some progress concerning IMGUI widgets (added simple text input)
parent
54ea3c21d4
commit
3f962163b3
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@ -10,6 +10,7 @@ BEGIN_ENUM(Event)
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DECL_ENUM_ELEMENT(EventAccelerateStart),
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DECL_ENUM_ELEMENT(EventAccelerateStop),
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DECL_ENUM_ELEMENT(EventLevelComplete),
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DECL_ENUM_ELEMENT(EventChangeGameState),
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DECL_ENUM_ELEMENT(EventGameOver),
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DECL_ENUM_ELEMENT(EventShipExplode)
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}
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@ -1,4 +1,5 @@
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#include "Controller.h"
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#include "AsteroidsEvents.h"
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namespace asteroids {
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@ -16,7 +17,16 @@ int Controller::OnInit (int argc, char *argv[]) {
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mBindings[SDLK_F8] = "toggleconsole";
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mBindings[SDLK_F9] = "set playerspeed 5.0";
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Engine::RegisterListener (this, EventChangeGameState);
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return 0;
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}
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bool Controller::OnReceiveEvent (const Engine::EventBasePtr &event) {
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if (event->mEventType == EventChangeGameState) {
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IMGUIClear();
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}
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return false;
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}
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}
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@ -26,6 +26,7 @@ class Controller : public Engine::ControllerBase {
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virtual int OnInit (int argc, char* argv[]);
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/** \brief Registers the commands of the cnotroller */
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virtual void OnRegisterCommands ();
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virtual bool OnReceiveEvent (const Engine::EventBasePtr &event);
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};
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}
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@ -359,6 +359,15 @@ int Model::DoSaveLevel (const char* filename) {
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level_file.close();
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return 0;
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}
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void Model::SetGameState (const unsigned int &state) {
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mLastGameState = mGameState;
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Engine::EventBasePtr changegamestate_event (new Engine::EventBase());
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changegamestate_event->mEventType = EventChangeGameState;
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QueueEvent (changegamestate_event);
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mGameState = state;
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}
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bool Model::OnLevelComplete() {
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Engine::LogMessage ("Level complete!");
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@ -17,10 +17,15 @@ class Model : public Engine::ModelBase {
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/** \brief Resets values from a previous game */
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void OnNewGame ();
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virtual void SetGameState (const unsigned int &state);
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int GetPlayerLives () { return mPlayerLives; };
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unsigned int GetPoints () { return mPoints; };
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std::string GetPlayerName() { return mPlayerName; };
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void SetPlayerName(const std::string &name) { mPlayerName = name; };
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void SetPlayerName(const std::string &name) {
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Engine::LogDebug("new player name: %s", name.c_str());
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mPlayerName = name;
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};
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float GetWorldWidth ();
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float GetWorldHeight ();
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@ -33,19 +33,9 @@ void MainMenuOverlay::Init () {
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}
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bool MainMenuOverlay::OnKeyDown (const SDL_keysym &keysym) {
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switch (keysym.sym) {
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case SDLK_ESCAPE:
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Engine::RunCommand ("quit");
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return true;
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case SDLK_RETURN:
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GetModel()->SetGameState(GameStateEnterPlayername);
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return true;
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case SDLK_h:
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GetModel()->SetGameState(GameStateShowHighscore);
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return true;
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default:
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return true;
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}
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if (keysym.sym == SDLK_ESCAPE)
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Engine::RunCommand("quit");
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return false;
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}
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void MainMenuOverlay::Draw () {
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@ -70,16 +60,16 @@ void MainMenuOverlay::Draw () {
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glPushMatrix ();
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glLoadIdentity ();
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// Engine::DrawGLString ( right * 0.5 - 100, 100, "A s t e r o i d s");
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Engine::GUI::Label (4, "A s t e r o i d s", right * 0.5 - 100, 180);
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if (Engine::GUI::Button (1, "Start Game", right * 0.5 - 100, 200, 250, 40)) {
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if (Engine::GUI::Button (1, "New Game", right * 0.5 - 100, 200, 250, 40)) {
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GetModel()->SetGameState(GameStateEnterPlayername);
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GetController()->uistate.hotitem = 0;
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}
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if (Engine::GUI::Button (2, "Highscores", right * 0.5 - 100, 250, 250, 40)) {
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GetModel()->SetGameState(GameStateShowHighscore);
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GetController()->uistate.hotitem = 0;
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}
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if (Engine::GUI::Button (3, "Quit", right * 0.5 - 100, 330, 250, 40)) {
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@ -88,13 +78,6 @@ void MainMenuOverlay::Draw () {
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GetView()->SelectFont("console.ttf");
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/*
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// then we do the drawings
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Engine::DrawGLString ( right * 0.5 - 100, bottom * 0.5 - 8 - 32, "Main Menu");
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Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8 - 16, "[Return] - Start Game");
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Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8, "[h] - Show Highscore");
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Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 + 8, "[Escape] - Quit");
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*/
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glPopMatrix ();
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glMatrixMode (GL_PROJECTION);
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@ -553,39 +536,13 @@ void EnterPlayernameOverlay::Init () {
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}
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bool EnterPlayernameOverlay::OnKeyDown (const SDL_keysym &keysym) {
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GetController()->EnableTextinput(true);
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switch (keysym.sym) {
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case SDLK_ESCAPE:
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if (keysym.sym == SDLK_ESCAPE) {
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GetModel()->SetGameState(GameStateMainMenu);
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GetController()->uistate.hotitem = 0;
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return true;
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case SDLK_BACKSPACE:
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if (mPlayerNameInput.size() > 0)
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mPlayerNameInput = mPlayerNameInput.substr (0, mPlayerNameInput.size() - 1 );
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return true;
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break;
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case SDLK_RETURN:
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// If we just entered a new entry we simply show the highscore table,
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// otherwise we switch back to the main menu
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GetModel()->SetPlayerName(mPlayerNameInput);
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GetController()->EnableTextinput(false);
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GetModel()->SetGameState(GameStateRunning);
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return true;
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default:
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break;
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}
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if (keysym.unicode) {
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if ((keysym.unicode & 0xFF80) == 0) {
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mPlayerNameInput += keysym.unicode & 0x7F;
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return true;
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} else {
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Engine::LogWarning ("Input key not supported!");
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return false;
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}
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}
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return true;
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}
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void EnterPlayernameOverlay::Draw () {
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@ -611,20 +568,27 @@ void EnterPlayernameOverlay::Draw () {
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glLoadIdentity ();
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GetView()->SelectFont("console.ttf");
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float x = right * 0.5 - 100;
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float y = 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, "Enter your name: ");
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Engine::GUI::Label (4, "A s t e r o i d s", right * 0.5 - 100, 180);
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std::string name_output (mPlayerNameInput);
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if (SDL_GetTicks() >> 9 & 1)
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name_output += "_";
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Engine::GUI::Label (1, "Enter your name: ", right * 0.5 - 100, 250);
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Engine::DrawGLString ( x + 15*8, y, name_output.c_str());
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Engine::DrawGLString ( x + 16, y + 16, "Press [Return] to continue.");
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// Make sure we have UNICODE processing enabled!
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GetController()->EnableTextinput(true);
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std::string player_name = GetModel()->GetPlayerName();
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if (Engine::GUI::LineEdit (2, 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", right - 150 - 20, 500, 150, 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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GetModel()->SetGameState(GameStateMainMenu);
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GetController()->uistate.hotitem = 0;
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}
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glPopMatrix ();
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@ -57,6 +57,12 @@ int ControllerBase::OnInit (int argc, char* argv[]) {
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uistate.activeitem = 0;
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uistate.hotitem = 0;
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uistate.kbditem = 0;
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uistate.last_keysym = SDLK_CLEAR;
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uistate.last_unicode = 0;
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uistate.lastwidget = 0;
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ControllerInstance = this;
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return 0;
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@ -158,6 +164,12 @@ void ControllerBase::IMGUIFinish () {
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/** \brief Keyboard processing */
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bool ControllerBase::OnKeyDown (const SDL_keysym &keysym) {
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mButtonStates.set(keysym.sym, true);
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uistate.last_keysym = keysym.sym;
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// Only when Unicode processing is activated store the unicode value
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if (SDL_EnableUNICODE(-1)) {
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uistate.last_unicode = keysym.unicode;
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}
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if (mView->mOverlayManager.SendKeyDown (keysym))
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return true;
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@ -16,6 +16,12 @@ class Module;
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struct UIState {
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int hotitem;
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int activeitem;
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int kbditem;
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SDLKey last_keysym;
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Uint16 last_unicode;
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int lastwidget;
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};
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/** \brief Defines the number of keys (keyboard + mous) that we can bind to.
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@ -67,6 +73,11 @@ class ControllerBase : public Module {
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void IMGUIPrepare () {
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uistate.hotitem = 0;
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}
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void IMGUIClear () {
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LogMessage ("Called IMGUIClear()");
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uistate.hotitem = 0;
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uistate.kbditem = 0;
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}
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void IMGUIFinish ();
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UIState uistate;
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@ -30,6 +30,15 @@ bool regionhit (int x, int y, int w, int h) {
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return true;
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}
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/** \brief Draws a label with a given caption at the position (vertically centered)
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*
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* This function draws the label at the horizontal x position and centers the
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* label with regard to the height of the rendered caption.
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*
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* \TODO [med] The vertical alignment around the center of the vertical height
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* of the string is rather unfortunate as different contents will be rendered
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* at different vertical positions (e.g. "aaa" and "ggg")
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*/
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void Label (int id, const char* caption, int x, int y) {
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if (caption != NULL) {
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float width, height;
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@ -43,6 +52,9 @@ void Label (int id, const char* caption, int x, int y) {
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}
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/** \brief Draws a button at the given position
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*
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* The area defined by the parameters defines the clickable area. However
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* decorations might be drawn on a smaller or bigger area.
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*
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* \returns true if it was clicked
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*
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@ -51,6 +63,8 @@ bool Button (int id, const char* caption, int x, int y, int w, int h) {
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controller = EngineGetController();
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assert (controller);
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// LogMessage ("id = %d hotitem = %d activeitem = %d kbditem = %d", id, controller->uistate.hotitem, controller->uistate.activeitem, controller->uistate.kbditem);
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// Check for hotness
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if (regionhit (x, y, w, h)) {
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controller->uistate.hotitem = id;
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@ -59,11 +73,22 @@ bool Button (int id, const char* caption, int x, int y, int w, int h) {
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controller->uistate.activeitem = id;
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}
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// If nothing is selected
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if (controller->uistate.hotitem != 0) {
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controller->uistate.kbditem = controller->uistate.hotitem;
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}
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if (controller->uistate.kbditem == 0) {
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controller->uistate.hotitem = id;
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controller->uistate.kbditem = id;
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}
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// Render
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glColor3f (0.2, 0.2, 0.2);
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DrawRect2D (x + 4, y + 4, w, h);
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if (controller->uistate.hotitem == id) {
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if (controller->uistate.hotitem == id
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|| controller->uistate.kbditem == id) {
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if (controller->uistate.activeitem == id) {
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glColor3f (0.8, 0.8, 0.8);
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DrawRect2D (x, y, w, h);
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@ -87,11 +112,179 @@ bool Button (int id, const char* caption, int x, int y, int w, int h) {
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view->DrawGLString(x + w * 0.5 - width * 0.5, y + h * 0.5 - height * 0.5, caption);
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}
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// Logic
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// Mouse Logic
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if (controller->GetButtonState(MouseButtonLeft) == false
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&& controller->uistate.hotitem == id
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&& controller->uistate.activeitem == id)
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&& controller->uistate.activeitem == id) {
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controller->uistate.lastwidget = id;
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return true;
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}
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// Keyboard Logic
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if (controller->uistate.kbditem == id) {
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// We have to make sure, that we always clear the uistate.last_keysym
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// value, otherwise the same action might be repeated over and over.
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switch (controller->uistate.last_keysym) {
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case SDLK_DOWN:
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controller->uistate.kbditem = 0;
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controller->uistate.hotitem = 0;
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controller->uistate.last_keysym = SDLK_CLEAR;
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break;
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case SDLK_UP:
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controller->uistate.kbditem = controller->uistate.lastwidget;
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controller->uistate.hotitem = controller->uistate.lastwidget;
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controller->uistate.last_keysym = SDLK_CLEAR;
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break;
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case SDLK_RETURN:
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controller->uistate.last_keysym = SDLK_CLEAR;
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// As we (probably) exit the current set of widgets, we have to clear
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// the uistate.kbditem value.
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controller->uistate.kbditem = 0;
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return true;
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break;
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}
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}
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controller->uistate.lastwidget = id;
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return false;
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}
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/** \brief An Edit widget that allows editing of a string consisting of one line
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*
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* \TODO [med] vertical alignment (especially of text) is a bit whacky
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*
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* \returns true if it was clicked
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*
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*/
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bool LineEdit (int id, int x, int y, std::string &text_value, const int &maxlength) {
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controller = EngineGetController();
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assert (controller);
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int w = maxlength * 16;
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int h = 16;
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// LogMessage ("id = %d hotitem = %d activeitem = %d kbditem = %d", id, controller->uistate.hotitem, controller->uistate.activeitem, controller->uistate.kbditem);
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// Check for hotness
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if (regionhit (x, y, w, h)) {
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controller->uistate.hotitem = id;
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if (controller->uistate.activeitem == 0
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&& controller->GetButtonState(MouseButtonLeft))
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controller->uistate.activeitem = id;
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}
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// If nothing is selected
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if (controller->uistate.hotitem != 0) {
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controller->uistate.kbditem = controller->uistate.hotitem;
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}
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if (controller->uistate.kbditem == 0) {
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controller->uistate.hotitem = id;
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controller->uistate.kbditem = id;
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}
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// Render
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glColor3f (0.2, 0.2, 0.2);
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DrawRect2D (x + 4, y + 4, w, h);
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if (controller->uistate.hotitem == id
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|| controller->uistate.kbditem == id) {
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if (controller->uistate.activeitem == id) {
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glColor3f (0.8, 0.8, 0.8);
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DrawRect2D (x, y, w, h);
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} else {
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glColor3f (0.7, 0.7, 0.7);
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DrawRect2D (x, y, w, h);
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}
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} else {
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glColor3f (0.4, 0.4, 0.4);
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DrawRect2D (x, y, w, h);
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}
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// Rendering of the current value
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float width, height;
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view = EngineGetView ();
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assert (view);
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glColor3f (1., 1., 1.);
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std::string text_output = text_value;
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if (controller->uistate.kbditem == id && SDL_GetTicks() >> 9 & 1)
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text_output += "_";
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view->DrawGLStringMeasure(text_value.c_str(), &width, &height);
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view->DrawGLString(x + 16, y + 12, text_output.c_str());
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// Keyboard Logic
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if (controller->uistate.kbditem == id) {
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switch (controller->uistate.last_keysym) {
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case SDLK_DOWN:
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controller->uistate.kbditem = 0;
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controller->uistate.hotitem = 0;
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controller->uistate.last_keysym = SDLK_CLEAR;
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break;
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case SDLK_UP:
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controller->uistate.kbditem = controller->uistate.lastwidget;
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controller->uistate.hotitem = controller->uistate.lastwidget;
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controller->uistate.last_keysym = SDLK_CLEAR;
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break;
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case SDLK_CLEAR:
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controller->uistate.last_keysym = SDLK_CLEAR;
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controller->uistate.last_unicode = 0;
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return false;
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break;
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case SDLK_ESCAPE:
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controller->uistate.last_keysym = SDLK_CLEAR;
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controller->uistate.last_unicode = 0;
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controller->uistate.hotitem = 0;
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controller->uistate.kbditem = 0;
|
||||
return false;
|
||||
break;
|
||||
case SDLK_RETURN:
|
||||
controller->uistate.last_keysym = SDLK_CLEAR;
|
||||
controller->uistate.last_unicode = 0;
|
||||
controller->uistate.hotitem = 0;
|
||||
controller->uistate.kbditem = 0;
|
||||
return true;
|
||||
break;
|
||||
case SDLK_BACKSPACE:
|
||||
if (text_value.size() > 0) {
|
||||
text_value = text_value.substr(0, text_value.size() - 1);
|
||||
controller->uistate.last_keysym = SDLK_CLEAR;
|
||||
controller->uistate.last_unicode = 0;
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
// The raw input processing
|
||||
if (maxlength > 0 && text_value.size() < maxlength) {
|
||||
if (controller->uistate.last_unicode) {
|
||||
if ((controller->uistate.last_unicode & 0xFF80) == 0) {
|
||||
text_value += controller->uistate.last_unicode & 0x7F;
|
||||
controller->uistate.last_unicode = 0;
|
||||
return true;
|
||||
} else {
|
||||
LogWarning ("Input key not supported!");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
controller->uistate.lastwidget = id;
|
||||
|
||||
// Mouse Logic
|
||||
if (controller->GetButtonState(MouseButtonLeft) == false
|
||||
&& controller->uistate.hotitem == id
|
||||
&& controller->uistate.activeitem == id) {
|
||||
controller->uistate.kbditem = id;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
#ifndef _IMGUICONTROLS_H
|
||||
#define _IMGUICONTROLS_H
|
||||
|
||||
#include <string>
|
||||
|
||||
namespace Engine {
|
||||
|
||||
namespace GUI {
|
||||
|
@ -20,6 +22,8 @@ void Label (int id, const char* caption, int x, int y);
|
|||
*/
|
||||
bool Button (int id, const char* caption, int x, int y, int w, int h);
|
||||
|
||||
bool LineEdit (int id, int x, int y, std::string &text_value, const int &maxlength);
|
||||
|
||||
};
|
||||
|
||||
};
|
||||
|
|
|
@ -73,7 +73,7 @@ class ModelBase : public Module {
|
|||
void SendEntityCollisionEvent (const unsigned int reference_entity_id,
|
||||
const unsigned int incidence_entity_id, float collision_time, vector3d normal);
|
||||
|
||||
void SetGameState (const unsigned int &state) {
|
||||
virtual void SetGameState (const unsigned int &state) {
|
||||
mLastGameState = mGameState;
|
||||
mGameState = state;
|
||||
};
|
||||
|
|
|
@ -146,7 +146,7 @@ void ViewBase::UpdateCamera () {
|
|||
mCamera->Update ();
|
||||
}
|
||||
|
||||
void ViewBase::Draw () {
|
||||
void ViewBase::PreDraw() {
|
||||
// Clear the screen
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
|
@ -166,7 +166,13 @@ void ViewBase::Draw () {
|
|||
last_fps_update = 0;
|
||||
frame_counter = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void ViewBase::Draw () {
|
||||
// Perform pre-Draw actions
|
||||
PreDraw ();
|
||||
|
||||
// Actual Drawing
|
||||
UpdateCamera ();
|
||||
|
||||
if (mDrawGrid)
|
||||
|
@ -179,7 +185,11 @@ void ViewBase::Draw () {
|
|||
|
||||
mOverlayManager.Draw();
|
||||
|
||||
// and update the screen
|
||||
// Perform post-Draw actions
|
||||
PostDraw();
|
||||
}
|
||||
|
||||
void ViewBase::PostDraw() {
|
||||
SDL_GL_SwapBuffers ();
|
||||
}
|
||||
|
||||
|
|
|
@ -27,6 +27,11 @@ class ViewBase : public Module{
|
|||
/** \brief Resizes the View */
|
||||
void Resize (int width, int height);
|
||||
|
||||
/** \brief Performs actions before drawing (e.g. timer stuff) */
|
||||
void PreDraw();
|
||||
/** \brief Performs actions after drawing (e.g. swapping of buffers, etc.) */
|
||||
void PostDraw();
|
||||
|
||||
/** \brief Performs all drawing */
|
||||
virtual void Draw ();
|
||||
|
||||
|
|
Loading…
Reference in New Issue