Mario: add basic main menu to editor, separate scenes from main game loop
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This commit is contained in:
zvon 2022-06-26 15:13:06 +02:00
parent c59851b490
commit 92ffac0edf
7 changed files with 1441 additions and 1309 deletions

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@ -89,6 +89,8 @@ target_sources(editor
PRIVATE edit_box.cpp PRIVATE edit_box.cpp
PRIVATE tool_box.cpp PRIVATE tool_box.cpp
PRIVATE editor_visitor.cpp PRIVATE editor_visitor.cpp
PRIVATE scenes/editor_main.cpp
PRIVATE scenes/editor_main_menu.cpp
) )
target_compile_definitions(editor PUBLIC EDITOR) target_compile_definitions(editor PUBLIC EDITOR)

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@ -10,3 +10,4 @@ std::shared_ptr<SDLPP::Texture> g_translucent_mod_texture{};
std::shared_ptr<SDLPP::Texture> g_translucent_enemies_texture; std::shared_ptr<SDLPP::Texture> g_translucent_enemies_texture;
std::shared_ptr<SDLPP::Scene> g_playground{}; std::shared_ptr<SDLPP::Scene> g_playground{};
std::shared_ptr<SDLPP::FontConfiguration> g_text_config{}; std::shared_ptr<SDLPP::FontConfiguration> g_text_config{};
bool g_quit = false;

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@ -12,5 +12,6 @@ extern std::shared_ptr<SDLPP::Texture> g_translucent_mod_texture;
extern std::shared_ptr<SDLPP::Texture> g_translucent_enemies_texture; extern std::shared_ptr<SDLPP::Texture> g_translucent_enemies_texture;
extern std::shared_ptr<SDLPP::Scene> g_playground; extern std::shared_ptr<SDLPP::Scene> g_playground;
extern std::shared_ptr<SDLPP::FontConfiguration> g_text_config; extern std::shared_ptr<SDLPP::FontConfiguration> g_text_config;
extern bool g_quit;
#endif #endif

1218
mario/scenes/editor_main.cpp Normal file

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@ -0,0 +1,177 @@
#include "editor_scenes.hpp"
#include "../../sdlpp/sdlpp.hpp"
#include "../../sdlpp/sdlpp_mouse.hpp"
#include "../global_vars.hpp"
#include "../objectids.hpp"
#include "../editor_visitor.hpp"
bool __update_scenes_main_menu = false;
bool __quit_scenes_main_menu = false;
bool __started_main_menu = false;
uint64_t __cur_button_index_main_menu = -1;
uint64_t __cur_button_index_main_menu_down = -1;
std::vector<std::shared_ptr<Button>> __buttons_main_menu{};
std::shared_ptr<SDLPP::RectangleRender> __mouse_main_menu{};
void quitMainMenu() {
g_quit = true;
}
void resumeMainMenu() {
__quit_scenes_main_menu = true;
}
void quitMainMenuCallback(void */*UNUSED*/, Button */*UNUSED*/) {
quitMainMenu();
}
void resumeMainMenuCallback(void */*UNUSED*/, Button */*UNUSED*/) {
resumeMainMenu();
}
void resetGlobals() {
__update_scenes_main_menu = false;
__quit_scenes_main_menu = false;
__cur_button_index_main_menu = -1;
__cur_button_index_main_menu_down = -1;
__mouse_main_menu->setPos(0, 0);
for(auto &button : __buttons_main_menu) {
button->unsetHighlight();
}
}
void handleKeyUpMainMenu(SDL_Keycode key, SDLPP::Scene &/*UNUSED*/) {
switch (key) {
case SDLK_ESCAPE:
resumeMainMenu();
break;
default:
break;
}
}
std::shared_ptr<SDLPP::Scene> createSceneMainMenu(std::shared_ptr<SDLPP::Renderer> &renderer) {
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
__buttons_main_menu.emplace_back(std::make_shared<Button>(
0.2, 0.3, 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, 0.45, 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);
if(visitor.getCurButton() != __cur_button_index_main_menu) {
if(__cur_button_index_main_menu != (uint64_t)-1) {
__buttons_main_menu[__cur_button_index_main_menu]->unsetHighlight();
}
if(visitor.getCurButton() != (uint64_t)-1) {
__buttons_main_menu[visitor.getCurButton()]->setHighlight();
}
}
__cur_button_index_main_menu = 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 createEditorMainMenuScene(std::shared_ptr<SDLPP::Renderer> &renderer) {
SceneStruct ret{};
ret.scene = createSceneMainMenu(renderer);
ret.additionalRender = additionalRenderMainMenu;
ret.doInput = pollEventsMainMenu;
__update_scenes_main_menu = true;
return ret;
}

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@ -0,0 +1,20 @@
#ifndef EDITOR_MAIN_HPP
#define EDITOR_MAIN_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;
};
extern std::mutex render_mutex;
extern std::vector<SceneStruct> game_scenes;
SceneStruct createEditorScene(std::shared_ptr<SDLPP::Renderer> &renderer);
SceneStruct createEditorMainMenuScene(std::shared_ptr<SDLPP::Renderer> &renderer);
SceneStruct createEditorFileChoiceScene(std::shared_ptr<SDLPP::Renderer> &renderer);
#endif