fixed 3 major bugs (LineEdit backspace, input crashes, editor button press and editor actions)
parent
3e05c967ab
commit
a27ece921a
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@ -10,7 +10,7 @@ engine/libraries/oglft/liboglft/OGLFT.h
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start
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runtests
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run_asteroids
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fysxasteroids
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config.rc
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Debug/
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@ -229,7 +229,6 @@ void View::DrawStars() {
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glEnd();
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glPopMatrix();
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}
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void View::Draw() {
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@ -773,12 +772,14 @@ void View::DrawUiEditor() {
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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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|| Engine::GUI::CheckKeyPressed(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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return;
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} else {
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PopViewState();
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}
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@ -787,26 +788,38 @@ void View::DrawUiEditor() {
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if (mEditorState != EditorStateTest) {
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if (Engine::GUI::Button (2, "Add", 30, 20, 50, button_height)) {
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mEditorState = EditorStateAddEntity;
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Engine::LogDebug ("Editor state now Add");
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return;
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}
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if (Engine::GUI::Button (3, "Del", 85, 20, 50, button_height)) {
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mEditorState = EditorStateDelEntity;
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Engine::LogDebug ("Editor state now Del");
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return;
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}
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if (Engine::GUI::Button (4, "Move", 140, 20, 65, button_height)) {
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mEditorState = EditorStateMoveEntity;
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Engine::LogDebug ("Editor state now Move");
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return;
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}
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if (Engine::GUI::Button (5, "Spd", 210, 20, 50, button_height)) {
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mEditorState = EditorStateEntityVelocity;
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Engine::LogDebug ("Editor state now Add");
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return;
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}
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if (Engine::GUI::Button (6, "Save", 265, 20, 65, button_height)) {
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mEditorState = EditorStateSave;
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Engine::LogDebug ("Editor state now Save");
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return;
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}
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if (Engine::GUI::Button (7, "Load", 335, 20, 65, button_height)) {
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mEditorState = EditorStateLoad;
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Engine::LogDebug ("Editor state now Load");
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return;
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}
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// we only show the Test button when there is actually something to play
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@ -833,7 +846,7 @@ void View::DrawUiEditor() {
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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 (Engine::GUI::CheckKeyPressed(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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@ -856,7 +869,7 @@ void View::DrawUiEditor() {
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SelectFont ("console.ttf size=12");
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Engine::GUI::Label (9999, "Deleting", 128, 16);
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if (controller->GetButtonState(MouseButtonLeft)) {
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if (Engine::GUI::CheckKeyPressed(MouseButtonLeft)) {
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// Check if there is an entity near the given position
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Engine::EntityBase* entity = Engine::GetEntityAt (mouse_world_pos);
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@ -871,7 +884,7 @@ void View::DrawUiEditor() {
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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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if (Engine::GUI::CheckKeyPress(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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@ -884,7 +897,7 @@ void View::DrawUiEditor() {
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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 (!Engine::GUI::CheckKeyPress(MouseButtonLeft)) {
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if (mEditorEntityId != 0) {
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mEditorEntityId = 0;
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}
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@ -896,7 +909,7 @@ void View::DrawUiEditor() {
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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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if (Engine::GUI::CheckKeyPress(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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@ -912,7 +925,7 @@ void View::DrawUiEditor() {
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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 (!Engine::GUI::CheckKeyPress(MouseButtonLeft)) {
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if (mEditorEntityId != 0) {
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mEditorEntityId = 0;
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}
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@ -968,8 +981,8 @@ void View::DrawUiEditor() {
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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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if (Engine::GUI::CheckKeyPressed(MouseButtonRight)
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|| Engine::GUI::CheckKeyPressed(SDLK_ESCAPE) ) {
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mEditorState = EditorStateUnknown;
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}
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}
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@ -1,2 +1,2 @@
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set effects_volume 1
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set music_volume 0.585938
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set music_volume 0.5625
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@ -164,6 +164,7 @@ void ControllerBase::IMGUIFinish () {
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// also reset the last keysym such that old values will not be reported
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uistate.last_keysym = SDLK_FIRST;
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uistate.last_key = SDLK_FIRST;
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uistate.keypressed_set.clear();
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}
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/** \brief Keyboard processing */
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@ -175,6 +176,7 @@ bool ControllerBase::OnKeyDown (const SDL_keysym &keysym) {
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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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// LogMessage ("Received key down of %s and unicode %d", convert_keycode(keysym.sym), keysym.unicode);
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}
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if (mView->mOverlayManager.SendKeyDown (keysym))
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@ -191,6 +193,7 @@ bool ControllerBase::OnKeyDown (const SDL_keysym &keysym) {
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/** \brief Keyboard processing */
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bool ControllerBase::OnKeyUp (const SDL_keysym &keysym) {
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mButtonStates.set(keysym.sym, false);
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uistate.keypressed_set.insert (keysym.sym);
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if (mView->mOverlayManager.SendKeyUp (keysym))
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return true;
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@ -228,6 +231,7 @@ bool ControllerBase::OnMouseButtonDown (Uint8 button, Uint16 xpos, Uint16 ypos)
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bool ControllerBase::OnMouseButtonUp (Uint8 button, Uint16 xpos, Uint16 ypos) {
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MouseButton mouse_button = convert_sdl_button (button);
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mButtonStates.set(mouse_button, false);
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uistate.keypressed_set.insert (mouse_button);
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if (mView->mOverlayManager.SendMouseButtonUp (button, xpos, ypos))
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return true;
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@ -21,6 +21,7 @@ struct IMGUIState {
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SDLKey last_keysym;
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Uint16 last_unicode;
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int last_key;
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std::set<int> keypressed_set;
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int lastwidget;
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};
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@ -13,6 +13,7 @@
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#include <list>
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#include <map>
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#include <queue>
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#include <set>
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#include <stack>
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#include <bitset>
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#include <limits>
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@ -322,6 +322,9 @@ bool LineEdit (int id, int x, int y, std::string &text_value, const int &maxleng
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DrawBlock (x, y, w, h);
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}
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SDL_EnableKeyRepeat(500, 50);
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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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@ -383,7 +386,10 @@ bool LineEdit (int id, int x, int y, std::string &text_value, const int &maxleng
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if (maxlength > 0 && text_value.size() < maxlength) {
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if (controller->uistate.last_unicode) {
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if ((controller->uistate.last_unicode & 0xFF80) == 0) {
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text_value += controller->uistate.last_unicode & 0x7F;
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// we do not want to add special characters such as backspaces
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// etc.
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if ((controller->uistate.last_unicode & 0xFFFF) >= 0x20)
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text_value += controller->uistate.last_unicode & 0x7F;
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controller->uistate.last_unicode = 0;
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return true;
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} else {
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@ -508,11 +514,19 @@ float VerticalSlider (int id, int x, int y, int w, int h, float min_value, float
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}
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bool CheckKeyPress (int keycode) {
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if (controller->uistate.last_key == keycode)
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if (controller->GetButtonState(keycode))
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return true;
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return false;
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}
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bool CheckKeyPressed (int keycode) {
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if (controller->uistate.keypressed_set.find(keycode) != controller->uistate.keypressed_set.end())
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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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@ -38,14 +38,19 @@ bool LineEdit (int id, int x, int y, std::string &text_value, const int &maxleng
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float VerticalSlider (int id, int x, int y, int w, int h, float min_value, float max_value, float &value);
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/** \brief Checks whether a given key was pressed
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/** \brief Checks whether a given key is currently 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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* This function can be used to check whether a single key (e.g. ESC) is currently
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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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/** \brief Checks whether a key press was completed for a given key
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*
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*/
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bool CheckKeyPressed (int keycode);
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};
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};
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@ -72,6 +72,10 @@
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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 [high] fix collisions that go over boundaries
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*
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* These are the (for now) postponed todos:
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*
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* \todo [med] Use shared_ptr instead of raw pointers for the Entities
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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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@ -87,6 +91,9 @@
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* Engine::Module::Init()
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*
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* Done:
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* \todo [med] (30-01-2011) add Engine::GUI::CheckKeyPressed that checks for completed key presses
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* \todo [med] (30-01-2011) fix LineEdit input which generates blanks when entering backspace for an empty edit
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* \todo [high] (30-01-2011) fix random crashes for certain characters (has to do with boundary box computation in OGLFT) fix: disabled debug assertion for proper boundary box merging.
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* \todo [high] (28-11-2010) Enable saving of music and effects volume
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* \todo [high] (28-11-2010) Allow transitions when player dies
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* \todo [high] (11-09-2010) Since introduction of the IMGUI pressing 'space' in the menu crashes the game
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@ -440,9 +440,8 @@ namespace OGLFT {
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<< " advance.dx: " << bbox.advance_.dx_
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<< std::endl;
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*/
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assert (bbox.y_max_ - bbox.y_min_ != 0.);
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*/
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}
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}
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