fysxasteroids/asteroids/View.h

160 lines
4.6 KiB
C++

#ifndef _VIEW_H
#define _VIEW_H
#include "ViewBase.h"
#include "OverlayBase.h"
#include "mathlib.h"
#include "Sprite.h"
#include "EntityBase.h"
#include "SimpleConsoleOverlay.h"
#include "AsteroidsEnums.h"
namespace asteroids {
struct ShipEntity;
struct AsteroidEntity;
struct RocketEntity;
struct BackgroundStar {
vector3d position;
};
/** \brief Performs the actual drawing based on Camera and Model
*
* This View also takes care of the drawn user interface. There are different
* view states that are drawn by the member functions with signatures
* DrawUi{ViewStateName}(). Different view states can be pushed onto and
* popped from the mViewStateStack which allows non-linear arrangement
* of different ViewStates in menus.
*/
class View : public Engine::ViewBase {
public:
virtual ~View() {};
protected:
/** \brief Initializes the system */
virtual int OnInit (int argc, char* argv[]);
virtual void OnDestroy ();
/** \brief Updates the camera for further drawing */
virtual void UpdateCamera ();
private:
void DrawUi();
void DrawPageTitle(const std::string &title);
void DrawUiMainMenu();
void DrawUiGameRunning();
void DrawUiGameOver();
void DrawUiLevelComplete();
void DrawUiGamePaused();
void DrawUiPlayerDied();
void DrawHighscoreEntry(float x, float y, float entry_width, const std::string &name, unsigned int points);
void DrawUiHighscore();
void DrawUiOptions();
void DrawUiEnterPlayername();
void DrawUiEditor();
virtual void Draw ();
virtual void DrawWorld ();
void DrawEntities();
void DrawStars ();
void DrawEntity (Engine::EntityBase *entity);
void DrawShip (ShipEntity *ship);
void DrawAsteroid (AsteroidEntity *asteroid);
void DrawRocket (RocketEntity *asteroid);
void DrawShipPart (Engine::EntityBase *entity);
std::vector<BackgroundStar> mBackgroundStars;
std::vector<unsigned int> mShipPartsEntityIds;
/** \brief The ViewState stack that is used for non-linear menus */
std::stack<ViewState> mViewStateStack;
/** \brief Pushes the given state onto mViewStateStack */
void PushViewState (const ViewState state) {
Engine::LogDebug ("Pushing ViewState %s", GetStringViewState(state));
mViewStateStack.push(state);
// Fire the view state change event to properly clear the IMGUI state
Engine::EventBasePtr changeviewstate_event (new Engine::EventBase());
changeviewstate_event->mEventType = EventChangeViewState;
QueueEvent (changeviewstate_event);
}
/** \brief Returns the current ViewState */
ViewState GetViewState () {
return mViewStateStack.top();
}
/** \brief Removes the top element of the current ViewState stack */
void PopViewState () {
// Warning: you must not query for an invalid enum with
// GetStringENUM_NAME!
std::string popped_name = GetStringViewState(mViewStateStack.top());
mViewStateStack.pop();
std::string current_name ("None");
if (mViewStateStack.size() > 0)
current_name = GetStringViewState(mViewStateStack.top());
Engine::LogDebug("Popped ViewState: %s current %s remaining: %u", popped_name.c_str(), current_name.c_str(), mViewStateStack.size());
// Fire the view state change event to properly clear the IMGUI state
Engine::EventBasePtr changeviewstate_event (new Engine::EventBase());
changeviewstate_event->mEventType = EventChangeViewState;
QueueEvent (changeviewstate_event);
}
/** \brief Removes all elements of the ViewState stack */
void ResetViewState() {
Engine::LogDebug ("Resetting ViewState stack");
while (mViewStateStack.size())
mViewStateStack.pop();
// Fire the view state change event to properly clear the IMGUI state
Engine::EventBasePtr changeviewstate_event (new Engine::EventBase());
changeviewstate_event->mEventType = EventChangeViewState;
QueueEvent (changeviewstate_event);
}
// \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;
int button_width;
int button_height;
enum EditorState {
EditorStateUnknown = 0,
EditorStateAddEntity,
EditorStateDelEntity,
EditorStateMoveEntity,
EditorStateRotateEntity,
EditorStateSave,
EditorStateEntityVelocity,
EditorStateLoad,
EditorStateTest
};
EditorState mEditorState;
unsigned int mEditorEntityId;
/// \brief can be used to perform some fading, etc.
float mFadeTimerSecValue;
virtual bool OnReceiveEvent (const Engine::EventBasePtr &event);
};
}
#endif // _VIEW_H