;
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ret.additionalRender = mainGameAdditional;
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return ret;
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}
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void loadLevel(const std::string &level) {
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//std::lock_guard<std::mutex> lock(render_mutex);
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coin_count = 0;
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std::lock_guard<std::mutex> lock(gamescene_mutex);
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game_scenes.clear();
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game_scenes.push_back(mainGameScene("levels/" + level));
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game_scenes.back().scene->updateSizeAndPosition();
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update = true;
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newLoaded = true;
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}
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#ifdef _WIN32
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int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
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PWSTR szCmdLine, int nCmdShow) {
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#else
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int main() {
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#endif
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SDLPP::init();
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SDLPP::Window w("Mario clone!");
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w.setResizable(true);
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renderer = std::make_shared<SDLPP::Renderer>(w);
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renderer->setBlendMode(SDL_BLENDMODE_BLEND);
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// prepare global vars
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g_terrain_texture = std::make_shared<SDLPP::Texture>(
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renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY);
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g_enemies_texture = std::make_shared<SDLPP::Texture>(
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renderer, "sprites/enemies.png", MARIO_OVERWORLD_COLORKEY);
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g_mario_texture = std::make_shared<SDLPP::Texture>(
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renderer, "sprites/mario.png", MARIO_OVERWORLD_COLORKEY);
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g_translucent_terrain_texture = std::make_shared<SDLPP::Texture>(
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renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY);
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g_translucent_terrain_texture->setAlpha(100);
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FPSmanager gFPS;
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SDL_initFramerate(&gFPS);
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SDL_setFramerate(&gFPS, 60);
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auto font = std::make_shared<SDLPP::Font>("testfont.ttf", 36);
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g_text_config = std::make_shared<SDLPP::FontConfiguration>(font, "#FFFFFF",
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"#000000", 0.15);
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game_scenes.push_back(createGameMainMenuScene(renderer, false));
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std::thread inputThread(doInput);
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SDL_PumpEvents();
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scene->updateSizeAndPosition();
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scene->renderScene();
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// TODO main menu
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/* game_scenes.push_back(mainGameScene("levels/test.marmap"));
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game_scenes.back().scene->updateSizeAndPosition();
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game_scenes.back().scene->renderScene();
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renderer->presentRenderer();*/
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game_scenes.back().scene->updateSizeAndPosition();
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game_scenes.back().scene->renderScene();
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renderer->presentRenderer();
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update = true;
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while (!quit) {
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while (!g_quit) {
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SDL_framerateDelay(&gFPS);
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SDL_PumpEvents();
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std::lock_guard<std::mutex> lock(render_mutex);
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mario->setStanding();
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if (update) {
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scene->updateSizeAndPosition();
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if (update || newLoaded) {
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for(auto &scene : game_scenes) {
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scene.scene->updateSizeAndPosition();
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}
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if(newLoaded) {
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newLoaded = false;
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} else {
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update = false;
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}
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scene->renderScene();
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}
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auto max_game_scenes = game_scenes.size();
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renderer->clearRenderer();
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for (size_t i = 0; i < max_game_scenes; i++) {
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game_scenes[i].additionalRender(game_scenes[i].scene);
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// additional renderer can remove scene from game_scenes, better
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// check
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if (i < game_scenes.size()) {
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game_scenes[i].scene->renderScene(false);
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}
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}
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renderer->presentRenderer();
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frames++;
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if (SDL_GetTicks() - base >= 1000) {
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if (global_frames < frames) {
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frames = global_frames;
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}
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global_frames = 0;
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fps->changeText(std::to_string(frames) + " fps");
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frames = 0;
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base = SDL_GetTicks();
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}
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}
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inputThread.join();
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@ -1052,6 +1052,13 @@ void openMapEditor(std::shared_ptr<SDLPP::Scene> &scene,
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} else {
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loadMap(scene, global_vars.mario, filename, global_vars.objects, true,
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MAP_WIDTH);
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for(int i = 0; i < global_vars.objects.size(); i++) {
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for(int j = 0; j < 16; j++) {
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if(global_vars.objects[i][j].hasCharacter() && global_vars.objects[i][j].getCharacterId() == MARIO_ID) {
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global_vars.mario_pos = {i,j};
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}
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}
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}
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}
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// map
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@ -1,15 +1,10 @@
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#ifndef EDITOR_MAIN_HPP
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#define EDITOR_MAIN_HPP
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#ifndef EDITOR_SCENES_HPP
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#define EDITOR_SCENES_HPP
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#include "../../sdlpp/sdlpp_scene.hpp"
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#include "../gui/gui.hpp"
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#include <functional>
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struct SceneStruct {
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std::shared_ptr<SDLPP::Scene> scene;
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std::function<void(std::shared_ptr<SDLPP::Scene> &)> doInput;
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std::function<void(std::shared_ptr<SDLPP::Scene> &)> additionalRender;
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};
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#include "shared_scenes.hpp"
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extern std::mutex render_mutex;
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extern std::vector<SceneStruct> game_scenes;
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@ -22,15 +17,5 @@ SceneStruct
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createEditorMainMenuScene(std::shared_ptr<SDLPP::Renderer> &renderer);
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SceneStruct
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createEditorFileChoiceScene(std::shared_ptr<SDLPP::Renderer> &renderer);
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// TODO move to a shared header
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SceneStruct createYesNoScene(std::shared_ptr<SDLPP::Renderer> renderer,
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const std::string &text,
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std::function<void(bool)> finalizer);
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SceneStruct createOkScene(std::shared_ptr<SDLPP::Renderer> renderer,
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const std::string &text,
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std::function<void()> finalizer);
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SceneStruct createLoadScene(std::shared_ptr<SDLPP::Renderer> renderer,
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const std::string &path,
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std::function<void(const std::string &)> finalizer);
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#endif
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229
mario/scenes/game_main_menu.cpp
Normal file
229
mario/scenes/game_main_menu.cpp
Normal file
@ -0,0 +1,229 @@
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#include "editor_scenes.hpp"
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#include "../../sdlpp/sdlpp.hpp"
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#include "../../sdlpp/sdlpp_mouse.hpp"
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#include "../global_vars.hpp"
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#include "../objectids.hpp"
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#include "../editor_visitor.hpp"
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#include <functional>
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bool __update_scenes_main_menu = false;
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bool __quit_scenes_main_menu = false;
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bool __started_main_menu = false;
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uint64_t __cur_button_index_main_menu = -1;
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uint64_t __cur_button_index_main_menu_down = -1;
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std::vector<std::shared_ptr<Button>> __buttons_main_menu{};
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std::shared_ptr<SDLPP::RectangleRender> __mouse_main_menu{};
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extern void loadLevel(const std::string &level);
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void quitMainMenu() {
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g_quit = true;
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}
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void resumeMainMenu() {
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__quit_scenes_main_menu = true;
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}
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void quitMainMenuCallback(void * /*UNUSED*/, Button * /*UNUSED*/) {
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quitMainMenu();
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}
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void resumeMainMenuCallback(void * /*UNUSED*/, Button * /*UNUSED*/) {
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resumeMainMenu();
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}
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void resetGlobals() {
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__update_scenes_main_menu = false;
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__quit_scenes_main_menu = false;
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__started_main_menu = false;
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__cur_button_index_main_menu_down = -1;
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__mouse_main_menu.reset();
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__buttons_main_menu.clear();
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}
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void showLoadMenu(void */*UNUSED*/, Button */*UNUSED*/) {
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auto loadMenu = createLoadScene(__buttons_main_menu.back()->getRenderer(), "levels", loadLevel, false);
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std::lock_guard<std::mutex> lock(render_mutex);
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game_scenes.pop_back();
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resetGlobals();
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game_scenes.push_back(loadMenu);
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}
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void __updateSelectedButton_MainMenu(uint64_t new_index) {
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if (new_index != __cur_button_index_main_menu &&
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new_index != (uint64_t)-1) {
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__buttons_main_menu[new_index]->setHighlight();
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if (__cur_button_index_main_menu != (uint64_t)-1) {
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__buttons_main_menu[__cur_button_index_main_menu]
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->unsetHighlight();
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}
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__cur_button_index_main_menu = new_index;
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}
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}
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void handleKeyUpMainMenu(SDL_Keycode key, SDLPP::Scene & /*UNUSED*/) {
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switch (key) {
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case SDLK_ESCAPE:
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resumeMainMenu();
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break;
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case SDLK_DOWN:
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case SDLK_s:
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if(__cur_button_index_main_menu == __buttons_main_menu.size() - 1) {
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__updateSelectedButton_MainMenu(0);
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} else {
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__updateSelectedButton_MainMenu(__cur_button_index_main_menu + 1);
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}
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break;
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case SDLK_UP:
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case SDLK_w:
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if(__cur_button_index_main_menu == 0) {
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__updateSelectedButton_MainMenu(__buttons_main_menu.size() - 1);
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} else {
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__updateSelectedButton_MainMenu(__cur_button_index_main_menu - 1);
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}
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break;
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case SDLK_RETURN:
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if(__cur_button_index_main_menu >= 0 && __cur_button_index_main_menu < __buttons_main_menu.size()) {
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__buttons_main_menu[__cur_button_index_main_menu]
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->performFunction();
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}
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break;
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default:
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break;
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}
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}
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std::shared_ptr<SDLPP::Scene>
|
||||
createSceneMainMenu(std::shared_ptr<SDLPP::Renderer> &renderer, bool include_resume) {
|
||||
auto scene = std::make_shared<SDLPP::Scene>(renderer);
|
||||
auto bg = std::make_shared<SDLPP::RectangleRender>(0, 0, 10, 10, renderer,
|
||||
"#00000088", true);
|
||||
bg->setPermanent();
|
||||
bg->setId(1);
|
||||
scene->addObject(bg);
|
||||
__mouse_main_menu =
|
||||
std::make_shared<SDLPP::RectangleRender>(0.01, 0.01, 0, 0, renderer);
|
||||
__mouse_main_menu->setMinWidth(1);
|
||||
__mouse_main_menu->setMinHeight(1);
|
||||
__mouse_main_menu->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
|
||||
__mouse_main_menu->setId(EDITOR_MOUSE_ID);
|
||||
__mouse_main_menu->setColiderColor("#00FF00");
|
||||
__mouse_main_menu->addCollision(SDLPP::RectColider({ 0, 0 }, { 1, 1 }));
|
||||
scene->addObject(__mouse_main_menu);
|
||||
|
||||
ButtonConfig default_button_theme{};
|
||||
default_button_theme.bg_color = "#FFFFFF88";
|
||||
default_button_theme.bg_color_highlight = "#FFFFFFBB";
|
||||
default_button_theme.bg_color_disabled = "#AAAAAA88";
|
||||
default_button_theme.font_color = "#000000";
|
||||
default_button_theme.font_color_highlight = "#000000";
|
||||
default_button_theme.font_color_disabled = "#555555";
|
||||
default_button_theme.font_outline_color = "#FFFFFF88";
|
||||
default_button_theme.font_outline_color_highlight = "#FFFFFFAA";
|
||||
default_button_theme.font_outline_color_disabled = "#787878";
|
||||
default_button_theme.outline = 0.1;
|
||||
// buttons
|
||||
if(include_resume) {
|
||||
__buttons_main_menu.emplace_back(std::make_shared<Button>(
|
||||
0.2, 0.25, 0.6, 0.1, renderer, "RESUME", default_button_theme,
|
||||
resumeMainMenuCallback, nullptr));
|
||||
__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
|
||||
SDLPP::OBJ_CENTER);
|
||||
__buttons_main_menu.back()->setPermanent();
|
||||
__buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() - 1);
|
||||
}
|
||||
__buttons_main_menu.emplace_back(std::make_shared<Button>(
|
||||
0.2, 0.4, 0.6, 0.1, renderer, "LOAD", default_button_theme,
|
||||
showLoadMenu, nullptr));
|
||||
__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
|
||||
SDLPP::OBJ_CENTER);
|
||||
__buttons_main_menu.back()->setPermanent();
|
||||
__buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() - 1);
|
||||
__buttons_main_menu.emplace_back(std::make_shared<Button>(
|
||||
0.2, 0.7, 0.6, 0.1, renderer, "QUIT", default_button_theme,
|
||||
quitMainMenuCallback, nullptr));
|
||||
__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
|
||||
SDLPP::OBJ_CENTER);
|
||||
__buttons_main_menu.back()->setPermanent();
|
||||
__buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() - 1);
|
||||
for (auto &button : __buttons_main_menu) {
|
||||
scene->addObject(button);
|
||||
}
|
||||
return scene;
|
||||
}
|
||||
|
||||
void additionalRenderMainMenu(std::shared_ptr<SDLPP::Scene> & /*UNUSED*/) {
|
||||
if (__update_scenes_main_menu) {
|
||||
for (auto &_scene : game_scenes) {
|
||||
_scene.scene->updateSizeAndPosition();
|
||||
}
|
||||
if (__started_main_menu) {
|
||||
__update_scenes_main_menu = false;
|
||||
} else {
|
||||
__started_main_menu = true;
|
||||
}
|
||||
}
|
||||
if (__quit_scenes_main_menu) {
|
||||
game_scenes.pop_back();
|
||||
resetGlobals();
|
||||
}
|
||||
}
|
||||
|
||||
void getMousePositionFlagsMainMenu(SDLPP::Scene &scene) {
|
||||
auto mouse = scene.getObjects({ EDITOR_MOUSE_ID })[0];
|
||||
// move mouse colider to mouse position
|
||||
mouse->setPos(SDLPP::Mouse::getMousePositionDouble(
|
||||
scene.getRenderer(), SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER));
|
||||
|
||||
MouseVisitor visitor;
|
||||
scene.visitCollisions(*mouse, visitor);
|
||||
__updateSelectedButton_MainMenu(visitor.getCurButton());
|
||||
}
|
||||
|
||||
void pollEventsMainMenu(std::shared_ptr<SDLPP::Scene> &scene) {
|
||||
SDL_Event event;
|
||||
while (SDLPP::getSDLEvent(event)) {
|
||||
switch (event.type) {
|
||||
case SDL_QUIT:
|
||||
quitMainMenu();
|
||||
break;
|
||||
case SDL_KEYUP:
|
||||
handleKeyUpMainMenu(event.key.keysym.sym, *scene);
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
|
||||
__update_scenes_main_menu = true;
|
||||
}
|
||||
break;
|
||||
case SDL_MOUSEMOTION:
|
||||
getMousePositionFlagsMainMenu(*scene);
|
||||
break;
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
if (__cur_button_index_main_menu_down ==
|
||||
__cur_button_index_main_menu &&
|
||||
__cur_button_index_main_menu != (uint64_t)-1) {
|
||||
__buttons_main_menu[__cur_button_index_main_menu]
|
||||
->performFunction();
|
||||
}
|
||||
break;
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
// store current mouse flags in previous mouse flags
|
||||
__cur_button_index_main_menu_down = __cur_button_index_main_menu;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SceneStruct
|
||||
createGameMainMenuScene(std::shared_ptr<SDLPP::Renderer> &renderer, bool include_resume) {
|
||||
SceneStruct ret{};
|
||||
ret.scene = createSceneMainMenu(renderer, include_resume);
|
||||
ret.additionalRender = additionalRenderMainMenu;
|
||||
ret.doInput = pollEventsMainMenu;
|
||||
__update_scenes_main_menu = true;
|
||||
__updateSelectedButton_MainMenu(0);
|
||||
return ret;
|
||||
}
|
15
mario/scenes/game_scenes.hpp
Normal file
15
mario/scenes/game_scenes.hpp
Normal file
@ -0,0 +1,15 @@
|
||||
#ifndef GAME_SCENES_HPP
|
||||
#define GAME_SCENES_HPP
|
||||
|
||||
#include "../../sdlpp/sdlpp_scene.hpp"
|
||||
#include "../gui/gui.hpp"
|
||||
#include <functional>
|
||||
#include "shared_scenes.hpp"
|
||||
|
||||
extern std::mutex render_mutex;
|
||||
extern std::vector<SceneStruct> game_scenes;
|
||||
|
||||
SceneStruct createGameMainMenuScene(std::shared_ptr<SDLPP::Renderer> &renderer, bool include_resume = true);
|
||||
SceneStruct createGameRetryScene(std::shared_ptr<SDLPP::Renderer> &renderer);
|
||||
|
||||
#endif
|
@ -1,3 +1,5 @@
|
||||
#include <utility>
|
||||
|
||||
#include "SDL2/SDL_keycode.h"
|
||||
#include "editor_scenes.hpp"
|
||||
#include "../../sdlpp/sdlpp.hpp"
|
||||
@ -10,6 +12,7 @@
|
||||
bool __update_scenes_load_dialog = false;
|
||||
bool __quit_scenes_load_dialog = false;
|
||||
bool __started_load_dialog = false;
|
||||
bool __pop_at_finish_load_dialog = false;
|
||||
uint64_t __cur_button_index_load_dialog = -1;
|
||||
uint64_t __cur_button_index_load_dialog_down = -1;
|
||||
std::vector<std::shared_ptr<Button>> __buttons_load_dialog{};
|
||||
@ -172,6 +175,7 @@ void __resetGlobals_LoadDialog() {
|
||||
__update_scenes_load_dialog = false;
|
||||
__quit_scenes_load_dialog = false;
|
||||
__started_load_dialog = false;
|
||||
__pop_at_finish_load_dialog = false;
|
||||
__cur_button_index_load_dialog = -1;
|
||||
__cur_button_index_load_dialog_down = -1;
|
||||
__buttons_load_dialog.clear();
|
||||
@ -192,7 +196,9 @@ void __additionalRender_LoadDialog(std::shared_ptr<SDLPP::Scene> & /*UNUSED*/) {
|
||||
}
|
||||
if (__quit_scenes_load_dialog) {
|
||||
__load_dialog_finalizer(__selected_level_load_dialog);
|
||||
if(__pop_at_finish_load_dialog) {
|
||||
game_scenes.pop_back();
|
||||
}
|
||||
__resetGlobals_LoadDialog();
|
||||
}
|
||||
}
|
||||
@ -256,8 +262,10 @@ void __pollEvents_LoadDialog(std::shared_ptr<SDLPP::Scene> &scene) {
|
||||
SceneStruct
|
||||
createLoadScene(std::shared_ptr<SDLPP::Renderer> renderer,
|
||||
const std::string &path,
|
||||
std::function<void(const std::string &)> finalizer) {
|
||||
__load_dialog_finalizer = finalizer;
|
||||
std::function<void(const std::string &)> finalizer,
|
||||
bool pop_at_finish) {
|
||||
__load_dialog_finalizer = std::move(finalizer);
|
||||
__pop_at_finish_load_dialog = pop_at_finish;
|
||||
SceneStruct ret{};
|
||||
ret.scene = createSceneLoadDialog(renderer, path);
|
||||
ret.additionalRender = __additionalRender_LoadDialog;
|
||||
|
24
mario/scenes/shared_scenes.hpp
Normal file
24
mario/scenes/shared_scenes.hpp
Normal file
@ -0,0 +1,24 @@
|
||||
#ifndef SHARED_SCENES_HPP
|
||||
#define SHARED_SCENES_HPP
|
||||
|
||||
#include "../../sdlpp/sdlpp_scene.hpp"
|
||||
#include <functional>
|
||||
|
||||
struct SceneStruct {
|
||||
std::shared_ptr<SDLPP::Scene> scene;
|
||||
std::function<void(std::shared_ptr<SDLPP::Scene> &)> doInput;
|
||||
std::function<void(std::shared_ptr<SDLPP::Scene> &)> additionalRender;
|
||||
};
|
||||
|
||||
SceneStruct createYesNoScene(std::shared_ptr<SDLPP::Renderer> renderer,
|
||||
const std::string &text,
|
||||
std::function<void(bool)> finalizer);
|
||||
SceneStruct createOkScene(std::shared_ptr<SDLPP::Renderer> renderer,
|
||||
const std::string &text,
|
||||
std::function<void()> finalizer);
|
||||
SceneStruct createLoadScene(std::shared_ptr<SDLPP::Renderer> renderer,
|
||||
const std::string &path,
|
||||
std::function<void(const std::string &)> finalizer,
|
||||
bool pop_at_finish = true);
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user