using now IMGUI for the GUI and removed the Overlay based interface

main
Martin Felis (berta) 2010-09-16 00:04:39 +02:00
parent bbb6f75964
commit e73b330429
7 changed files with 308 additions and 786 deletions

View File

@ -36,7 +36,6 @@ SET ( ASTEROIDS_SOURCES
asteroids/RocketEntity.cc
asteroids/ShipEntity.cc
asteroids/View.cc
asteroids/UserInterface.cc
)
ADD_EXECUTABLE ( run_asteroids ${ASTEROIDS_SOURCES} )

View File

@ -1,628 +0,0 @@
#include "OGLFT.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include "DrawingsGL.h"
#include "OverlayBase.h"
#include "UserInterface.h"
#include "Model.h"
#include "View.h"
#include "Controller.h"
#include "Sprite.h"
#include "ShipEntity.h"
#include "Engine.h"
#include "Game.h"
#include "IMGUIControls.h"
namespace asteroids {
// static float left = 0;
static float right = 0;
// static float top = 0;
static float bottom = 0;
void MainMenuOverlay::Init () {
// setup of the HUD font
GetView()->LoadFont ("AldotheApache.ttf", 20);
GetView()->SelectFont ("AldotheApache.ttf");
GetView()->SetFontJustification (Engine::FontJustificationRight);
}
bool MainMenuOverlay::OnKeyDown (const SDL_keysym &keysym) {
if (keysym.sym == SDLK_ESCAPE)
Engine::RunCommand("quit");
return false;
}
void MainMenuOverlay::Draw () {
glClearColor (0.1, 0.1, 0.1, 1.);
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
Engine::GUI::Label (4, "A s t e r o i d s", right * 0.5 - 100, 180);
if (Engine::GUI::Button (1, "New Game", right * 0.5 - 100, 200, 250, 40)) {
GetModel()->SetGameState(GameStateEnterPlayername);
GetController()->uistate.hotitem = 0;
}
if (Engine::GUI::Button (2, "Highscores", right * 0.5 - 100, 250, 250, 40)) {
GetModel()->SetGameState(GameStateShowHighscore);
GetController()->uistate.hotitem = 0;
}
if (Engine::GUI::Button (3, "Quit", right * 0.5 - 100, 330, 250, 40)) {
Engine::RunCommand("quit");
}
GetView()->SelectFont("console.ttf");
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
};
/**********************
*
* Game Running
*
**********************/
void GameRunningOverlay::Init () {
if (!mShipSprite.LoadFromPNG("./data/textures/ship.png"))
Engine::LogError ("Could not load ship sprite!");
// setup of the HUD font
GetView()->LoadFont ("AldotheApache.ttf", 20);
GetView()->SelectFont ("AldotheApache.ttf");
GetView()->SetFontJustification (Engine::FontJustificationRight);
assert (mShipSprite.GetWidth() > 1);
mShipSprite.SetScale (0.1);
}
bool GameRunningOverlay::OnKeyDown (const SDL_keysym &keysym) {
switch (keysym.sym) {
case SDLK_ESCAPE:
GetModel()->SetGameState(GameStatePaused);
return true;
default:
break;
}
return false;
}
void GameRunningOverlay::Draw () {
glClearColor (0., 0., 0., 1.);
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
// then we do the drawings
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
GetView()->SelectFont ("AldotheApache.ttf");
std::ostringstream out_stream;
out_stream << GetModel()->GetPlayerLives() << " x ";
GetView()->DrawGLString (right - 64, bottom - 20, out_stream.str().c_str());
mShipSprite.DrawAt2D (right - 32 - 10, bottom - 16);
out_stream.str("");
out_stream << GetModel()->GetPoints();
GetView()->DrawGLString (right - 10, 40, out_stream.str().c_str());
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
};
/**********************
*
* Game Over
*
**********************/
void GameOverOverlay::Init () {
}
bool GameOverOverlay::OnKeyDown (const SDL_keysym &keysym) {
switch (keysym.sym) {
case SDLK_ESCAPE:
GetModel()->SetGameState(GameStateShowHighscore);
break;
case SDLK_RETURN:
GetModel()->SetGameState(GameStateShowHighscore);
break;
default:
break;
}
return true;
}
void GameOverOverlay::Draw () {
glClearColor (0., 0., 0., 1.);
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
GetView()->SelectFont("console.ttf");
// then we do the drawings
std::ostringstream topbar_stream;
Engine::DrawGLString ( right * 0.5 - 60, bottom * 0.5 - 8 - 64, "G a m e O v e r");
if (GetModel()->GetPlayerLives() == 0) {
topbar_stream << "That was pathetic! ";
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8, topbar_stream.str().c_str ());
} else {
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 32, "You earned yourself the");
Engine::DrawGLString ( right * 0.5 - 60, bottom * 0.5 + 0, "You Rock(TM) award.");
Engine::DrawGLString ( right * 0.5 - 70, bottom * 0.5 + 32, "Go tell your friends.");
}
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
};
/**********************
*
* Level Complete
*
**********************/
void LevelCompleteOverlay::Init () {
}
bool LevelCompleteOverlay::OnKeyDown (const SDL_keysym &keysym) {
switch (keysym.sym) {
case SDLK_RETURN:
GetModel()->SetGameState(GameStateRunning);
break;
default:
break;
}
return true;
}
void LevelCompleteOverlay::Draw () {
glClearColor (0., 0., 0., 1.);
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
GetView()->SelectFont("console.ttf");
// then we do the drawings
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8 - 16, "Congratulations - You rock!");
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8, "[Return] - Next level ...");
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
};
/**********************
*
* Game Paused
*
**********************/
void GamePausedOverlay::Init () {
}
bool GamePausedOverlay::OnKeyDown (const SDL_keysym &keysym) {
switch (keysym.sym) {
case SDLK_ESCAPE:
Engine::RunCommand ("quit");
return true;
case SDLK_RETURN:
GetModel()->SetGameState(GameStateRunning);
return true;
default:
return true;
}
}
void GamePausedOverlay::Draw () {
glClearColor (0.1, 0.1, 0.1, 1.);
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
GetView()->SelectFont("console.ttf");
// then we do the drawings
Engine::DrawGLString ( right * 0.5 - 100, bottom * 0.5 - 8 - 64, "A s t e r o i d s");
Engine::DrawGLString ( right * 0.5 - 100, bottom * 0.5 - 8 - 32, "Main Menu");
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8 - 16, "[Return] - Resume Game");
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8, "[Escape] - Quit");
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
};
/**********************
*
* Player Died
*
**********************/
void PlayerDiedOverlay::Init () {
}
bool PlayerDiedOverlay::OnKeyDown (const SDL_keysym &keysym) {
switch (keysym.sym) {
case SDLK_RETURN:
GetModel()->SetGameState(GameStateRunning);
break;
default:
break;
}
return true;
}
void PlayerDiedOverlay::Draw () {
glClearColor (0., 0., 0., 1.);
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
GetView()->SelectFont("console.ttf");
// then we do the drawings
std::ostringstream topbar_stream;
topbar_stream << "You died ...";
Engine::DrawGLString ( right * 0.5 - 40, bottom * 0.5 - 8 - 32, topbar_stream.str().c_str ());
Engine::DrawGLString ( right * 0.5 - 90, bottom * 0.5 + 8, "Press [Return] to continue.");
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
};
/**********************
*
* Highscore
*
**********************/
void HighscoreOverlay::Init () {
}
bool HighscoreOverlay::OnKeyDown (const SDL_keysym &keysym) {
switch (keysym.sym) {
case SDLK_ESCAPE:
case SDLK_RETURN:
GetModel()->SetGameState(GameStateMainMenu);
return true;
default:
break;
}
return true;
}
void HighscoreOverlay::Draw () {
glClearColor (0.1, 0.1, 0.1, 1.);
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
GetView()->SelectFont("console.ttf");
float x = right * 0.5 - 100;
float y = bottom * 0.5 - 8 - 128;
// then we do the drawings
Engine::DrawGLString ( x, y, "A s t e r o i d s");
y += 30;
Engine::DrawGLString ( x, y, "Highscore");
y += 30;
std::list<Model::HighscoreEntry>::iterator highscore_iter = GetModel()->mHighscoreList.begin();
GetView()->SetFontJustification(Engine::FontJustificationLeft);
unsigned int entry_length = 32;
unsigned int i = 0;
while (highscore_iter != GetModel()->mHighscoreList.end()) {
// compute the number of digits
unsigned int digits = 1;
unsigned int temp_val = highscore_iter->points;
while (temp_val > 0) {
temp_val /= 10;
digits ++;
}
// output of the name
std::ostringstream out_stream;
out_stream << highscore_iter->name;
// add dots to fill the line
temp_val = entry_length - out_stream.str().size() - digits;
for (temp_val; temp_val > 0; temp_val--) {
out_stream << ".";
}
out_stream << highscore_iter->points;
// Check whether we have to highlight an entry (such as when entering
// the name)
if (GetModel()->mNewestHighscoreEntryIndex < GetModel()->mHighscoreList.size()
&& GetModel()->mNewestHighscoreEntryIndex == i) {
GetView()->SetFontColor (224./255., 200/255., 0.);
Engine::DrawGLString ( x, y, out_stream.str().c_str());
GetView()->SetFontColor (1., 1., 1.);
} else {
Engine::DrawGLString ( x, y, out_stream.str().c_str());
}
// go down one line
y += 16;
i++;
highscore_iter++;
}
Engine::DrawGLString ( x + 16, y + 16, "Press [Return] to continue.");
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
};
/**********************
*
* EnterPlayername
*
**********************/
void EnterPlayernameOverlay::Init () {
mPlayerNameInput = "Starkiller";
}
bool EnterPlayernameOverlay::OnKeyDown (const SDL_keysym &keysym) {
/* if (keysym.sym == SDLK_ESCAPE) {
GetModel()->SetGameState(GameStateMainMenu);
GetController()->uistate.hotitem = 0;
return true;
}
*/
return false;
}
void EnterPlayernameOverlay::Draw () {
glClearColor (0.1, 0.1, 0.1, 1.);
right = static_cast<float> (Engine::GetWindowWidth());
bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
GetView()->SelectFont("console.ttf");
// If ESC, we want to go back to the main menu (warning: OpenGL cleanup has
// still to be performed!
if (Engine::GUI::CheckKeyPress(SDLK_ESCAPE)) {
GetModel()->SetGameState(GameStateMainMenu);
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
return;
}
Engine::GUI::Label (4, "A s t e r o i d s", right * 0.5 - 100, 180);
// Make sure we have UNICODE processing enabled!
GetController()->EnableTextinput(true);
// Enter your name
std::string player_name = GetModel()->GetPlayerName();
Engine::GUI::Label (1, "Enter your name: ", right * 0.5 - 100, 250);
if (Engine::GUI::LineEdit (2, right * 0.5 + 20, 238, player_name, 16)) {
GetModel()->SetPlayerName(player_name);
}
// some test
static std::string otherstring("25blabla");
Engine::GUI::Label (6, "Enter your age : ", right * 0.5 - 100, 280);
if (Engine::GUI::LineEdit (7, right * 0.5 + 20, 268, otherstring, 16)) {
// GetModel()->SetPlayerName(player_name);
}
if (Engine::GUI::Button (3, "Start Game", right - 150 - 20, 500, 150, 40)) {
GetModel()->SetGameState(GameStateRunning);
}
if (Engine::GUI::Button (5, "Back", 20, 500, 150, 40)) {
GetModel()->SetGameState(GameStateMainMenu);
GetController()->uistate.hotitem = 0;
}
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
};
}

View File

@ -1,126 +0,0 @@
#ifndef USERINTERFACE
#define USERINTERFACE
namespace Engine {
class OverlayBase;
}
#include "OverlayBase.h"
#include "Sprite.h"
#include "IMGUIControls.h"
#include <string>
namespace asteroids {
class Model;
class View;
class MainMenuOverlay : public Engine::OverlayBase {
public:
MainMenuOverlay () {
};
virtual ~MainMenuOverlay() {};
virtual void Init ();
virtual bool OnKeyDown (const SDL_keysym &keysym);
virtual void Draw ();
private:
Engine::Sprite mShipSprite;
};
class GameRunningOverlay : public Engine::OverlayBase {
public:
GameRunningOverlay () {
};
virtual ~GameRunningOverlay() {};
virtual void Init ();
virtual bool OnKeyDown (const SDL_keysym &keysym);
virtual void Draw ();
private:
Engine::Sprite mShipSprite;
};
class GameOverOverlay : public Engine::OverlayBase {
public:
GameOverOverlay () {
};
virtual ~GameOverOverlay() {};
virtual void Init ();
virtual bool OnKeyDown (const SDL_keysym &keysym);
virtual void Draw ();
};
class LevelCompleteOverlay : public Engine::OverlayBase {
public:
LevelCompleteOverlay () {
};
virtual ~LevelCompleteOverlay() {};
virtual void Init ();
virtual bool OnKeyDown (const SDL_keysym &keysym);
virtual void Draw ();
};
class GamePausedOverlay : public Engine::OverlayBase {
public:
GamePausedOverlay () {
};
virtual ~GamePausedOverlay() {};
virtual void Init ();
virtual bool OnKeyDown (const SDL_keysym &keysym);
virtual void Draw ();
};
class PlayerDiedOverlay : public Engine::OverlayBase {
public:
PlayerDiedOverlay () {
};
virtual ~PlayerDiedOverlay() {};
virtual void Init ();
virtual bool OnKeyDown (const SDL_keysym &keysym);
virtual void Draw ();
};
class HighscoreOverlay : public Engine::OverlayBase {
public:
HighscoreOverlay () {
};
virtual ~HighscoreOverlay() {};
virtual void Init ();
virtual bool OnKeyDown (const SDL_keysym &keysym);
virtual void Draw ();
};
class EnterPlayernameOverlay : public Engine::OverlayBase {
public:
EnterPlayernameOverlay () {
};
virtual ~EnterPlayernameOverlay() {};
virtual void Init ();
virtual bool OnKeyDown (const SDL_keysym &keysym);
virtual void Draw ();
private:
std::string mPlayerNameInput;
};
}
#endif /* USERINTERFACE */

View File

@ -1,19 +1,22 @@
#include "View.h"
#include "CameraBase.h"
#include "UserInterface.h"
#include "SimpleConsoleOverlay.h"
#include "IMGUIControls.h"
#include "Engine.h"
#include "Physics.h"
#include "Model.h"
#include "Controller.h"
#include "EventBase.h"
#include "Game.h"
#include "ShipEntity.h"
#include "AsteroidEntity.h"
#include "AsteroidsEvents.h"
#include "RocketEntity.h"
#include <GL/gl.h>
#include <GL/glu.h>
// #define DRAW_BOUNDARIES
@ -29,27 +32,6 @@ namespace asteroids {
int View::OnInit (int argc, char* argv[]) {
ViewBase::OnInit (argc, argv);
// We want menu
Engine::OverlayBasePtr menu_overlay (new MainMenuOverlay);
Engine::OverlayBasePtr game_running_overlay (new GameRunningOverlay);
Engine::OverlayBasePtr game_over_overlay (new GameOverOverlay);
Engine::OverlayBasePtr level_complete_overlay (new LevelCompleteOverlay);
Engine::OverlayBasePtr game_paused_overlay (new GamePausedOverlay);
Engine::OverlayBasePtr player_died_overlay (new PlayerDiedOverlay);
Engine::OverlayBasePtr highscore_overlay (new HighscoreOverlay);
Engine::OverlayBasePtr enterplayername_overlay (new EnterPlayernameOverlay);
mOverlayManager.Register (menu_overlay, GameStateMainMenu);
mOverlayManager.Register (game_running_overlay, GameStateRunning);
mOverlayManager.Register (level_complete_overlay, GameStateLevelComplete);
mOverlayManager.Register (game_over_overlay, GameStateGameOver);
mOverlayManager.Register (player_died_overlay, GameStatePlayerDied);
mOverlayManager.Register (game_paused_overlay, GameStatePaused);
mOverlayManager.Register (highscore_overlay, GameStateShowHighscore);
mOverlayManager.Register (enterplayername_overlay, GameStateEnterPlayername);
mOverlayManager.InitOverlays();
/*
// We want the console
mConsoleOverlay = boost::shared_ptr<Engine::SimpleConsoleOverlay> (new Engine::SimpleConsoleOverlay);
@ -58,6 +40,8 @@ int View::OnInit (int argc, char* argv[]) {
mOverlayManager.Register (mConsoleOverlay, GameStateMainMenu);
*/
LoadFont("AldotheApache.ttf", 20);
// This is a simple star field that makes the game so spacy
int i;
for (i = 0; i < 200; i++) {
@ -69,6 +53,9 @@ int View::OnInit (int argc, char* argv[]) {
mBackgroundStars.push_back (star);
}
mGUIShipSprite.LoadFromPNG("./data/textures/ship.png");
mGUIShipSprite.SetScale (0.1);
mAsteroidSprite.LoadFromPNG ("./data/textures/asteroid.png");
mShipSprite.LoadFromPNG ("./data/textures/ship.png");
@ -197,6 +184,29 @@ void View::DrawStars() {
}
void View::Draw() {
PreDraw();
// Actual Drawing
UpdateCamera ();
if (mDrawGrid)
DrawGrid ();
/*
if (mDrawAxis)
DrawAxis ();
*/
DrawWorld ();
DrawUi ();
// mOverlayManager.Draw();
// Perform post-Draw actions
PostDraw();
}
void View::DrawWorld() {
std::map<unsigned int, Engine::EntityBase*>::iterator entity_iterator;
@ -309,9 +319,260 @@ void View::DrawWorld() {
glPopMatrix ();
}
}
}
/*
* Userinterface
*/
void View::DrawUi () {
glClearColor (0.1, 0.1, 0.1, 1.);
screen_right = static_cast<float> (Engine::GetWindowWidth());
screen_bottom = static_cast<float> (Engine::GetWindowHeight());
// we switch to orthographic projection and draw the contents of the 2d
// overlay on top of the previous drawings
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
// first we have to get the size of the current viewport to set up the
// orthographic projection correctly
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
unsigned int game_state = GetModel()->GetGameState();
SelectFont("console.ttf");
SetFontJustification (Engine::FontJustificationLeft);
GetController()->EnableTextinput(true);
switch (game_state) {
case GameStateMainMenu:
DrawUiMainMenu();
break;
case GameStateRunning:
DrawUiGameRunning();
break;
case GameStatePaused:
DrawUiGamePaused();
break;
case GameStatePlayerDied:
DrawUiPlayerDied();
break;
case GameStateLevelComplete:
DrawUiLevelComplete();
break;
case GameStateShowHighscore:
DrawUiHighscore();
break;
case GameStateEnterPlayername:
DrawUiEnterPlayername();
break;
case GameStateGameOver:
DrawUiGameOver();
break;
default:
Engine::LogWarning ("Trying to draw unknown GameState: %s (%d)",
GetStringGameState (game_state), game_state);
break;
}
glPopMatrix ();
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
}
void View::DrawUiMainMenu() {
Engine::GUI::Label (4, "A s t e r o i d s", screen_right * 0.5 - 100, 180);
if (Engine::GUI::Button (1, "New Game", screen_right * 0.5 - 100, 200, 250, 40)) {
GetModel()->SetGameState(GameStateEnterPlayername);
}
if (Engine::GUI::Button (2, "Highscores", screen_right * 0.5 - 100, 250, 250, 40)) {
GetModel()->SetGameState(GameStateShowHighscore);
}
if (Engine::GUI::Button (3, "Quit", screen_right * 0.5 - 100, 330, 250, 40)) {
Engine::RunCommand("quit");
}
}
void View::DrawUiGameRunning() {
// We choose a different font and also draw it aligned to the right as this
// looks nicer with the points
SelectFont ("AldotheApache.ttf");
SetFontJustification (Engine::FontJustificationRight);
std::ostringstream out_stream;
out_stream << GetModel()->GetPlayerLives() << " x ";
DrawGLString (screen_right - 64, screen_bottom - 20, out_stream.str().c_str());
mGUIShipSprite.DrawAt2D (screen_right - 32 - 10, screen_bottom - 16);
out_stream.str("");
out_stream << GetModel()->GetPoints();
DrawGLString (screen_right - 30, 40, out_stream.str().c_str());
// revert the font justification
SetFontJustification (Engine::FontJustificationLeft);
if (Engine::GUI::CheckKeyPress(SDLK_ESCAPE))
GetModel()->SetGameState(GameStatePaused);
}
void View::DrawUiGameOver() {
Engine::GUI::Label (4, "G a m e O v e r", screen_right * 0.5 - 100, 180);
if (GetModel()->GetPlayerLives() == 0) {
Engine::GUI::Label(5, "That was pathetic!", screen_right * 0.5 - 80, screen_bottom * 0.5 - 8);
} else {
Engine::GUI::Label (6, "You earned yourself the",
screen_right * 0.5 - 80,
screen_bottom * 0.5 - 32);
Engine::GUI::Label (7, "You Rock(TM) award.",
screen_right * 0.5 - 60,
screen_bottom * 0.5 + 0);
Engine::GUI::Label (8, "Go tell your friends.",
screen_right * 0.5 - 70,
screen_bottom * 0.5 + 32);
}
if (Engine::GUI::Button (2, "Continue...",
screen_right * 0.5 - 100,
screen_bottom * 0.5 + 60, 250, 40)) {
GetModel()->SetGameState(GameStateShowHighscore);
}
}
void View::DrawUiLevelComplete() {
Engine::GUI::Label (4, "Level Complete!", screen_right * 0.5 - 100, 180);
Engine::GUI::Label (6, "Congratulations - You rock!", screen_right * 0.5 - 80, screen_bottom * 0.5 -16);
if(Engine::GUI::Button (1, "Next level ...", screen_right * 0.5 - 80, screen_bottom * 0.5 -16, 250, 40)) {
GetModel()->SetGameState(GameStateRunning);
}
}
void View::DrawUiGamePaused() {
Engine::GUI::Label (4, "- P a u s e d -", screen_right * 0.5 - 100, 180);
if (Engine::GUI::Button (1, "Resume Game", screen_right * 0.5 - 100, 200, 250, 40)) {
GetModel()->SetGameState(GameStateRunning);
}
if (Engine::GUI::Button (2, "Abort Game", screen_right * 0.5 - 100, 250, 250, 40)) {
GetModel()->SetGameState(GameStateMainMenu);
}
if (Engine::GUI::Button (3, "Quit", screen_right * 0.5 - 100, 330, 250, 40)) {
Engine::RunCommand("quit");
}
}
void View::DrawUiPlayerDied() {
Engine::GUI::Label (4, "You died ...", screen_right * 0.5 - 40, screen_bottom * 0.5 - 8 - 32);
if (Engine::GUI::Button (1, "Continue", screen_right * 0.5 - 100, 200, 250, 40)) {
GetModel()->SetGameState(GameStateRunning);
}
}
void View::DrawUiHighscore() {
float x = screen_right * 0.5 - 100;
float y = screen_bottom * 0.5 - 8 - 128;
// then we do the drawings
Engine::DrawGLString ( x, y, "A s t e r o i d s");
y += 30;
Engine::DrawGLString ( x, y, "Highscore");
y += 30;
std::list<Model::HighscoreEntry>::iterator highscore_iter = GetModel()->mHighscoreList.begin();
SetFontJustification(Engine::FontJustificationLeft);
unsigned int entry_length = 32;
unsigned int i = 0;
while (highscore_iter != GetModel()->mHighscoreList.end()) {
// compute the number of digits
unsigned int digits = 1;
unsigned int temp_val = highscore_iter->points;
while (temp_val > 0) {
temp_val /= 10;
digits ++;
}
// output of the name
std::ostringstream out_stream;
out_stream << highscore_iter->name;
// add dots to fill the line
temp_val = entry_length - out_stream.str().size() - digits;
for (temp_val; temp_val > 0; temp_val--) {
out_stream << ".";
}
out_stream << highscore_iter->points;
// Check whether we have to highlight an entry (such as when entering
// the name)
if (GetModel()->mNewestHighscoreEntryIndex < GetModel()->mHighscoreList.size()
&& GetModel()->mNewestHighscoreEntryIndex == i) {
SetFontColor (224./255., 200/255., 0.);
Engine::DrawGLString ( x, y, out_stream.str().c_str());
SetFontColor (1., 1., 1.);
} else {
Engine::DrawGLString ( x, y, out_stream.str().c_str());
}
// go down one line
y += 16;
i++;
highscore_iter++;
}
if (Engine::GUI::Button (1, "Back to MainMenu", x + 16, y + 16, 250, 40)) {
GetModel()->SetGameState(GameStateMainMenu);
}
}
void View::DrawUiEnterPlayername() {
Engine::GUI::Label (4, "A s t e r o i d s", screen_right * 0.5 - 100, 180);
// Enter your name
std::string player_name = GetModel()->GetPlayerName();
Engine::GUI::Label (1, "Enter your name: ", screen_right * 0.5 - 100, 250);
if (Engine::GUI::LineEdit (2, screen_right * 0.5 + 20, 238, player_name, 16)) {
GetModel()->SetPlayerName(player_name);
}
if (Engine::GUI::Button (3, "Start Game", screen_right - 150 - 20, 500, 150, 40)) {
GetModel()->SetGameState(GameStateRunning);
}
if (Engine::GUI::Button (5, "Back", 20, 500, 150, 40)) {
GetModel()->SetGameState(GameStateMainMenu);
}
}
/*
* Entities
*/
void View::DrawEntity (Engine::EntityBase *entity) {
if (entity->mType == GameEntityTypeAsteroid)
DrawAsteroid ((AsteroidEntity*) entity);

View File

@ -33,6 +33,18 @@ class View : public Engine::ViewBase {
virtual void UpdateCamera ();
private:
void DrawUi();
void DrawUiMainMenu();
void DrawUiGameRunning();
void DrawUiGameOver();
void DrawUiLevelComplete();
void DrawUiGamePaused();
void DrawUiPlayerDied();
void DrawUiHighscore();
void DrawUiEnterPlayername();
virtual void Draw ();
virtual void DrawWorld ();
void DrawStars ();
@ -49,11 +61,18 @@ class View : public Engine::ViewBase {
std::vector<unsigned int> mShipPartsEntityIds;
// \todo [high] add Resource Manager!
Engine::Sprite mGUIShipSprite;
Engine::Sprite mAsteroidSprite;
Engine::Sprite mShipSprite;
Engine::Sprite mShipThrustSprite;
Engine::Sprite mShipPartsSprite;
float screen_left;
float screen_right;
float screen_top;
float screen_bottom;
virtual bool OnReceiveEvent (const Engine::EventBasePtr &event);
};

View File

@ -62,8 +62,6 @@ int ViewBase::OnInit (int argc, char* argv[]) {
mOverlayManager.Register (console_overlay, 0);
//AddOverlay (console_overlay);
mDrawAxis = false;
mDrawGrid = false;
mGridSizeX = 8;
mGridSizeZ = 8;
@ -178,9 +176,6 @@ void ViewBase::Draw () {
if (mDrawGrid)
DrawGrid ();
if (mDrawAxis)
DrawAxis ();
DrawWorld ();
mOverlayManager.Draw();

View File

@ -76,6 +76,7 @@ class ViewBase : public Module{
bool SendMouseButtonDown (Uint8 button, Uint16 xpos, Uint16 ypos);
*/
private:
protected:
/** \brief Initializes the system */
virtual int OnInit (int argc, char* argv[]);
@ -84,13 +85,16 @@ class ViewBase : public Module{
/** \brief Updates the camera for further drawing */
virtual void UpdateCamera ();
/** \brief Draws a grid of 16 x 16 tiles */
void DrawGrid ();
/** \brief Draws the level and all the visible Entities */
virtual void DrawWorld ();
/** \brief Draws orthographic overlay*/
void DrawOverlay2D ();
/** \brief Draws a grid of 16 x 16 tiles */
void DrawGrid ();
bool mDrawGrid;
ModelBase *mModel;
CameraBase *mCamera;
@ -105,8 +109,6 @@ class ViewBase : public Module{
/** \brief Stores the current frame rate */
int mFrameRate;
bool mDrawAxis;
bool mDrawGrid;
int mGridSizeX;
int mGridSizeZ;