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