improvement of the text input and added some documentation
parent
3f962163b3
commit
61275239ce
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@ -536,11 +536,12 @@ void EnterPlayernameOverlay::Init () {
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}
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bool EnterPlayernameOverlay::OnKeyDown (const SDL_keysym &keysym) {
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if (keysym.sym == 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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}
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*/
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return false;
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}
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@ -569,18 +570,43 @@ void EnterPlayernameOverlay::Draw () {
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GetView()->SelectFont("console.ttf");
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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 ESC, we want to go back to the main menu (warning: OpenGL cleanup has
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// still to be performed!
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if (Engine::GUI::CheckKeyPress(SDLK_ESCAPE)) {
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GetModel()->SetGameState(GameStateMainMenu);
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glPopMatrix ();
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Engine::GUI::Label (1, "Enter your name: ", right * 0.5 - 100, 250);
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glMatrixMode (GL_PROJECTION);
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glPopMatrix ();
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glMatrixMode (GL_MODELVIEW);
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return;
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}
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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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// Make sure we have UNICODE processing enabled!
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GetController()->EnableTextinput(true);
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// Enter your name
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std::string player_name = GetModel()->GetPlayerName();
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Engine::GUI::Label (1, "Enter your name: ", right * 0.5 - 100, 250);
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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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// some test
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static std::string otherstring("25blabla");
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Engine::GUI::Label (6, "Enter your age : ", right * 0.5 - 100, 280);
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if (Engine::GUI::LineEdit (7, right * 0.5 + 20, 268, otherstring, 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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@ -270,6 +270,18 @@ int convert_keystring (const char *key_val) {
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return 0;
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}
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const char* convert_keycode (const int &keycode) {
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int i = 0;
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while (key_table[i].keynum != keytable_last) {
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if (key_table[i].keynum == keycode)
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return key_table[i].keystr;
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i++;
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}
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return NULL;
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}
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/*
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* Commands for the ControllerBase
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*/
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@ -13,7 +13,7 @@ class Module;
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*
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* See also http://sol.gfxile.net/imgui/
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*/
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struct UIState {
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struct IMGUIState {
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int hotitem;
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int activeitem;
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@ -34,6 +34,8 @@ struct UIState {
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/** \brief Converts a string into the corresponding keycode */
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int convert_keystring (const char *key_val);
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/** \brief Converts a key code value to the string that describes the value */
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const char* convert_keycode (const int &keycode);
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/** \brief All input is sent here and distributed from here
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*
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@ -74,13 +76,12 @@ class ControllerBase : public Module {
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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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IMGUIState uistate;
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protected:
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/** \brief Initializes the system */
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@ -123,6 +123,9 @@ bool Button (int id, const char* caption, int x, int y, int w, int h) {
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// Keyboard Logic
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if (controller->uistate.kbditem == id) {
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// Any unicode keys that were sent get cleared
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controller->uistate.last_unicode = 0;
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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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@ -165,32 +168,30 @@ bool LineEdit (int id, int x, int y, std::string &text_value, const int &maxleng
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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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// LogMessage ("id = %d hotitem = %d activeitem = %d kbditem = %d key = %s", id, controller->uistate.hotitem, controller->uistate.activeitem, controller->uistate.kbditem, convert_keycode (controller->uistate.last_keysym));
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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->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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}
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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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controller->uistate.last_unicode = 0;
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return false;
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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 we have keyboard focus, we highlight the widget
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if ( 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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@ -284,10 +285,18 @@ bool LineEdit (int id, int x, int y, std::string &text_value, const int &maxleng
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&& controller->uistate.hotitem == id
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&& controller->uistate.activeitem == id) {
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controller->uistate.kbditem = id;
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controller->uistate.last_unicode = 0;
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}
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return false;
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}
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bool CheckKeyPress (int keycode) {
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if (controller->uistate.last_keysym == keycode)
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return true;
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return false;
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}
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};
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};
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@ -1,10 +1,17 @@
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/** \brief Header file for the IMGUI widgets
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*
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* \todo [med] Cyclying through widgets via tab and shift-tab
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*/
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#ifndef _IMGUICONTROLS_H
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#define _IMGUICONTROLS_H
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#include <SDL/SDL.h>
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#include <string>
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namespace Engine {
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/** \brief IMGUI widgets and functions
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*/
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namespace GUI {
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/** \brief Checks whether the mouse is in the given rectangle */
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@ -24,6 +31,14 @@ bool Button (int id, const char* caption, int x, int y, int w, int h);
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bool LineEdit (int id, int x, int y, std::string &text_value, const int &maxlength);
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/** \brief Checks whether a given key was pressed
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*
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* This function can be used to check whether a single key (e.g. ESC) was
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* pressed. This is useful when one wants to abort an action or quit from the
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* main screen by pressing a single key.
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*/
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bool CheckKeyPress (int keycode);
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};
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};
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@ -72,7 +72,8 @@
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* todos within the code have a look at the \ref todo.
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*
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* \todo [high] Create a simple racing or asteroids game
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* \todo [med] Clear all references of EntityVisualState and EntityGameState
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* \todo [high] Since introduction of the IMGUI pressing 'space' in the menu crashes the game
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* \todo [med] Clear all references of EntityVisualState and EntityGameState
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* \todo [med] Clarify functionalities of CreateEntity, KillEntity, RegisterEntity, UnregisterEntity (which frees memory, which does only change the state of the Model?)
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* \todo [med] Add basic networking
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* \todo [med] Add serialization
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