polished GUI
This commit is contained in:
@@ -1,5 +1,6 @@
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// #include "Engine.h"
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#include "Game.h"
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#include "Controller.h"
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#include "Model.h"
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#include "EntityBase.h"
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@@ -18,6 +19,10 @@ static Controller *ControllerInstance = NULL;
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bool Cmd_ControllerForwardDown (std::vector<std::string> args) {
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assert (ControllerInstance);
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// only continue if the game is running
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if (GetModel()->GetGameState() != GameStateRunning)
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return false;
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Engine::EntityBase* player_entity = Engine::GetEntity (Engine::GetPlayerEntityId());
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if (player_entity) {
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player_entity->SetControllerKeyState (EntityKeyStateForward);
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@@ -36,6 +41,10 @@ bool Cmd_ControllerForwardDown (std::vector<std::string> args) {
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bool Cmd_ControllerForwardUp (std::vector<std::string> args) {
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assert (ControllerInstance);
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// only continue if the game is running
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if (GetModel()->GetGameState() != GameStateRunning)
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return false;
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Engine::EntityBase* player_entity = Engine::GetEntity (Engine::GetPlayerEntityId());
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if (player_entity) {
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player_entity->UnsetControllerKeyState (EntityKeyStateForward);
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@@ -54,6 +63,10 @@ bool Cmd_ControllerForwardUp (std::vector<std::string> args) {
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bool Cmd_ControllerTurnLeftDown (std::vector<std::string> args) {
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assert (ControllerInstance);
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// only continue if the game is running
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if (GetModel()->GetGameState() != GameStateRunning)
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return false;
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Engine::EntityBase* player_entity = Engine::GetEntity (Engine::GetPlayerEntityId());
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if (player_entity) {
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player_entity->SetControllerKeyState (EntityKeyStateTurnLeft);
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@@ -67,6 +80,10 @@ bool Cmd_ControllerTurnLeftDown (std::vector<std::string> args) {
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bool Cmd_ControllerTurnLeftUp (std::vector<std::string> args) {
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assert (ControllerInstance);
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// only continue if the game is running
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if (GetModel()->GetGameState() != GameStateRunning)
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return false;
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Engine::EntityBase* player_entity = Engine::GetEntity (Engine::GetPlayerEntityId());
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if (player_entity) {
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player_entity->UnsetControllerKeyState (EntityKeyStateTurnLeft);
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@@ -80,6 +97,10 @@ bool Cmd_ControllerTurnLeftUp (std::vector<std::string> args) {
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bool Cmd_ControllerTurnRightDown (std::vector<std::string> args) {
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assert (ControllerInstance);
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// only continue if the game is running
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if (GetModel()->GetGameState() != GameStateRunning)
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return false;
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Engine::EntityBase* player_entity = Engine::GetEntity (Engine::GetPlayerEntityId());
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if (player_entity) {
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player_entity->SetControllerKeyState (EntityKeyStateTurnRight);
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@@ -93,6 +114,10 @@ bool Cmd_ControllerTurnRightDown (std::vector<std::string> args) {
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bool Cmd_ControllerTurnRightUp (std::vector<std::string> args) {
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assert (ControllerInstance);
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// only continue if the game is running
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if (GetModel()->GetGameState() != GameStateRunning)
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return false;
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Engine::EntityBase* player_entity = Engine::GetEntity (Engine::GetPlayerEntityId());
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if (player_entity) {
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player_entity->UnsetControllerKeyState (EntityKeyStateTurnRight);
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@@ -106,6 +131,10 @@ bool Cmd_ControllerTurnRightUp (std::vector<std::string> args) {
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bool Cmd_ControllerAttack (std::vector<std::string> args) {
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assert (ControllerInstance);
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// only continue if the game is running
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if (GetModel()->GetGameState() != GameStateRunning)
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return false;
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ShipEntity* player_entity = (ShipEntity*) Engine::GetEntity (Engine::GetPlayerEntityId ());
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if (player_entity) {
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player_entity->Attack ();
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+4
-1
@@ -32,7 +32,6 @@ int Model::OnInit (int argc, char* argv[]) {
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/// \TODO use <optional> or similar for initialization of mCurrentLevelIndex
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mCurrentLevelIndex = 99999;
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mNewestHighscoreEntryIndex = 99999;
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if (InitLevelList() == 0)
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Engine::LogError ("No levels found!");
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@@ -56,6 +55,10 @@ int Model::OnInit (int argc, char* argv[]) {
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AddHighscoreEntry ("Jabba the Hutt", 1000);
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}
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// Reset the newest highscore entry index which may be used for highlighting
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// the newest entry.
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mNewestHighscoreEntryIndex = 99999;
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// initialize event handlers and register them
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Engine::RegisterListener (this, EventLevelComplete);
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Engine::RegisterListener (this, EventGameOver);
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+105
-62
@@ -42,6 +42,9 @@ int View::OnInit (int argc, char* argv[]) {
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LoadFont("AldotheApache.ttf size=20 color=#000000");
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button_width = 250;
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button_height = 40;
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// This is a simple star field that makes the game so spacy
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int i;
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for (i = 0; i < 200; i++) {
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@@ -389,21 +392,34 @@ void View::DrawUi () {
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glPopMatrix ();
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glMatrixMode (GL_MODELVIEW);
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}
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void View::DrawPageTitle (const std::string& title) {
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SelectFont("console.ttf size=46 color=#808080");
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float width, height;
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DrawGLStringMeasure(title.c_str(), &width, &height);
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float xpos = (screen_right - width) * 0.5 - 40;
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float ypos = 180;
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Engine::GUI::Label (4, title.c_str(), xpos - 2, ypos + 2);
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SelectFont("console.ttf size=46 color=#ffffff");
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Engine::GUI::Label (4, title.c_str(), xpos, ypos);
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}
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void View::DrawUiMainMenu() {
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Engine::GUI::Label (4, "A s t e r o i d s", screen_right * 0.5 - 100, 180);
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DrawPageTitle ("Asteroids");
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if (Engine::GUI::Button (1, "New Game", screen_right * 0.5 - 100, 200, 250, 40)) {
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SelectFont("console.ttf size=23");
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if (Engine::GUI::Button (1, "New Game", screen_right * 0.5 - 100, 200, button_width, button_height)) {
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GetModel()->SetGameState(GameStateEnterPlayername);
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}
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if (Engine::GUI::Button (2, "Highscores", screen_right * 0.5 - 100, 250, 250, 40)) {
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if (Engine::GUI::Button (2, "Highscores", screen_right * 0.5 - 100, 250, button_width, button_height)) {
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GetModel()->SetGameState(GameStateShowHighscore);
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}
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if (Engine::GUI::Button (3, "Quit", screen_right * 0.5 - 100, 330, 250, 40)) {
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if (Engine::GUI::Button (3, "Quit", screen_right * 0.5 - 100, 330, button_width, button_height)) {
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Engine::RunCommand("quit");
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}
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}
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@@ -432,141 +448,168 @@ void View::DrawUiGameRunning() {
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}
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void View::DrawUiGameOver() {
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Engine::GUI::Label (4, "G a m e O v e r", screen_right * 0.5 - 100, 180);
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DrawPageTitle ("Game Over");
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SelectFont("console.ttf size=23 color=#ffffff");
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if (GetModel()->GetPlayerLives() == 0) {
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Engine::GUI::Label(5, "That was pathetic!", screen_right * 0.5 - 80, screen_bottom * 0.5 - 8);
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Engine::GUI::LabelCentered(5,
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"That was pathetic!",
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screen_right * 0.5,
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screen_bottom * 0.5 - 8);
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} else {
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Engine::GUI::Label (6, "You earned yourself the",
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screen_right * 0.5 - 80,
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Engine::GUI::LabelCentered (6, "You earned yourself the",
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screen_right * 0.5,
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screen_bottom * 0.5 - 32);
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Engine::GUI::Label (7, "You Rock(TM) award.",
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screen_right * 0.5 - 60,
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Engine::GUI::LabelCentered (7, "You Rock(TM) award.",
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screen_right * 0.5,
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screen_bottom * 0.5 + 0);
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Engine::GUI::Label (8, "Go tell your friends.",
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screen_right * 0.5 - 70,
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Engine::GUI::LabelCentered (8, "Go tell your friends.",
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screen_right * 0.5,
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screen_bottom * 0.5 + 32);
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}
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if (Engine::GUI::Button (2, "Continue...",
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screen_right * 0.5 - 100,
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screen_bottom * 0.5 + 60, 250, 40)) {
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(screen_right - button_width) * 0.5,
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screen_bottom * 0.5 + 80, button_width, button_height)) {
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GetModel()->SetGameState(GameStateShowHighscore);
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}
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}
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void View::DrawUiLevelComplete() {
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Engine::GUI::Label (4, "Level Complete!", screen_right * 0.5 - 100, 180);
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DrawPageTitle ("Level Complete!");
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Engine::GUI::Label (6, "Congratulations - You rock!", screen_right * 0.5 - 80, screen_bottom * 0.5 -16);
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SelectFont ("console.ttf size=23");
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if(Engine::GUI::Button (1, "Next level ...", screen_right * 0.5 - 80, screen_bottom * 0.5 - 48, 250, 40)) {
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if(Engine::GUI::Button (1, "Next level ...", (screen_right - button_width) * 0.5, screen_bottom * 0.5 + 60, button_width, button_height)) {
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GetModel()->SetGameState(GameStateRunning);
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}
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}
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void View::DrawUiGamePaused() {
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Engine::GUI::Label (4, "- P a u s e d -", screen_right * 0.5 - 100, 180);
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DrawPageTitle ("Game Paused");
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SelectFont ("console.ttf size=23");
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if (Engine::GUI::Button (1, "Resume Game", screen_right * 0.5 - 100, 200, 250, 40)) {
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if (Engine::GUI::Button (1, "Resume Game", screen_right * 0.5 - 100, 200, button_width, button_height)) {
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GetModel()->SetGameState(GameStateRunning);
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}
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if (Engine::GUI::Button (2, "Abort Game", screen_right * 0.5 - 100, 250, 250, 40)) {
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if (Engine::GUI::Button (2, "Abort Game", screen_right * 0.5 - 100, 250, button_width, button_height)) {
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GetModel()->SetGameState(GameStateMainMenu);
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}
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if (Engine::GUI::Button (3, "Quit", screen_right * 0.5 - 100, 330, 250, 40)) {
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if (Engine::GUI::Button (3, "Quit", screen_right * 0.5 - 100, 330, button_width, button_height)) {
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Engine::RunCommand("quit");
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}
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}
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void View::DrawUiPlayerDied() {
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Engine::GUI::Label (4, "You died ...", screen_right * 0.5 - 40, screen_bottom * 0.5 - 8 - 32);
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DrawPageTitle ("You died!");
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SelectFont ("console.ttf size=23");
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if (Engine::GUI::Button (1, "Continue", screen_right * 0.5 - 100, 200, 250, 40)) {
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if (Engine::GUI::Button (1, "Continue", screen_right * 0.5 - 100, 200, button_width, button_height)) {
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GetModel()->SetGameState(GameStateRunning);
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}
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}
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/** \brief Draws an entry in the form <name> .... <points>
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*
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* The amount of dots is also computed within this function. Not necessarily
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* fast, however it works for now.
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*/
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void View::DrawHighscoreEntry (float x, float y, float entry_width, const std::string &name, unsigned int points) {
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const float width_buffer = 30.;
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float width, height;
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float name_width, points_value_width;
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// Measure and draw the name
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DrawGLStringMeasure (name.c_str(), &name_width, &height);
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name_width = fabsf(name_width);
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Engine::DrawGLString ( x, y, name.c_str());
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// Compute the width of the points value when it is printed out
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std::ostringstream points_value_stream;
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points_value_stream << points;
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DrawGLStringMeasure (points_value_stream.str().c_str(), &points_value_width, &height);
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points_value_width = fabsf(points_value_width);
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// Compute the amount of dots. This is done by iteratively adding a dot '.'
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// to a stream and check whether it has the desired width.
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float dots_width = 0.;
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std::ostringstream dots_stream;
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while (ceil(name_width) + dots_width + points_value_width + width_buffer < entry_width) {
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dots_stream << ".";
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DrawGLStringMeasure (dots_stream.str().c_str(), &dots_width, &height);
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dots_width = fabsf(dots_width);
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}
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// Drawing of the dots and the points value
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Engine::DrawGLString ( x + entry_width - points_value_width - dots_width - 10, y, dots_stream.str().c_str());
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Engine::DrawGLString ( x + entry_width - points_value_width, y, points_value_stream.str().c_str());
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}
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void View::DrawUiHighscore() {
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float x = screen_right * 0.5 - 100;
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DrawPageTitle ("Highscores");
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SelectFont ("console.ttf size=23");
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unsigned int entry_length = 32;
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float char_width, height;
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DrawGLStringMeasure ("M", &char_width, &height);
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float entry_width = fabsf(char_width * entry_length);
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float x = screen_right * 0.5 - entry_width * 0.5;
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float y = screen_bottom * 0.5 - 8 - 128;
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// then we do the drawings
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Engine::DrawGLString ( x, y, "A s t e r o i d s");
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y += 30;
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Engine::DrawGLString ( x, y, "Highscore");
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y += 30;
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y += 60;
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std::list<Model::HighscoreEntry>::iterator highscore_iter = GetModel()->mHighscoreList.begin();
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SetFontJustification(Engine::FontJustificationLeft);
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unsigned int entry_length = 32;
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unsigned int i = 0;
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while (highscore_iter != GetModel()->mHighscoreList.end()) {
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// compute the number of digits
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unsigned int digits = 1;
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unsigned int temp_val = highscore_iter->points;
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while (temp_val > 0) {
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temp_val /= 10;
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digits ++;
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}
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// output of the name
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std::ostringstream out_stream;
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out_stream << highscore_iter->name;
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// add dots to fill the line
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temp_val = entry_length - out_stream.str().size() - digits;
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for (temp_val; temp_val > 0; temp_val--) {
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out_stream << ".";
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}
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out_stream << highscore_iter->points;
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// Check whether we have to highlight an entry (such as when entering
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// the name)
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if (GetModel()->mNewestHighscoreEntryIndex < GetModel()->mHighscoreList.size()
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&& GetModel()->mNewestHighscoreEntryIndex == i) {
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SelectFont("console.ttf color=#e8d500");
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Engine::DrawGLString ( x, y, out_stream.str().c_str());
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SelectFont("console.ttf color=#ffffff");
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// we highlight the newest entry
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SelectFont("console.ttf color=#e8d500 size=23");
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} else {
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Engine::DrawGLString ( x, y, out_stream.str().c_str());
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SelectFont("console.ttf color=#ffffff size=23");
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}
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DrawHighscoreEntry ( x, y, entry_width, highscore_iter->name, highscore_iter->points);
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// go down one line
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y += 16;
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y += 20;
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i++;
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highscore_iter++;
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}
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if (Engine::GUI::Button (1, "Back to MainMenu", x + 16, y + 16, 250, 40)) {
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if (Engine::GUI::Button (1, "Back to Menu", screen_right * 0.5 - 250 * 0.5, y + 16, button_width, button_height)) {
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GetModel()->SetGameState(GameStateMainMenu);
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}
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}
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void View::DrawUiEnterPlayername() {
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Engine::GUI::Label (4, "A s t e r o i d s", screen_right * 0.5 - 100, 180);
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DrawPageTitle ("Asteroids");
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SelectFont ("console.ttf size=23");
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// Enter your name
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std::string player_name = GetModel()->GetPlayerName();
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SelectFont("console.ttf");
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Engine::GUI::Label (1, "Enter your name: ", screen_right * 0.5 - 100, 250);
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SelectFont("console.ttf size=23");
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Engine::GUI::Label (1, "Enter your name: ", screen_right * 0.5 - 220, 250);
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if (Engine::GUI::LineEdit (2, screen_right * 0.5 + 20, 238, player_name, 16)) {
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GetModel()->SetPlayerName(player_name);
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}
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if (Engine::GUI::Button (3, "Start Game", screen_right - 150 - 20, 500, 150, 40)) {
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if (Engine::GUI::Button (3, "Start Game", screen_right - 180 - 20, 500, 180, 40)) {
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GetModel()->SetGameState(GameStateRunning);
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}
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if (Engine::GUI::Button (5, "Back", 20, 500, 150, 40)) {
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if (Engine::GUI::Button (5, "Back", 20, 500, 180, 40)) {
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GetModel()->SetGameState(GameStateMainMenu);
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}
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}
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@@ -35,12 +35,15 @@ class View : public Engine::ViewBase {
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private:
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void DrawUi();
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void DrawPageTitle(const std::string &title);
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void DrawUiMainMenu();
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void DrawUiGameRunning();
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void DrawUiGameOver();
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void DrawUiLevelComplete();
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void DrawUiGamePaused();
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void DrawUiPlayerDied();
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void DrawHighscoreEntry(float x, float y, float entry_width, const std::string &name, unsigned int points);
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void DrawUiHighscore();
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void DrawUiEnterPlayername();
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@@ -73,6 +76,9 @@ class View : public Engine::ViewBase {
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float screen_top;
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float screen_bottom;
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int button_width;
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int button_height;
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virtual bool OnReceiveEvent (const Engine::EventBasePtr &event);
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};
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