#include "UITestScene.h" #include "ActionCode.h" #include sf::Texture texture; int texture_index = 0; const int texture_size = 16, texture_width = 12, texture_height = 11; const int texture_sprite_count = texture_width * texture_height; sf::Sprite test_sprite; sf::SoundBuffer buffer; sf::Sound sound; void setSpriteTexture(int ti) { int tx = ti % texture_width, ty = ti / texture_width; test_sprite.setTextureRect(sf::IntRect(tx * texture_size, ty * texture_size, texture_size, texture_size)); } UITestScene::UITestScene(GameEngine* g) : Scene(g) { // demo sprites from texture file texture.loadFromFile("./assets/kenney_tinydungeon.png"); texture.setSmooth(false); // Show one texture at a time test_sprite.setTexture(texture); test_sprite.setPosition(sf::Vector2f(50.0f, 50.0f)); test_sprite.setScale(sf::Vector2f(4.0f, 4.0f)); setSpriteTexture(0); // Load sound buffer.loadFromFile("./assets/boom.wav"); sound.setBuffer(buffer); viewport = game->getView(); // scrolling view is identical to start resolution = viewport.getSize(); text.setFont(game->getFont()); text.setString("Test"); text.setCharacterSize(16); registerAction(ActionCode::KEY + sf::Keyboard::Num1, "show1"); registerAction(ActionCode::KEY + sf::Keyboard::Num2, "show2"); registerAction(ActionCode::KEY + sf::Keyboard::Num3, "show3"); registerAction(ActionCode::MOUSEBUTTON + sf::Mouse::Left, "click"); registerAction(ActionCode::KEY + sf::Keyboard::Left, "left"); registerAction(ActionCode::KEY + sf::Keyboard::Right, "right"); registerAction(ActionCode::KEY + sf::Keyboard::Up, "up"); registerAction(ActionCode::KEY + sf::Keyboard::Down, "down"); registerAction(ActionCode::KEY + sf::Keyboard::Comma, "zoom_down"); registerAction(ActionCode::KEY + sf::Keyboard::Period, "zoom_up"); registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_DEL, "wheel_up"); registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_NEG + ActionCode::WHEEL_DEL, "wheel_down"); registerAction(ActionCode::KEY + sf::Keyboard::Num4, "sound_test"); registerAction(0, "event"); UIMenu test_menu(game->getFont()); UIMenu test_menu2(game->getFont()); test_menu.visible = false; test_menu.box.setSize(sf::Vector2f(350, 200)); test_menu.add_caption("debug to stdout", 16, sf::Color(255, 255, 0)); test_menu.add_button(Button(0, 0, 130, 40, sf::Color(0, 0, 192), sf::Color(0,0,0), "view", game->getFont(), "showviewport")); test_menu2.visible = true; test_menu2.box.setPosition(150, 180); test_menu2.box.setFillColor(sf::Color(255, 0, 0)); test_menu2.add_caption("1: show UI 1 (this)", 18, sf::Color(255, 255, 0)); test_menu2.add_caption("2: show UI 2", 18, sf::Color(255, 255, 0)); test_menu2.add_caption("3: hide UIs", 18, sf::Color(255, 255, 0)); test_menu2.add_caption("> and <: zoom", 18, sf::Color(255, 255, 0)); test_menu2.add_caption("arrows: pan", 18, sf::Color(255, 255, 0)); test_menu2.add_caption("click: turn (buggy)", 18, sf::Color(255, 255, 0)); test_menu2.next_button += 100; menus.push_back(test_menu); menus.push_back(test_menu2); test_ship.miner(); test_ship.angle = 180.0; test_ship.position.x = 250; test_ship.position.y = 120; //std::cout << menus.size() << std::endl; } void UITestScene::update() { if (abs(desired_angle - test_ship.angle) < 1) { test_ship.angle = desired_angle; } else if (test_ship.angle < desired_angle) { test_ship.angle += 1; } else if (test_ship.angle > desired_angle){ test_ship.angle -= 1; } entities.update(); // All fixed vector movement for (auto e : entities.getEntities()) { //if(e->cPython) e->cPython->update(); //e->cTransform->pos += e->cTransform->velocity; //e->cShape->circle.setPosition(e->cTransform->pos.x, e->cTransform->pos.y); } } void UITestScene::doButton(std::string b_action) { if (!b_action.compare("showviewport")) { std::cout << viewport.getSize().x << ", " << viewport.getSize().y << ": " << viewport.getCenter().x << ", " << viewport.getCenter().y << std::endl; } } void UITestScene::doAction(std::string name, std::string type) { if (ACTIONONCE("show1")) { menus[0].visible = false; menus[1].visible = true; } if (ACTIONONCE("show2")) { menus[0].visible = true; menus[1].visible = false; } if (ACTIONONCE("show3")) { menus[0].visible = false; menus[1].visible = false; } if (ACTIONONCE("click")) { auto mousepos = sf::Mouse::getPosition(game->getWindow()); bool ui_clicked = false; for ( auto ui : menus) { if (!ui.visible) continue; for (auto b : ui.buttons) { if (b.contains(mousepos)) { std::cout << b.getAction() << std::endl; doButton(b.getAction()); ui_clicked = true; } } } if (!ui_clicked) { auto mousepos = sf::Mouse::getPosition(game->getWindow()); auto worldpos = game->getWindow().mapPixelToCoords(mousepos, viewport); desired_angle = atan((1.0f * worldpos.y) / worldpos.x) * 180 / 3.14159 + 90.0f; //std::cout << (1.0f * worldpos.y) / worldpos.x << " -> " << desired_angle << std::endl; } } if (ACTION("wheel_up", "start")) { texture_index++; if (texture_index >= texture_sprite_count) texture_index = 0; setSpriteTexture(texture_index); std::string caption = "Texture index: "; caption += std::to_string(texture_index); text.setString(caption); } if (ACTION("wheel_down", "start")) { texture_index--; if (texture_index < 0) texture_index = texture_sprite_count - 1; setSpriteTexture(texture_index); std::string caption = "Texture index: "; caption += std::to_string(texture_index); text.setString(caption); } if (ACTION("sound_test", "start")) { sound.play(); } if (ACTION("left", "start")) { viewport.move(-10, 0); } if (ACTION("right", "start")) { viewport.move(10, 0); } if (ACTION("up", "start")) { viewport.move(0, -10); } if (ACTION("down", "start")) { viewport.move(0, 10); } if (ACTION("down", "start")) { viewport.move(0, 10); } if (ACTION("zoom_down", "start")) { if (zoom > 0.2f) zoom -= 0.1f; viewport.zoom(zoom); } if (ACTION("zoom_up", "start")) { if (zoom < 10.0f) zoom += 0.1f; viewport.zoom(zoom); } //std::cout << "viewport: " << viewport.getCenter().x << ", " << viewport.getCenter().y << std::endl; if (type.compare("resize")) // get center coordinate from game coordinate viewport, apply to new window viewport, restore zoom level { auto center = viewport.getCenter(); //auto w = viewport.getSize().x; //auto h = viewport.getSize().y; viewport = game->getView(); viewport.setCenter(center); viewport.zoom(zoom); } // after processing: set actionState if (type.compare("start") == 0 && !actionState[name]) { actionState[name] = true; } else if (type.compare("end") == 0 && actionState[name]) { actionState[name] = false; } } void UITestScene::sRender() { game->getWindow().clear(); // Scrolling Viewport Objects (under the UI) --- entities, etc. game->getWindow().setView(viewport); int width = viewport.getSize().x; int height = viewport.getSize().y; int top = viewport.getCenter().y - (height/2); int left = viewport.getCenter().x - (width/2); int vline_count = height / grid_spacing * 2; sf::VertexArray v_lines(sf::Lines, vline_count*2); int index = 0; for (int x = left - (left % grid_spacing); index < vline_count*2; x += grid_spacing) { v_lines[index] = sf::Vector2f(x, top); v_lines[index + 1] = sf::Vector2f(x, top+height); v_lines[index].color = sf::Color(0, 40, 0); v_lines[index + 1].color = sf::Color(0, 40, 0); index += 2; } game->getWindow().draw(v_lines); int hline_count = width / grid_spacing * 2; sf::VertexArray h_lines(sf::Lines, hline_count*2); //std::cout << "Width: " << v.width << " Lines:" << vline_count << // " Point array length: " << vline_count * 2 << std::endl; index = 0; for (int y = top - (top % grid_spacing); index < hline_count * 2; y += grid_spacing) { //std::cout << "(" << v.left << ", " << y << ") -> " << "(" << v.left + v.width << ", " << y << ")" << std::endl; h_lines[index] = sf::Vector2f(left, y); h_lines[index + 1] = sf::Vector2f(left+width, y); h_lines[index].color = sf::Color(0, 40, 0); h_lines[index + 1].color = sf::Color(0, 40, 0); index += 2; } game->getWindow().draw(h_lines); /*for (int i = 0; i < total_lines; i++) { sf::Vertex p = lines[i]; std::cout << p.position.x << ", " << p.position.y << std::endl; }*/ for (auto e : entities.getEntities()) { //game->getWindow().draw(e->cShape->circle); } test_ship.render(game->getWindow()); // Fixed position objects game->getWindow().setView(game->getView()); game->getWindow().draw(text); //test_button.render(game->getWindow()); //if (test_menu.visible) test_menu.render(game->getWindow()); //if (test_menu2.visible) test_menu2.render(game->getWindow()); for ( auto ui : menus) { //std::cout << ui.buttons[0].getAction() << std::endl; if (!ui.visible) continue; ui.render(game->getWindow()); } // test Python sprite code McRFPy_API::executePyString("mcrfpy.drawSprite(123, 10, 10)"); McRFPy_API::executePyString("mcrfpy.drawSprite(121, 15, 15)"); //game->api->executePyString("mcrfpy.drawSprite(123, 10, 10)") //game->api->executePyString("mcrfpy.drawSprite(121, 15, 15)") // draw test sprite on top of everything game->getWindow().draw(test_sprite); game->getWindow().display(); }