quick and dirty editor works for now
parent
88b622928e
commit
965c4d9269
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@ -29,6 +29,7 @@ BEGIN_ENUM(ViewState)
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DECL_ENUM_ELEMENT(ViewStateLevelComplete),
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DECL_ENUM_ELEMENT(ViewStateShowHighscore),
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DECL_ENUM_ELEMENT(ViewStateEnterPlayername),
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DECL_ENUM_ELEMENT(ViewStateEditor),
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DECL_ENUM_ELEMENT(ViewStateOptions),
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DECL_ENUM_ELEMENT(ViewStateGameOver),
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DECL_ENUM_LAST(ViewState)
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@ -49,4 +49,12 @@ void Controller::ResetPlayerEntity () {
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GetModel()->SetPlayerEntityId(Engine::NullEntityId);
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}
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void Controller::ResetLevel() {
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Engine::LogMessage ("Resetting level");
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GetModel()->ClearEntities();
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GetModel()->mAsteroids.clear();
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ResetPlayerEntity();
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}
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}
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@ -23,6 +23,7 @@ class Controller : public Engine::ControllerBase {
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Controller () {};
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void ResetPlayerEntity ();
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void ResetLevel();
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protected:
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/** \brief Set up basic keybindings */
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virtual int OnInit (int argc, char* argv[]);
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@ -32,6 +32,7 @@ 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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mLevelName = "";
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if (InitLevelList() == 0)
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Engine::LogError ("No levels found!");
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@ -23,6 +23,7 @@ class Model : public Engine::ModelBase {
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/* Level loading etc. */
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int DoLoadLevel (const char* filename);
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int DoSaveLevel (const char* filename);
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void ResetLevel ();
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void ReloadLevel();
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void ProceedToNextLevel ();
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@ -34,6 +35,12 @@ class Model : public Engine::ModelBase {
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mPlayerName = name;
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};
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std::string GetLevelName() { return mLevelName; };
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void SetLevelName(const std::string &name) {
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Engine::LogMessage("new level name: %s", name.c_str());
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mLevelName = name;
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}
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/* Highscore */
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struct HighscoreEntry {
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HighscoreEntry(): name ("unknown"), points (0) { };
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@ -74,12 +81,15 @@ class Model : public Engine::ModelBase {
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int mPlayerLives;
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unsigned int mPoints;
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unsigned int mCurrentLevelIndex;
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std::string mPlayerName;
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std::vector<std::string> mLevelList;
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std::string mLevelName;
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virtual bool OnReceiveEvent (const Engine::EventBasePtr &event);
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friend class View;
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friend class Controller;
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};
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}
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@ -2,6 +2,8 @@
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#include "CameraBase.h"
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#include "SimpleConsoleOverlay.h"
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#include "IMGUIControls.h"
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#include "keytable.h"
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#include "DrawingsGL.h"
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#include "Engine.h"
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#include "Physics.h"
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@ -56,6 +58,10 @@ int View::OnInit (int argc, char* argv[]) {
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mBackgroundStars.push_back (star);
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}
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// Editor default variables
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mEditorEntityId = 0;
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mEditorState = EditorStateUnknown;
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mGUIShipSprite.LoadFromPNG(Engine::GetResourceFullPath("/data/textures/ship.png"));
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mGUIShipSprite.SetScale (0.1);
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@ -240,7 +246,15 @@ void View::Draw() {
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DrawAxis ();
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*/
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std::map<unsigned int, Engine::EntityBase*>::iterator entity_iterator;
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Model *game_model = static_cast<Model*> (mModel);
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unsigned int game_state = game_model->GetGameState();
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DrawStars ();
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if ( game_state == GameStateRunning || GetViewState() == ViewStateEditor) {
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DrawWorld ();
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}
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DrawUi ();
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@ -250,15 +264,8 @@ void View::Draw() {
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void View::DrawWorld() {
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std::map<unsigned int, Engine::EntityBase*>::iterator entity_iterator;
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Model *game_model = static_cast<Model*> (mModel);
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DrawStars ();
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if ( game_model->GetGameState() != GameStateRunning) {
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return;
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}
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ViewBase::DrawWorld();
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for (entity_iterator = game_model->mEntities.begin ();
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@ -271,6 +278,15 @@ void View::DrawWorld() {
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float world_width = game_physics->GetWorldWidth();
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float world_height = game_physics->GetWorldHeight();
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// if we are in Edit mode and are currently editing the velocity we must
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// make sure that we display it
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if (GetViewState() == ViewStateEditor) {
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if (mEditorState == EditorStateEntityVelocity) {
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DrawVector (entity->mPhysicState->GetPosition(),
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entity->mPhysicState->GetPosition() + entity->mPhysicState->GetVelocity());
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}
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}
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// Drawing at the original position:
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glPushMatrix ();
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glTranslatef (entity->mPhysicState->mPosition[0],
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@ -289,7 +305,6 @@ void View::DrawWorld() {
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// If we move out the right side
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if (entity->mPhysicState->mPosition[0] + entity->mPhysicState->mRadius * 2
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>= world_width * 0.5) {
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glPushMatrix ();
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glTranslatef (entity->mPhysicState->mPosition[0] - world_width,
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entity->mPhysicState->mPosition[1],
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@ -395,8 +410,8 @@ void View::DrawUi () {
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ViewState current_view_state = GetViewState();
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// SelectFont ("console.ttf size=12");
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// Engine::GUI::Label (99999, GetStringViewState(current_view_state), 8, 16);
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SelectFont ("console.ttf size=12");
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Engine::GUI::Label (99999, GetStringViewState(current_view_state), 8, 16);
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switch (current_view_state) {
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case ViewStateMainMenu:
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@ -426,6 +441,9 @@ void View::DrawUi () {
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case ViewStateGameOver:
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DrawUiGameOver();
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break;
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case ViewStateEditor:
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DrawUiEditor();
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break;
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default:
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Engine::LogWarning ("Trying to draw unknown ViewState: %s (%d)",
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GetStringViewState (game_state), game_state);
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@ -469,6 +487,10 @@ void View::DrawUiMainMenu() {
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PushViewState(ViewStateShowHighscore);
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}
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if (Engine::GUI::Button (6, "E", screen_right - 48, 20, 32, button_height)) {
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PushViewState(ViewStateEditor);
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}
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if (Engine::GUI::Button (4, "Quit", screen_right * 0.5 - 100, 380, button_width, button_height)) {
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Engine::RunCommand("quit");
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}
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@ -542,9 +564,21 @@ void View::DrawUiLevelComplete() {
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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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PopViewState();
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// we have to take care when we are testing the level to not proceed to
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// the next level...
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if (GetViewState() == ViewStateEditor) {
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GetModel()->SetGameState(GameStatePaused);
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if (mEditorState == EditorStateTest) {
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GetModel()->DoLoadLevel("level_edit_temp.txt");
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mEditorState = EditorStateUnknown;
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}
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} else {
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GetModel()->ProceedToNextLevel();
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}
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}
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}
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void View::DrawUiGamePaused() {
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DrawPageTitle ("Game Paused");
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@ -580,10 +614,22 @@ void View::DrawUiPlayerDied() {
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if (Engine::GUI::Button (1, "Continue", screen_right * 0.5 - 100, 380, button_width, button_height)) {
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PopViewState();
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// we have to take care when we are testing the level to not proceed to
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// the next level...
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if (GetViewState() == ViewStateEditor) {
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GetModel()->SetGameState(GameStatePaused);
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if (mEditorState == EditorStateTest) {
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GetModel()->DoLoadLevel("level_edit_temp.txt");
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mEditorState = EditorStateUnknown;
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}
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} else {
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GetModel()->ReloadLevel();
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GetModel()->SetGameState(GameStateRunning);
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}
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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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@ -718,6 +764,199 @@ void View::DrawUiEnterPlayername() {
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}
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}
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void View::DrawUiEditor() {
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// DrawPageTitle ("Editor");
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SelectFont ("console.ttf size=23");
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// Special case: if we get here and are currently in the editor state
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// EditorStateTest, then we returned from our test. In this case we have to
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// reset the editor state
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if (mEditorState == EditorStateTest) {
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// mEditorState = EditorStateUnknown;
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// Engine::LogMessage ("Returned from testing");
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}
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// The close button
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if (Engine::GUI::Button (1, "X", screen_right - 48, 20, 32, button_height)
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|| Engine::GUI::CheckKeyPress(SDLK_ESCAPE)) {
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if (mEditorState == EditorStateTest) {
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mEditorState = EditorStateUnknown;
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GetModel()->DoLoadLevel("level_edit_temp.txt");
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GetModel()->SetGameState(GameStatePaused);
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} else {
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PopViewState();
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}
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}
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if (mEditorState != EditorStateTest) {
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if (Engine::GUI::Button (2, "+", 30, 20, 32, button_height)) {
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mEditorState = EditorStateAddEntity;
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}
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if (Engine::GUI::Button (3, "M", 70, 20, 32, button_height)) {
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mEditorState = EditorStateMoveEntity;
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}
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if (Engine::GUI::Button (4, "V", 110, 20, 32, button_height)) {
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mEditorState = EditorStateEntityVelocity;
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}
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if (Engine::GUI::Button (5, "S", 150, 20, 32, button_height)) {
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mEditorState = EditorStateSave;
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}
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if (Engine::GUI::Button (6, "L", 190, 20, 32, button_height)) {
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mEditorState = EditorStateLoad;
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}
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if (Engine::GUI::Button (7, "T", 230, 20, 32, button_height)) {
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mEditorState = EditorStateTest;
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GetModel()->DoSaveLevel("level_edit_temp.txt");
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GetModel()->SetGameState(GameStateRunning);
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}
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}
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std::ostringstream mouse_pos_str;
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vector3d mouse_world_pos;
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Controller* controller = GetController();
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controller->GetMouseWorldPosition(mouse_world_pos);
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mouse_pos_str << mouse_world_pos[0] << "," << mouse_world_pos[2];
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if (mEditorState == EditorStateAddEntity) {
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SelectFont ("console.ttf size=12");
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Engine::GUI::Label (9999, "Adding", 128, 16);
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if (Engine::GUI::CheckKeyPress(MouseButtonLeft)) {
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// if there is no entity so far we create a player, otherwise we create
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// an asteroid
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Engine::EntityBase* entity = NULL;
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GameEntityType entity_type = GameEntityTypeShip;
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if (GetModel()->GetPlayerEntityId() != 0) {
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entity = Engine::CreateEntity(GameEntityTypeAsteroid);
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entity->mPhysicState->SetVelocity (vector3d (0., 0., -1.));
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} else {
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entity = Engine::CreateEntity(GameEntityTypeShip);
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GetModel()->SetPlayerEntityId(entity->mId);
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entity->mPhysicState->SetOrientation (vector3d (0., 90., 0.));
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}
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// Now we want to insert an Asteroid at the given position
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entity->mPhysicState->SetPosition (vector3d (mouse_world_pos[0], 0., mouse_world_pos[2]));
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mEditorState = EditorStateUnknown;
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}
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}
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if (mEditorState == EditorStateMoveEntity) {
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SelectFont ("console.ttf size=12");
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Engine::GUI::Label (9999, "Moving", 128, 16);
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if (controller->GetButtonState(MouseButtonLeft)) {
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// Check if there is an entity near the given position
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Engine::EntityBase* asteroid = Engine::GetEntityAt (mouse_world_pos);
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if (asteroid) {
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mEditorEntityId = asteroid->mId;
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}
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}
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if (mEditorEntityId != 0) {
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Engine::EntityBase* asteroid = Engine::GetEntity (mEditorEntityId);
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asteroid->mPhysicState->SetPosition (mouse_world_pos);
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}
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if (!controller->GetButtonState(MouseButtonLeft)) {
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if (mEditorEntityId != 0) {
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mEditorEntityId = 0;
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}
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}
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}
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if (mEditorState == EditorStateEntityVelocity) {
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SelectFont ("console.ttf size=12");
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Engine::GUI::Label (9999, "Velocity", 128, 16);
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if (mEditorEntityId == 0) {
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if (controller->GetButtonState(MouseButtonLeft)) {
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// Check if there is an entity near the given position
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Engine::EntityBase* asteroid = Engine::GetEntityAt (mouse_world_pos);
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if (asteroid) {
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mEditorEntityId = asteroid->mId;
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}
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}
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}
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if (mEditorEntityId != 0) {
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Engine::EntityBase* asteroid = Engine::GetEntity (mEditorEntityId);
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vector3d new_velocity = mouse_world_pos - asteroid->mPhysicState->GetPosition();
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new_velocity[1] = 0.;
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asteroid->mPhysicState->SetVelocity (new_velocity);
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if (!controller->GetButtonState(MouseButtonLeft)) {
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if (mEditorEntityId != 0) {
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mEditorEntityId = 0;
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}
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}
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}
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}
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if (mEditorState == EditorStateSave) {
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glColor3f (0.2, 0.2, 0.2);
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Engine::GUI::DrawRoundedBlock (140, 150, screen_right - 280, 200);
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Engine::GUI::Label (9999, "Saving", 128, 16);
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SelectFont ("console.ttf size=23");
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Engine::GUI::Label(51, "Filename: ", 145, 180);
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std::string level_name = GetModel()->GetLevelName();
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glColor3f (1., 1., 1.);
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if (Engine::GUI::LineEdit(52, 145, 210, level_name, 32))
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GetModel()->SetLevelName(level_name);
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if (Engine::GUI::Button (54, "Save", 145, 300, button_width, button_height)) {
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GetModel()->DoSaveLevel((level_name + std::string(".txt")).c_str());
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Engine::LogMessage ("Save");
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mEditorState = EditorStateUnknown;
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}
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if (Engine::GUI::Button (55, "Cancel", screen_right - 140 - 5 - button_width, 300, button_width, button_height))
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mEditorState = EditorStateUnknown;
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}
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if (mEditorState == EditorStateLoad) {
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glColor3f (0.2, 0.2, 0.2);
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Engine::GUI::DrawRoundedBlock (140, 150, screen_right - 280, 200);
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Engine::GUI::Label (9999, "Loading", 128, 16);
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SelectFont ("console.ttf size=23");
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Engine::GUI::Label(51, "Filename: ", 145, 180);
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std::string level_name = GetModel()->GetLevelName();
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glColor3f (1., 1., 1.);
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if (Engine::GUI::LineEdit(52, 145, 210, level_name, 32))
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GetModel()->SetLevelName(level_name);
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if (Engine::GUI::Button (54, "Load", 145, 300, button_width, button_height)) {
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GetModel()->DoLoadLevel((level_name + std::string(".txt")).c_str());
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Engine::LogMessage ("Load");
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mEditorState = EditorStateUnknown;
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}
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if (Engine::GUI::Button (55, "Cancel", screen_right - 140 - 5 - button_width, 300, button_width, button_height))
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mEditorState = EditorStateUnknown;
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}
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if (controller->GetButtonState(MouseButtonRight)
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|| controller->GetButtonState(SDLK_ESCAPE) ) {
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mEditorState = EditorStateUnknown;
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}
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}
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/*
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* Entities
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*/
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@ -733,6 +972,7 @@ void View::DrawEntity (Engine::EntityBase *entity) {
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else {
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Engine::LogError ("Cannot draw entity: unknown type '%d'", entity->mType);
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}
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}
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/// \todo: Update of the animation ??
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@ -55,8 +55,11 @@ class View : public Engine::ViewBase {
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void DrawUiOptions();
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void DrawUiEnterPlayername();
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void DrawUiEditor();
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virtual void Draw ();
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virtual void DrawWorld ();
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void DrawEntities();
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void DrawStars ();
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void DrawEntity (Engine::EntityBase *entity);
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@ -130,6 +133,19 @@ class View : public Engine::ViewBase {
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int button_width;
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int button_height;
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enum EditorState {
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EditorStateUnknown = 0,
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EditorStateAddEntity,
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EditorStateMoveEntity,
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EditorStateSave,
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EditorStateEntityVelocity,
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EditorStateLoad,
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EditorStateTest
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};
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EditorState mEditorState;
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unsigned int mEditorEntityId;
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/// \brief can be used to perform some fading, etc.
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float mFadeTimerSecValue;
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@ -60,6 +60,7 @@ int ControllerBase::OnInit (int argc, char* argv[]) {
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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.last_key = SDLK_CLEAR;
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uistate.lastwidget = 0;
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@ -162,12 +163,14 @@ void ControllerBase::IMGUIFinish () {
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// also reset the last keysym such that old values will not be reported
|
||||
uistate.last_keysym = SDLK_FIRST;
|
||||
uistate.last_key = SDLK_FIRST;
|
||||
}
|
||||
|
||||
/** \brief Keyboard processing */
|
||||
bool ControllerBase::OnKeyDown (const SDL_keysym &keysym) {
|
||||
mButtonStates.set(keysym.sym, true);
|
||||
uistate.last_keysym = keysym.sym;
|
||||
uistate.last_key = keysym.sym;
|
||||
|
||||
// Only when Unicode processing is activated store the unicode value
|
||||
if (SDL_EnableUNICODE(-1)) {
|
||||
|
@ -208,6 +211,7 @@ bool ControllerBase::OnKeyUp (const SDL_keysym &keysym) {
|
|||
bool ControllerBase::OnMouseButtonDown (Uint8 button, Uint16 xpos, Uint16 ypos) {
|
||||
MouseButton mouse_button = convert_sdl_button (button);
|
||||
mButtonStates.set(mouse_button, true);
|
||||
uistate.last_key = mouse_button;
|
||||
|
||||
if (mView->mOverlayManager.SendMouseButtonDown (button, xpos, ypos))
|
||||
return true;
|
||||
|
|
|
@ -20,6 +20,7 @@ struct IMGUIState {
|
|||
int kbditem;
|
||||
SDLKey last_keysym;
|
||||
Uint16 last_unicode;
|
||||
int last_key;
|
||||
|
||||
int lastwidget;
|
||||
};
|
||||
|
@ -59,6 +60,11 @@ class ControllerBase : public Module {
|
|||
pos_out[1] = mMouseWorldPosition[1];
|
||||
pos_out[2] = mMouseWorldPosition[2];
|
||||
}
|
||||
void GetMouseWorldPosition (vector3d &pos_out) {
|
||||
pos_out[0] = mMouseWorldPosition[0];
|
||||
pos_out[1] = mMouseWorldPosition[1];
|
||||
pos_out[2] = mMouseWorldPosition[2];
|
||||
}
|
||||
bool GetButtonState (unsigned int key) {
|
||||
assert (key < BINDING_KEYS_LAST);
|
||||
return mButtonStates.test(key);
|
||||
|
|
|
@ -224,7 +224,7 @@ void DrawVector(vector3d start, vector3d end) {
|
|||
float rad_delta = 2. * M_PI / (float) segments;
|
||||
double s,c;
|
||||
|
||||
glColor3f(0.2, 0.2, 0.5);
|
||||
glColor3f(0.2, 0.8, 0.2);
|
||||
glPointSize (10.);
|
||||
glBegin (GL_TRIANGLE_FAN);
|
||||
glVertex3f (end[0], end[1], end[2]);
|
||||
|
|
|
@ -70,10 +70,10 @@ struct EntityPhysicState {
|
|||
vector3d &GetOrientation ();
|
||||
float &GetAngleVelocity ();
|
||||
|
||||
void SetPosition (const vector3d &position);
|
||||
void SetVelocity (const vector3d &velocity);
|
||||
void SetOrientation (const vector3d &orientation);
|
||||
void SetAngleVelocity (const float &angle_velocity);
|
||||
void SetPosition (const vector3d &position) { mPosition = position; }
|
||||
void SetVelocity (const vector3d &velocity) { mVelocity = velocity; }
|
||||
void SetOrientation (const vector3d &orientation) { mOrientation = orientation; }
|
||||
void SetAngleVelocity (const float &angle_velocity) { mAngleVelocity = angle_velocity; }
|
||||
|
||||
/** \brief Transforms the given vector in local space to world coordinates */
|
||||
void Globalize (vector3d &vec);
|
||||
|
@ -149,6 +149,8 @@ struct EntityBase {
|
|||
}
|
||||
};
|
||||
|
||||
typedef std::map<unsigned int, EntityBase*>::iterator EntityBaseIter;
|
||||
|
||||
}
|
||||
|
||||
#endif // _ENTITYBASE_H
|
||||
|
|
|
@ -127,7 +127,6 @@ void Label (int id, const char* caption, int x, int y) {
|
|||
view = EngineGetView ();
|
||||
assert (view);
|
||||
|
||||
glColor3f (1., 1., 1.);
|
||||
view->DrawGLStringMeasure(caption, &width, &height);
|
||||
view->DrawGLString(x , y + height * 0.5, caption);
|
||||
}
|
||||
|
@ -148,6 +147,7 @@ void LabelCentered (int id, const char* caption, int x, int y) {
|
|||
view = EngineGetView ();
|
||||
assert (view);
|
||||
|
||||
SelectFont("console.ttf size=23");
|
||||
view->DrawGLStringMeasure(caption, &width, &height);
|
||||
view->DrawGLString(x - 0.5 * width, y + height * 0.5, caption);
|
||||
}
|
||||
|
@ -334,6 +334,7 @@ bool LineEdit (int id, int x, int y, std::string &text_value, const int &maxleng
|
|||
if (controller->uistate.kbditem == id && SDL_GetTicks() >> 9 & 1)
|
||||
text_output += "_";
|
||||
|
||||
SelectFont("console.ttf size=23");
|
||||
view->DrawGLStringMeasure(text_value.c_str(), &width, &height);
|
||||
view->DrawGLString(textpos_x, textpos_y, text_output.c_str());
|
||||
|
||||
|
@ -507,7 +508,7 @@ float VerticalSlider (int id, int x, int y, int w, int h, float min_value, float
|
|||
}
|
||||
|
||||
bool CheckKeyPress (int keycode) {
|
||||
if (controller->uistate.last_keysym == keycode)
|
||||
if (controller->uistate.last_key == keycode)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
|
|
|
@ -17,6 +17,8 @@ namespace GUI {
|
|||
/** \brief Checks whether the mouse is in the given rectangle */
|
||||
bool regionhit (int x, int y, int w, int h);
|
||||
|
||||
void DrawRoundedBlock (int x, int y, int w, int h);
|
||||
|
||||
/** \brief Draws a label at the given position with vertical center at y */
|
||||
void Label (int id, const char* caption, int x, int y);
|
||||
/** \brief Draws a label centered at the given position with vertical center at y */
|
||||
|
|
|
@ -175,6 +175,24 @@ EntityBase* ModelBase::GetEntity (const unsigned int id) {
|
|||
return NULL;
|
||||
}
|
||||
|
||||
EntityBase* ModelBase::GetEntityAt (const vector3d &pos) {
|
||||
std::map<unsigned int, EntityBase*>::iterator iter = mEntities.begin();
|
||||
|
||||
while (iter != mEntities.end ()) {
|
||||
EntityPhysicState* entity = iter->second->mPhysicState;
|
||||
/// \todo fix const casting!
|
||||
vector3d temp_pos (pos);
|
||||
|
||||
if ( (temp_pos - entity->GetPosition()).length() < entity->mRadius)
|
||||
return iter->second;
|
||||
|
||||
iter++;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
unsigned int ModelBase::CreateEntityId () {
|
||||
if (mEntityIdCounter == NullEntityId - 1)
|
||||
LogError ("Could not create valid entity id, reached maximum value of %u", mEntityIdCounter);
|
||||
|
@ -315,6 +333,14 @@ EntityBase * GetEntity (unsigned int id) {
|
|||
return ModelInstance->GetEntity (id);
|
||||
}
|
||||
|
||||
EntityBase* GetEntityAt(const vector3d &pos) {
|
||||
if (!ModelInstance) {
|
||||
LogError ("Couldn't execute GetEntityAt(): Model not initialized!");
|
||||
}
|
||||
|
||||
return ModelInstance->GetEntityAt (pos);
|
||||
}
|
||||
|
||||
EntityPhysicState * GetEntityPhysicState (unsigned int id) {
|
||||
EntityBase *entity = GetEntity (id);
|
||||
|
||||
|
|
|
@ -68,6 +68,17 @@ class ModelBase : public Module {
|
|||
EntityBase* CreateEntity (int type);
|
||||
/** Returns the Entity with the given id */
|
||||
EntityBase* GetEntity (const unsigned int id);
|
||||
|
||||
/** Returns the Entity at the given world coordinates */
|
||||
EntityBase* GetEntityAt (const vector3d &pos);
|
||||
|
||||
EntityBaseIter GetEntityIterBegin () {
|
||||
return mEntities.begin();
|
||||
}
|
||||
EntityBaseIter GetEntityIterEnd() {
|
||||
return mEntities.end();
|
||||
}
|
||||
|
||||
/** Returns a unused id for an Entity */
|
||||
unsigned int CreateEntityId ();
|
||||
/** Removes all Entities */
|
||||
|
|
|
@ -2,9 +2,14 @@
|
|||
#define _MODELGLOBAL_H
|
||||
|
||||
namespace Engine {
|
||||
class EntityBase;
|
||||
|
||||
/** \brief Adds the function callback as command for the given name*/
|
||||
unsigned int GetPlayerEntityId ();
|
||||
|
||||
/** \brief Returns the entity at the given world coordinates or NULL */
|
||||
EntityBase* GetEntityAt(const vector3d &pos);
|
||||
|
||||
/** \brief Assigns the player to an Entity. All controls will be redirected to that player
|
||||
*
|
||||
* This can be used to disable the controls of of the player by assinging
|
||||
|
|
|
@ -53,22 +53,6 @@ float& EntityPhysicState::GetAngleVelocity () {
|
|||
return mAngleVelocity;
|
||||
}
|
||||
|
||||
void EntityPhysicState::SetPosition (const vector3d &position) {
|
||||
mPosition = position;
|
||||
}
|
||||
|
||||
void EntityPhysicState::SetVelocity (const vector3d &velocity) {
|
||||
mVelocity = velocity;
|
||||
}
|
||||
|
||||
void EntityPhysicState::SetOrientation (const vector3d &orientation) {
|
||||
mOrientation = orientation;
|
||||
}
|
||||
|
||||
void EntityPhysicState::SetAngleVelocity (const float &angle_velocity) {
|
||||
mAngleVelocity = angle_velocity;
|
||||
}
|
||||
|
||||
void EntityPhysicState::Globalize (vector3d &vec) {
|
||||
// make a copy of the local coordinates
|
||||
vector3d local (vec);
|
||||
|
|
|
@ -362,7 +362,8 @@ void ViewBase::DrawGrid () {
|
|||
xstep = 1.;
|
||||
zstep = 1.;
|
||||
|
||||
glColor3f (1., 1., 1.);
|
||||
glColor3f (0.8, 0.8, 0.8);
|
||||
glLineWidth(1.);
|
||||
glBegin (GL_LINES);
|
||||
for (i = 0; i <= count_x; i++) {
|
||||
glVertex3f (i * xstep + xmin, 0., zmin);
|
||||
|
@ -373,7 +374,6 @@ void ViewBase::DrawGrid () {
|
|||
glVertex3f (xmax, 0, i * zstep + zmin);
|
||||
}
|
||||
glEnd ();
|
||||
|
||||
}
|
||||
|
||||
void ViewBase::DrawWorld () {
|
||||
|
|
Loading…
Reference in New Issue