fixed 3 major bugs (LineEdit backspace, input crashes, editor button press and editor actions)

main
Martin Felis (berta) 2011-01-30 21:43:04 +01:00
parent 3e05c967ab
commit a27ece921a
10 changed files with 62 additions and 18 deletions

View File

@ -10,7 +10,7 @@ engine/libraries/oglft/liboglft/OGLFT.h
start start
runtests runtests
run_asteroids fysxasteroids
config.rc config.rc
Debug/ Debug/

View File

@ -229,7 +229,6 @@ void View::DrawStars() {
glEnd(); glEnd();
glPopMatrix(); glPopMatrix();
} }
void View::Draw() { void View::Draw() {
@ -773,12 +772,14 @@ void View::DrawUiEditor() {
// The close button // The close button
if (Engine::GUI::Button (1, "X", screen_right - 48, 20, 32, button_height) if (Engine::GUI::Button (1, "X", screen_right - 48, 20, 32, button_height)
|| Engine::GUI::CheckKeyPress(SDLK_ESCAPE)) { || Engine::GUI::CheckKeyPressed(SDLK_ESCAPE)) {
if (mEditorState == EditorStateTest) { if (mEditorState == EditorStateTest) {
mEditorState = EditorStateUnknown; mEditorState = EditorStateUnknown;
GetModel()->DoLoadLevel("level_edit_temp.txt"); GetModel()->DoLoadLevel("level_edit_temp.txt");
GetModel()->SetGameState(GameStatePaused); GetModel()->SetGameState(GameStatePaused);
return;
} else { } else {
PopViewState(); PopViewState();
} }
@ -787,26 +788,38 @@ void View::DrawUiEditor() {
if (mEditorState != EditorStateTest) { if (mEditorState != EditorStateTest) {
if (Engine::GUI::Button (2, "Add", 30, 20, 50, button_height)) { if (Engine::GUI::Button (2, "Add", 30, 20, 50, button_height)) {
mEditorState = EditorStateAddEntity; mEditorState = EditorStateAddEntity;
Engine::LogDebug ("Editor state now Add");
return;
} }
if (Engine::GUI::Button (3, "Del", 85, 20, 50, button_height)) { if (Engine::GUI::Button (3, "Del", 85, 20, 50, button_height)) {
mEditorState = EditorStateDelEntity; mEditorState = EditorStateDelEntity;
Engine::LogDebug ("Editor state now Del");
return;
} }
if (Engine::GUI::Button (4, "Move", 140, 20, 65, button_height)) { if (Engine::GUI::Button (4, "Move", 140, 20, 65, button_height)) {
mEditorState = EditorStateMoveEntity; mEditorState = EditorStateMoveEntity;
Engine::LogDebug ("Editor state now Move");
return;
} }
if (Engine::GUI::Button (5, "Spd", 210, 20, 50, button_height)) { if (Engine::GUI::Button (5, "Spd", 210, 20, 50, button_height)) {
mEditorState = EditorStateEntityVelocity; mEditorState = EditorStateEntityVelocity;
Engine::LogDebug ("Editor state now Add");
return;
} }
if (Engine::GUI::Button (6, "Save", 265, 20, 65, button_height)) { if (Engine::GUI::Button (6, "Save", 265, 20, 65, button_height)) {
mEditorState = EditorStateSave; mEditorState = EditorStateSave;
Engine::LogDebug ("Editor state now Save");
return;
} }
if (Engine::GUI::Button (7, "Load", 335, 20, 65, button_height)) { if (Engine::GUI::Button (7, "Load", 335, 20, 65, button_height)) {
mEditorState = EditorStateLoad; mEditorState = EditorStateLoad;
Engine::LogDebug ("Editor state now Load");
return;
} }
// we only show the Test button when there is actually something to play // we only show the Test button when there is actually something to play
@ -833,7 +846,7 @@ void View::DrawUiEditor() {
SelectFont ("console.ttf size=12"); SelectFont ("console.ttf size=12");
Engine::GUI::Label (9999, "Adding", 128, 16); Engine::GUI::Label (9999, "Adding", 128, 16);
if (Engine::GUI::CheckKeyPress(MouseButtonLeft)) { if (Engine::GUI::CheckKeyPressed(MouseButtonLeft)) {
// if there is no entity so far we create a player, otherwise we create // if there is no entity so far we create a player, otherwise we create
// an asteroid // an asteroid
@ -856,7 +869,7 @@ void View::DrawUiEditor() {
SelectFont ("console.ttf size=12"); SelectFont ("console.ttf size=12");
Engine::GUI::Label (9999, "Deleting", 128, 16); Engine::GUI::Label (9999, "Deleting", 128, 16);
if (controller->GetButtonState(MouseButtonLeft)) { if (Engine::GUI::CheckKeyPressed(MouseButtonLeft)) {
// Check if there is an entity near the given position // Check if there is an entity near the given position
Engine::EntityBase* entity = Engine::GetEntityAt (mouse_world_pos); Engine::EntityBase* entity = Engine::GetEntityAt (mouse_world_pos);
@ -871,7 +884,7 @@ void View::DrawUiEditor() {
SelectFont ("console.ttf size=12"); SelectFont ("console.ttf size=12");
Engine::GUI::Label (9999, "Moving", 128, 16); Engine::GUI::Label (9999, "Moving", 128, 16);
if (controller->GetButtonState(MouseButtonLeft)) { if (Engine::GUI::CheckKeyPress(MouseButtonLeft)) {
// Check if there is an entity near the given position // Check if there is an entity near the given position
Engine::EntityBase* asteroid = Engine::GetEntityAt (mouse_world_pos); Engine::EntityBase* asteroid = Engine::GetEntityAt (mouse_world_pos);
if (asteroid) { if (asteroid) {
@ -884,7 +897,7 @@ void View::DrawUiEditor() {
asteroid->mPhysicState->SetPosition (mouse_world_pos); asteroid->mPhysicState->SetPosition (mouse_world_pos);
} }
if (!controller->GetButtonState(MouseButtonLeft)) { if (!Engine::GUI::CheckKeyPress(MouseButtonLeft)) {
if (mEditorEntityId != 0) { if (mEditorEntityId != 0) {
mEditorEntityId = 0; mEditorEntityId = 0;
} }
@ -896,7 +909,7 @@ void View::DrawUiEditor() {
Engine::GUI::Label (9999, "Velocity", 128, 16); Engine::GUI::Label (9999, "Velocity", 128, 16);
if (mEditorEntityId == 0) { if (mEditorEntityId == 0) {
if (controller->GetButtonState(MouseButtonLeft)) { if (Engine::GUI::CheckKeyPress(MouseButtonLeft)) {
// Check if there is an entity near the given position // Check if there is an entity near the given position
Engine::EntityBase* asteroid = Engine::GetEntityAt (mouse_world_pos); Engine::EntityBase* asteroid = Engine::GetEntityAt (mouse_world_pos);
if (asteroid) { if (asteroid) {
@ -912,7 +925,7 @@ void View::DrawUiEditor() {
new_velocity[1] = 0.; new_velocity[1] = 0.;
asteroid->mPhysicState->SetVelocity (new_velocity); asteroid->mPhysicState->SetVelocity (new_velocity);
if (!controller->GetButtonState(MouseButtonLeft)) { if (!Engine::GUI::CheckKeyPress(MouseButtonLeft)) {
if (mEditorEntityId != 0) { if (mEditorEntityId != 0) {
mEditorEntityId = 0; mEditorEntityId = 0;
} }
@ -968,8 +981,8 @@ void View::DrawUiEditor() {
mEditorState = EditorStateUnknown; mEditorState = EditorStateUnknown;
} }
if (controller->GetButtonState(MouseButtonRight) if (Engine::GUI::CheckKeyPressed(MouseButtonRight)
|| controller->GetButtonState(SDLK_ESCAPE) ) { || Engine::GUI::CheckKeyPressed(SDLK_ESCAPE) ) {
mEditorState = EditorStateUnknown; mEditorState = EditorStateUnknown;
} }
} }

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@ -1,2 +1,2 @@
set effects_volume 1 set effects_volume 1
set music_volume 0.585938 set music_volume 0.5625

View File

@ -164,6 +164,7 @@ void ControllerBase::IMGUIFinish () {
// also reset the last keysym such that old values will not be reported // also reset the last keysym such that old values will not be reported
uistate.last_keysym = SDLK_FIRST; uistate.last_keysym = SDLK_FIRST;
uistate.last_key = SDLK_FIRST; uistate.last_key = SDLK_FIRST;
uistate.keypressed_set.clear();
} }
/** \brief Keyboard processing */ /** \brief Keyboard processing */
@ -175,6 +176,7 @@ bool ControllerBase::OnKeyDown (const SDL_keysym &keysym) {
// Only when Unicode processing is activated store the unicode value // Only when Unicode processing is activated store the unicode value
if (SDL_EnableUNICODE(-1)) { if (SDL_EnableUNICODE(-1)) {
uistate.last_unicode = keysym.unicode; uistate.last_unicode = keysym.unicode;
// LogMessage ("Received key down of %s and unicode %d", convert_keycode(keysym.sym), keysym.unicode);
} }
if (mView->mOverlayManager.SendKeyDown (keysym)) if (mView->mOverlayManager.SendKeyDown (keysym))
@ -191,6 +193,7 @@ bool ControllerBase::OnKeyDown (const SDL_keysym &keysym) {
/** \brief Keyboard processing */ /** \brief Keyboard processing */
bool ControllerBase::OnKeyUp (const SDL_keysym &keysym) { bool ControllerBase::OnKeyUp (const SDL_keysym &keysym) {
mButtonStates.set(keysym.sym, false); mButtonStates.set(keysym.sym, false);
uistate.keypressed_set.insert (keysym.sym);
if (mView->mOverlayManager.SendKeyUp (keysym)) if (mView->mOverlayManager.SendKeyUp (keysym))
return true; return true;
@ -228,6 +231,7 @@ bool ControllerBase::OnMouseButtonDown (Uint8 button, Uint16 xpos, Uint16 ypos)
bool ControllerBase::OnMouseButtonUp (Uint8 button, Uint16 xpos, Uint16 ypos) { bool ControllerBase::OnMouseButtonUp (Uint8 button, Uint16 xpos, Uint16 ypos) {
MouseButton mouse_button = convert_sdl_button (button); MouseButton mouse_button = convert_sdl_button (button);
mButtonStates.set(mouse_button, false); mButtonStates.set(mouse_button, false);
uistate.keypressed_set.insert (mouse_button);
if (mView->mOverlayManager.SendMouseButtonUp (button, xpos, ypos)) if (mView->mOverlayManager.SendMouseButtonUp (button, xpos, ypos))
return true; return true;

View File

@ -21,6 +21,7 @@ struct IMGUIState {
SDLKey last_keysym; SDLKey last_keysym;
Uint16 last_unicode; Uint16 last_unicode;
int last_key; int last_key;
std::set<int> keypressed_set;
int lastwidget; int lastwidget;
}; };

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@ -13,6 +13,7 @@
#include <list> #include <list>
#include <map> #include <map>
#include <queue> #include <queue>
#include <set>
#include <stack> #include <stack>
#include <bitset> #include <bitset>
#include <limits> #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
DrawBlock (x, y, w, h); DrawBlock (x, y, w, h);
} }
SDL_EnableKeyRepeat(500, 50);
// Rendering of the current value // Rendering of the current value
float width, height; float width, height;
view = EngineGetView (); view = EngineGetView ();
@ -383,6 +386,9 @@ bool LineEdit (int id, int x, int y, std::string &text_value, const int &maxleng
if (maxlength > 0 && text_value.size() < maxlength) { if (maxlength > 0 && text_value.size() < maxlength) {
if (controller->uistate.last_unicode) { if (controller->uistate.last_unicode) {
if ((controller->uistate.last_unicode & 0xFF80) == 0) { if ((controller->uistate.last_unicode & 0xFF80) == 0) {
// we do not want to add special characters such as backspaces
// etc.
if ((controller->uistate.last_unicode & 0xFFFF) >= 0x20)
text_value += controller->uistate.last_unicode & 0x7F; text_value += controller->uistate.last_unicode & 0x7F;
controller->uistate.last_unicode = 0; controller->uistate.last_unicode = 0;
return true; return true;
@ -508,11 +514,19 @@ float VerticalSlider (int id, int x, int y, int w, int h, float min_value, float
} }
bool CheckKeyPress (int keycode) { bool CheckKeyPress (int keycode) {
if (controller->uistate.last_key == keycode) if (controller->GetButtonState(keycode))
return true; return true;
return false; return false;
} }
bool CheckKeyPressed (int keycode) {
if (controller->uistate.keypressed_set.find(keycode) != controller->uistate.keypressed_set.end())
return true;
return false;
}
}; };
}; };

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@ -38,14 +38,19 @@ bool LineEdit (int id, int x, int y, std::string &text_value, const int &maxleng
float VerticalSlider (int id, int x, int y, int w, int h, float min_value, float max_value, float &value); float VerticalSlider (int id, int x, int y, int w, int h, float min_value, float max_value, float &value);
/** \brief Checks whether a given key was pressed /** \brief Checks whether a given key is currently pressed
* *
* This function can be used to check whether a single key (e.g. ESC) was * This function can be used to check whether a single key (e.g. ESC) is currently
* pressed. This is useful when one wants to abort an action or quit from the * pressed. This is useful when one wants to abort an action or quit from the
* main screen by pressing a single key. * main screen by pressing a single key.
*/ */
bool CheckKeyPress (int keycode); bool CheckKeyPress (int keycode);
/** \brief Checks whether a key press was completed for a given key
*
*/
bool CheckKeyPressed (int keycode);
}; };
}; };

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@ -72,6 +72,10 @@
* todos within the code have a look at the \ref todo. * todos within the code have a look at the \ref todo.
* *
* \todo [high] Create a simple racing or asteroids game * \todo [high] Create a simple racing or asteroids game
* \todo [high] fix collisions that go over boundaries
*
* These are the (for now) postponed todos:
*
* \todo [med] Use shared_ptr instead of raw pointers for the Entities * \todo [med] Use shared_ptr instead of raw pointers for the Entities
* \todo [med] Clear all references of EntityVisualState and EntityGameState * \todo [med] Clear all references of EntityVisualState and EntityGameState
* \todo [med] Clarify functionalities of CreateEntity, KillEntity, RegisterEntity, UnregisterEntity (which frees memory, which does only change the state of the Model?) * \todo [med] Clarify functionalities of CreateEntity, KillEntity, RegisterEntity, UnregisterEntity (which frees memory, which does only change the state of the Model?)
@ -87,6 +91,9 @@
* Engine::Module::Init() * Engine::Module::Init()
* *
* Done: * Done:
* \todo [med] (30-01-2011) add Engine::GUI::CheckKeyPressed that checks for completed key presses
* \todo [med] (30-01-2011) fix LineEdit input which generates blanks when entering backspace for an empty edit
* \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.
* \todo [high] (28-11-2010) Enable saving of music and effects volume * \todo [high] (28-11-2010) Enable saving of music and effects volume
* \todo [high] (28-11-2010) Allow transitions when player dies * \todo [high] (28-11-2010) Allow transitions when player dies
* \todo [high] (11-09-2010) Since introduction of the IMGUI pressing 'space' in the menu crashes the game * \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 {
<< " advance.dx: " << bbox.advance_.dx_ << " advance.dx: " << bbox.advance_.dx_
<< std::endl; << std::endl;
*/
assert (bbox.y_max_ - bbox.y_min_ != 0.); assert (bbox.y_max_ - bbox.y_min_ != 0.);
*/
} }
} }