fysxasteroids/asteroids/UserInterface.cc

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#include "OGLFT.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include "DrawingsGL.h"
#include "OverlayBase.h"
#include "UserInterface.h"
#include "Model.h"
#include "View.h"
#include "Controller.h"
#include "Sprite.h"
#include "ShipEntity.h"
#include "Engine.h"
#include "Game.h"
#include "IMGUIControls.h"
namespace asteroids {
// static float left = 0;
static float right = 0;
// static float top = 0;
static float bottom = 0;
void MainMenuOverlay::Init () {
// setup of the HUD font
GetView()->LoadFont ("AldotheApache.ttf", 20);
GetView()->SelectFont ("AldotheApache.ttf");
GetView()->SetFontJustification (Engine::FontJustificationRight);
}
bool MainMenuOverlay::OnKeyDown (const SDL_keysym &keysym) {
switch (keysym.sym) {
case SDLK_ESCAPE:
Engine::RunCommand ("quit");
return true;
case SDLK_RETURN:
GetModel()->SetGameState(GameStateEnterPlayername);
return true;
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case SDLK_h:
GetModel()->SetGameState(GameStateShowHighscore);
return true;
default:
return true;
}
}
void MainMenuOverlay::Draw () {
glClearColor (0.1, 0.1, 0.1, 1.);
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
// Engine::DrawGLString ( right * 0.5 - 100, 100, "A s t e r o i d s");
Engine::GUI::Label (4, "A s t e r o i d s", right * 0.5 - 100, 180);
if (Engine::GUI::Button (1, "Start Game", right * 0.5 - 100, 200, 250, 40)) {
GetModel()->SetGameState(GameStateEnterPlayername);
}
if (Engine::GUI::Button (2, "Highscores", right * 0.5 - 100, 250, 250, 40)) {
GetModel()->SetGameState(GameStateShowHighscore);
}
if (Engine::GUI::Button (3, "Quit", right * 0.5 - 100, 330, 250, 40)) {
Engine::RunCommand("quit");
}
GetView()->SelectFont("console.ttf");
/*
// then we do the drawings
Engine::DrawGLString ( right * 0.5 - 100, bottom * 0.5 - 8 - 32, "Main Menu");
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8 - 16, "[Return] - Start Game");
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8, "[h] - Show Highscore");
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 + 8, "[Escape] - Quit");
*/
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
};
/**********************
*
* Game Running
*
**********************/
void GameRunningOverlay::Init () {
if (!mShipSprite.LoadFromPNG("./data/textures/ship.png"))
Engine::LogError ("Could not load ship sprite!");
// setup of the HUD font
GetView()->LoadFont ("AldotheApache.ttf", 20);
GetView()->SelectFont ("AldotheApache.ttf");
GetView()->SetFontJustification (Engine::FontJustificationRight);
assert (mShipSprite.GetWidth() > 1);
mShipSprite.SetScale (0.1);
}
bool GameRunningOverlay::OnKeyDown (const SDL_keysym &keysym) {
switch (keysym.sym) {
case SDLK_ESCAPE:
GetModel()->SetGameState(GameStatePaused);
return true;
default:
break;
}
return false;
}
void GameRunningOverlay::Draw () {
glClearColor (0., 0., 0., 1.);
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
// then we do the drawings
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
GetView()->SelectFont ("AldotheApache.ttf");
std::ostringstream out_stream;
out_stream << GetModel()->GetPlayerLives() << " x ";
GetView()->DrawGLString (right - 64, bottom - 20, out_stream.str().c_str());
mShipSprite.DrawAt2D (right - 32 - 10, bottom - 16);
out_stream.str("");
out_stream << GetModel()->GetPoints();
GetView()->DrawGLString (right - 10, 40, out_stream.str().c_str());
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
};
/**********************
*
* Game Over
*
**********************/
void GameOverOverlay::Init () {
}
bool GameOverOverlay::OnKeyDown (const SDL_keysym &keysym) {
switch (keysym.sym) {
case SDLK_ESCAPE:
GetModel()->SetGameState(GameStateShowHighscore);
break;
case SDLK_RETURN:
GetModel()->SetGameState(GameStateShowHighscore);
break;
default:
break;
}
return true;
}
void GameOverOverlay::Draw () {
glClearColor (0., 0., 0., 1.);
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
GetView()->SelectFont("console.ttf");
// then we do the drawings
std::ostringstream topbar_stream;
Engine::DrawGLString ( right * 0.5 - 60, bottom * 0.5 - 8 - 64, "G a m e O v e r");
if (GetModel()->GetPlayerLives() == 0) {
topbar_stream << "That was pathetic! ";
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8, topbar_stream.str().c_str ());
} else {
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 32, "You earned yourself the");
Engine::DrawGLString ( right * 0.5 - 60, bottom * 0.5 + 0, "You Rock(TM) award.");
Engine::DrawGLString ( right * 0.5 - 70, bottom * 0.5 + 32, "Go tell your friends.");
}
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
};
/**********************
*
* Level Complete
*
**********************/
void LevelCompleteOverlay::Init () {
}
bool LevelCompleteOverlay::OnKeyDown (const SDL_keysym &keysym) {
switch (keysym.sym) {
case SDLK_RETURN:
GetModel()->SetGameState(GameStateRunning);
break;
default:
break;
}
return true;
}
void LevelCompleteOverlay::Draw () {
glClearColor (0., 0., 0., 1.);
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
GetView()->SelectFont("console.ttf");
// then we do the drawings
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8 - 16, "Congratulations - You rock!");
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8, "[Return] - Next level ...");
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
};
/**********************
*
* Game Paused
*
**********************/
void GamePausedOverlay::Init () {
}
bool GamePausedOverlay::OnKeyDown (const SDL_keysym &keysym) {
switch (keysym.sym) {
case SDLK_ESCAPE:
Engine::RunCommand ("quit");
return true;
case SDLK_RETURN:
GetModel()->SetGameState(GameStateRunning);
return true;
default:
return true;
}
}
void GamePausedOverlay::Draw () {
glClearColor (0.1, 0.1, 0.1, 1.);
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
GetView()->SelectFont("console.ttf");
// then we do the drawings
Engine::DrawGLString ( right * 0.5 - 100, bottom * 0.5 - 8 - 64, "A s t e r o i d s");
Engine::DrawGLString ( right * 0.5 - 100, bottom * 0.5 - 8 - 32, "Main Menu");
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8 - 16, "[Return] - Resume Game");
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8, "[Escape] - Quit");
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
};
/**********************
*
* Player Died
*
**********************/
void PlayerDiedOverlay::Init () {
}
bool PlayerDiedOverlay::OnKeyDown (const SDL_keysym &keysym) {
switch (keysym.sym) {
case SDLK_RETURN:
GetModel()->SetGameState(GameStateRunning);
break;
default:
break;
}
return true;
}
void PlayerDiedOverlay::Draw () {
glClearColor (0., 0., 0., 1.);
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
GetView()->SelectFont("console.ttf");
// then we do the drawings
std::ostringstream topbar_stream;
topbar_stream << "You died ...";
Engine::DrawGLString ( right * 0.5 - 40, bottom * 0.5 - 8 - 32, topbar_stream.str().c_str ());
Engine::DrawGLString ( right * 0.5 - 90, bottom * 0.5 + 8, "Press [Return] to continue.");
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
};
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/**********************
*
* Highscore
*
**********************/
void HighscoreOverlay::Init () {
}
bool HighscoreOverlay::OnKeyDown (const SDL_keysym &keysym) {
switch (keysym.sym) {
case SDLK_ESCAPE:
case SDLK_RETURN:
GetModel()->SetGameState(GameStateMainMenu);
return true;
default:
break;
}
return true;
}
void HighscoreOverlay::Draw () {
glClearColor (0.1, 0.1, 0.1, 1.);
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right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
GetView()->SelectFont("console.ttf");
float x = right * 0.5 - 100;
float y = bottom * 0.5 - 8 - 128;
// then we do the drawings
Engine::DrawGLString ( x, y, "A s t e r o i d s");
y += 30;
Engine::DrawGLString ( x, y, "Highscore");
y += 30;
std::list<Model::HighscoreEntry>::iterator highscore_iter = GetModel()->mHighscoreList.begin();
GetView()->SetFontJustification(Engine::FontJustificationLeft);
unsigned int entry_length = 32;
unsigned int i = 0;
while (highscore_iter != GetModel()->mHighscoreList.end()) {
// compute the number of digits
unsigned int digits = 1;
unsigned int temp_val = highscore_iter->points;
while (temp_val > 0) {
temp_val /= 10;
digits ++;
}
// output of the name
std::ostringstream out_stream;
out_stream << highscore_iter->name;
// add dots to fill the line
temp_val = entry_length - out_stream.str().size() - digits;
for (temp_val; temp_val > 0; temp_val--) {
out_stream << ".";
}
out_stream << highscore_iter->points;
// Check whether we have to highlight an entry (such as when entering
// the name)
if (GetModel()->mNewestHighscoreEntryIndex < GetModel()->mHighscoreList.size()
&& GetModel()->mNewestHighscoreEntryIndex == i) {
GetView()->SetFontColor (224./255., 200/255., 0.);
Engine::DrawGLString ( x, y, out_stream.str().c_str());
GetView()->SetFontColor (1., 1., 1.);
} else {
Engine::DrawGLString ( x, y, out_stream.str().c_str());
}
// go down one line
y += 16;
i++;
highscore_iter++;
}
Engine::DrawGLString ( x + 16, y + 16, "Press [Return] to continue.");
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
};
/**********************
*
* EnterPlayername
*
**********************/
void EnterPlayernameOverlay::Init () {
mPlayerNameInput = "Starkiller";
}
bool EnterPlayernameOverlay::OnKeyDown (const SDL_keysym &keysym) {
GetController()->EnableTextinput(true);
switch (keysym.sym) {
case SDLK_ESCAPE:
GetModel()->SetGameState(GameStateMainMenu);
return true;
case SDLK_BACKSPACE:
if (mPlayerNameInput.size() > 0)
mPlayerNameInput = mPlayerNameInput.substr (0, mPlayerNameInput.size() - 1 );
return true;
break;
case SDLK_RETURN:
// If we just entered a new entry we simply show the highscore table,
// otherwise we switch back to the main menu
GetModel()->SetPlayerName(mPlayerNameInput);
GetController()->EnableTextinput(false);
GetModel()->SetGameState(GameStateRunning);
return true;
default:
break;
}
if (keysym.unicode) {
if ((keysym.unicode & 0xFF80) == 0) {
mPlayerNameInput += keysym.unicode & 0x7F;
return true;
} else {
Engine::LogWarning ("Input key not supported!");
return false;
}
}
return true;
}
void EnterPlayernameOverlay::Draw () {
glClearColor (0.1, 0.1, 0.1, 1.);
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
GetView()->SelectFont("console.ttf");
float x = right * 0.5 - 100;
float y = bottom * 0.5 - 8 - 128;
// then we do the drawings
Engine::DrawGLString ( x, y, "A s t e r o i d s");
y += 30;
Engine::DrawGLString ( x, y, "Enter your name: ");
std::string name_output (mPlayerNameInput);
if (SDL_GetTicks() >> 9 & 1)
name_output += "_";
Engine::DrawGLString ( x + 15*8, y, name_output.c_str());
Engine::DrawGLString ( x + 16, y + 16, "Press [Return] to continue.");
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
};
}