Mercurial > LightClone
view LightClone/Source/GameScreen.cpp @ 74:40c0b5305de8
Work on removing ScreenManager
author | koryspansel |
---|---|
date | Tue, 18 Oct 2011 11:56:49 -0700 |
parents | 0574e2cf8bac |
children |
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/* * GameScreen */ #include "GameScreen.h" /* * Initialize */ ErrorCode GameScreen::Initialize(ServiceProvider* pServiceProvider) { ErrorCode eCode = kEnvironment.Initialize(pServiceProvider); if(eCode != Error_Success) { TRACE("Error: Failed to initialize environment\n"); Terminate(); return eCode; } eCode = kBot.Initialize(pServiceProvider); if(eCode != Error_Success) { TRACE("Error: Failed to initialize bot\n"); Terminate(); return eCode; } eCode = kProgram.Initialize(); if(eCode != Error_Success) { TRACE("Error: Failed to initialize program\n"); Terminate(); return eCode; } eCode = pServiceProvider->GetService("InputManager", &pInputManager); if(eCode != Error_Success) { TRACE("Error: Failed to acquire input manager\n"); Terminate(); return eCode; } eCode = InitializeInterface(pServiceProvider); if(eCode != Error_Success) { TRACE("Error: Failed to initialize interface\n"); Terminate(); return eCode; } nGameState = GameState_Load; nSimulationState = SimulationState_Idle; nCurrentLevel = 0; return eCode; } /* * Terminate */ void GameScreen::Terminate() { kInterface.Terminate(); kProgram.Terminate(); kBot.Terminate(); kEnvironment.Terminate(); } /* * Update */ void GameScreen::Update(float fElapsed) { pInputManager->Update(fElapsed); UpdateInput(fElapsed); UpdateLogic(fElapsed); { const D3DXVECTOR3& kCameraPosition = kCameraController.GetLocation(); char kBuffer[256]; sprintf_s(kBuffer, "Camera: <%.2f, %.2f, %.2f> (%.2f, %.2f, %.2f)", kCameraPosition.x, kCameraPosition.y, kCameraPosition.z, kCameraController.fCameraDistance, kCameraController.fCameraYaw, kCameraController.fCameraPitch); pDebugText->SetText(kBuffer); } kInterface.Update(fElapsed); } /* * Render */ void GameScreen::Render(RenderContext& kContext) { if(nGameState != GameState_Load) { D3DVIEWPORT9 kOriginal; kContext.GetViewport(&kOriginal); D3DVIEWPORT9 kViewport; kViewport.X = 0; kViewport.Y = 0; kViewport.Width = ScreenSizeX - 280; // minus size of interface kViewport.Height = ScreenSizeY; kViewport.MinZ = kOriginal.MinZ; kViewport.MaxZ = kOriginal.MaxZ; kContext.SetViewport(kViewport); kCameraController.SetMode(CameraMode_3D); kEnvironment.Render(kContext, kCameraController); kBot.Render(kContext, kCameraController); kContext.SetViewport(kOriginal); } kCameraController.SetMode(CameraMode_2D); kInterface.Render(kContext, kCameraController); } /* * Load */ ErrorCode GameScreen::Load(const char* pName) { ErrorCode eCode = kLoader.Load(pName); if(eCode == Error_Success) { const Size& kSize = kLoader.GetSize(); eCode = kEnvironment.Setup(kSize.X, kSize.Y); if(eCode == Error_Success) { for(uint32 nY = 0; nY < kSize.Y; ++nY) { for(uint32 nX = 0; nX < kSize.X; ++nX) { kEnvironment.SetType(nX, nY, kLoader.GetTowerType(nX, nY)); kEnvironment.SetAltitude(nX, nY, kLoader.GetTowerHeight(nX, nY)); } } kBot.Setup(&kEnvironment); kBot.SetPosition(kLoader.GetInitialPosition()); kBot.SetDirection(kLoader.GetInitialDirection()); //kCameraController.SetDistance( } } return eCode; } /* * InitializeInterface */ ErrorCode GameScreen::InitializeInterface(ServiceProvider* pServiceProvider) { ErrorCode eCode = kInterface.Initialize(pServiceProvider); if(eCode == Error_Success) { pBackground = new GuiImage(); pBackground->Initialize(pServiceProvider); pBackground->SetTexture("Data\\Textures\\Background04.tga", true); pBackground->SetPosition(ScreenSizeX - pBackground->GetWidth(), 0.0f); pBackground->SetDepth(512.0f); pToolbar = new ActionPanel(4, 2); pToolbar->Initialize(pServiceProvider); pToolbar->SetTexture("Data\\Textures\\PanelA.png"); pToolbar->SetPosition(16, 16.0f); pToolbar->SetAction(0, Action_Forward); pToolbar->SetAction(1, Action_RotateCW); pToolbar->SetAction(2, Action_RotateCCW); pToolbar->SetAction(3, Action_Jump); pToolbar->SetAction(4, Action_Light); pToolbar->SetAction(5, Action_FunctionA); pToolbar->SetAction(6, Action_FunctionB); pToolbar->SetPermanent(true); pToolbar->SetDepth(256.0f); GuiLabel* pMainLabel = new GuiLabel(); pMainLabel->Initialize(pServiceProvider); pMainLabel->SetFont("Courier New", 16); pMainLabel->SetText("Main:"); pMainLabel->SetColor(D3DCOLOR_XRGB(0, 0, 0)); pMainLabel->SetPosition(26.0f, 149.0f); pMainLabel->SetDepth(256.0f); pCode[0] = new ActionPanel(4, 3); pCode[0]->Initialize(pServiceProvider); pCode[0]->SetTexture("Data\\Textures\\PanelB.png"); pCode[0]->SetPosition(16.0f, 160.0f); pCode[0]->Subscribe(ActionPanel::EventAction, &GameScreen::OnAction, this); pCode[0]->SetDepth(256.0f); GuiLabel* pFunctionALabel = new GuiLabel(); pFunctionALabel->Initialize(pServiceProvider); pFunctionALabel->SetFont("Courier New", 16); pFunctionALabel->SetText("Function 1:"); pFunctionALabel->SetColor(D3DCOLOR_XRGB(0, 0, 0)); pFunctionALabel->SetPosition(26.0f, 349.0f); pCode[1] = new ActionPanel(4, 2); pCode[1]->Initialize(pServiceProvider); pCode[1]->SetTexture("Data\\Textures\\PanelA.png"); pCode[1]->SetPosition(16.0f, 360.0f); pCode[1]->Subscribe(ActionPanel::EventAction, &GameScreen::OnAction, this); GuiLabel* pFunctionBLabel = new GuiLabel(); pFunctionBLabel->Initialize(pServiceProvider); pFunctionBLabel->SetFont("Courier New", 16); pFunctionBLabel->SetText("Function 2:"); pFunctionBLabel->SetColor(D3DCOLOR_XRGB(0, 0, 0)); pFunctionBLabel->SetPosition(26.0f, 493.0f); pCode[2] = new ActionPanel(4, 2); pCode[2]->Initialize(pServiceProvider); pCode[2]->SetTexture("Data\\Textures\\PanelA.png"); pCode[2]->SetPosition(16.0f, 504.0f); pCode[2]->Subscribe(ActionPanel::EventAction, &GameScreen::OnAction, this); const float fButtonPadding = 32.0f; const float fButtonSpacing = 8.0f; const float fButtonSize = 48.0f; pButtonPlay = new GuiButton(); pButtonPlay->Initialize(pServiceProvider); pButtonPlay->SetTexture(GuiButtonState_Normal, "Data\\Textures\\Button2N.png", true); pButtonPlay->SetTexture(GuiButtonState_Hover, "Data\\Textures\\Button2H.png", true); pButtonPlay->SetTexture(GuiButtonState_Down, "Data\\Textures\\Button2D.png", true); pButtonPlay->SetFont("Courier New", 16, FW_BOLD); pButtonPlay->SetText("Play"); pButtonPlay->SetColor(D3DCOLOR_XRGB(0, 0, 0)); pButtonPlay->SetPosition(fButtonPadding + 0.0f * (fButtonSize + fButtonSpacing), 652.0f); pButtonPlay->Subscribe(GuiButton::EventClick, &GameScreen::OnPlay, this); pButtonStop = new GuiButton(); pButtonStop->Initialize(pServiceProvider); pButtonStop->SetTexture(GuiButtonState_Normal, "Data\\Textures\\Button2N.png", true); pButtonStop->SetTexture(GuiButtonState_Hover, "Data\\Textures\\Button2H.png", true); pButtonStop->SetTexture(GuiButtonState_Down, "Data\\Textures\\Button2D.png", true); pButtonStop->SetFont("Courier New", 16, FW_BOLD); pButtonStop->SetText("Stop"); pButtonStop->SetColor(D3DCOLOR_XRGB(0, 0, 0)); pButtonStop->SetPosition(fButtonPadding + 1.0f * (fButtonSize + fButtonSpacing), 652.0f); pButtonStop->Subscribe(GuiButton::EventClick, &GameScreen::OnStop, this); pButtonReset = new GuiButton(); pButtonReset->Initialize(pServiceProvider); pButtonReset->SetTexture(GuiButtonState_Normal, "Data\\Textures\\Button2N.png", true); pButtonReset->SetTexture(GuiButtonState_Hover, "Data\\Textures\\Button2H.png", true); pButtonReset->SetTexture(GuiButtonState_Down, "Data\\Textures\\Button2D.png", true); pButtonReset->SetFont("Courier New", 16, FW_BOLD); pButtonReset->SetText("Reset"); pButtonReset->SetColor(D3DCOLOR_XRGB(0, 0, 0)); pButtonReset->SetPosition(fButtonPadding + 2.0f * (fButtonSize + fButtonSpacing), 652.0f); pButtonReset->Subscribe(GuiButton::EventClick, &GameScreen::OnReset, this); pButtonExit = new GuiButton(); pButtonExit->Initialize(pServiceProvider); pButtonExit->SetTexture(GuiButtonState_Normal, "Data\\Textures\\Button2N.png", true); pButtonExit->SetTexture(GuiButtonState_Hover, "Data\\Textures\\Button2H.png", true); pButtonExit->SetTexture(GuiButtonState_Down, "Data\\Textures\\Button2D.png", true); pButtonExit->SetFont("Courier New", 16, FW_BOLD); pButtonExit->SetText("Exit"); pButtonExit->SetColor(D3DCOLOR_XRGB(0, 0, 0)); pButtonExit->SetPosition(fButtonPadding + 3.0f * (fButtonSize + fButtonSpacing), 652.0f); pButtonExit->Subscribe(GuiButton::EventClick, &GameScreen::OnExit, this); pBackground->Add(pToolbar); pBackground->Add(pMainLabel); pBackground->Add(pCode[0]); pBackground->Add(pFunctionALabel); pBackground->Add(pCode[1]); pBackground->Add(pFunctionBLabel); pBackground->Add(pCode[2]); pBackground->Add(pButtonPlay); pBackground->Add(pButtonStop); pBackground->Add(pButtonReset); pBackground->Add(pButtonExit); pDebugText = new GuiLabel(); pDebugText->Initialize(pServiceProvider); pDebugText->SetFont("Courier New", 16); pDebugText->SetPosition(10.0f, 10.0f); pDebugText->SetText("Debug"); pDebugText->SetColor(D3DCOLOR_XRGB(255, 255, 255)); kInterface.Add(pBackground); kInterface.Add(pDebugText); } return eCode; } /* * UpdateInput */ void GameScreen::UpdateInput(float fElapsed) { #if defined(_DEBUG) if(pInputManager->IsKeyDown(DIK_LEFT)) { kCameraController.Yaw(0.01f); } else if(pInputManager->IsKeyDown(DIK_RIGHT)) { kCameraController.Yaw(-0.01f); } if(pInputManager->IsKeyDown(DIK_UP)) { kCameraController.Pitch(0.01f); } else if(pInputManager->IsKeyDown(DIK_DOWN)) { kCameraController.Pitch(-0.01f); } if(pInputManager->IsKeyDown(DIK_NEXT)) { kCameraController.Move(0.1f); } else if(pInputManager->IsKeyDown(DIK_PRIOR)) { kCameraController.Move(-0.1f); } static bool bControl = false; static uint32 nBuffer[4] = {0}; static uint32 nCount = 0; if(bControl) { if(pInputManager->IsKeyDown(DIK_0) && !pInputManager->WasKeyDown(DIK_0)) { nBuffer[nCount++] = 0; } else if(pInputManager->IsKeyDown(DIK_1) && !pInputManager->WasKeyDown(DIK_1)) { nBuffer[nCount++] = 1; } else if(pInputManager->IsKeyDown(DIK_2) && !pInputManager->WasKeyDown(DIK_2)) { nBuffer[nCount++] = 2; } else if(pInputManager->IsKeyDown(DIK_3) && !pInputManager->WasKeyDown(DIK_3)) { nBuffer[nCount++] = 3; } else if(pInputManager->IsKeyDown(DIK_4) && !pInputManager->WasKeyDown(DIK_4)) { nBuffer[nCount++] = 4; } else if(pInputManager->IsKeyDown(DIK_5) && !pInputManager->WasKeyDown(DIK_5)) { nBuffer[nCount++] = 5; } else if(pInputManager->IsKeyDown(DIK_6) && !pInputManager->WasKeyDown(DIK_6)) { nBuffer[nCount++] = 6; } else if(pInputManager->IsKeyDown(DIK_7) && !pInputManager->WasKeyDown(DIK_7)) { nBuffer[nCount++] = 7; } else if(pInputManager->IsKeyDown(DIK_8) && !pInputManager->WasKeyDown(DIK_8)) { nBuffer[nCount++] = 8; } else if(pInputManager->IsKeyDown(DIK_9) && !pInputManager->WasKeyDown(DIK_9)) { nBuffer[nCount++] = 9; } if(!pInputManager->IsKeyDown(DIK_LCONTROL)) { if(nCount > 0) { nCurrentLevel = 0; nGameState = GameState_Load; for(uint32 i = 0; i < nCount; ++i) { nCurrentLevel += (uint32)(nBuffer[i] * powf(10.0f, (float)i)); } } bControl = false; } } else { if(pInputManager->IsKeyDown(DIK_LCONTROL)) { bControl = true; nCount = 0; } } #endif } /* * UpdateLogic */ void GameScreen::UpdateLogic(float fElapsed) { if(nGameState == GameState_Load) { char kBuffer[256]; sprintf(kBuffer, "Data\\Maps\\Map%02d.map", nCurrentLevel++); ErrorCode eCode = Load(kBuffer); if(eCode == Error_Success) { kProgram.Clear(); for(uint32 i = 0; i < MaximumFunctionCount; ++i) { pCode[i]->Clear(); } nGameState = GameState_Active; } else { //pScreenManager->Push("GameOver"); } nSimulationState = SimulationState_Idle; } else if(nGameState == GameState_Active) { if(nSimulationState == SimulationState_Active) { if(kBot.Update(fElapsed)) { if(kEnvironment.RequirementsMet()) { nGameState = GameState_Load; //pScreenManager->Push("LevelOver"); } } } } } /* * OnAction */ void GameScreen::OnAction(GuiEventArguments& kArguments) { ActionArguments& kActionArguments = (ActionArguments&)kArguments; for(uint32 i = 0; i < MaximumFunctionCount; ++i) { if(kArguments.pSource == pCode[i]) { kProgram.SetAction(i, kActionArguments.nSlot, pCode[i]->GetAction(kActionArguments.nSlot)); } } } /* * OnPlay */ void GameScreen::OnPlay(GuiEventArguments& kArguments) { if(nSimulationState == SimulationState_Idle) { kEnvironment.Reset(); kBot.Reset(); kBot.SetPosition(kLoader.GetInitialPosition()); kBot.SetDirection(kLoader.GetInitialDirection()); kBot.Upload(kProgram); nSimulationState = SimulationState_Active; } } /* * OnStop */ void GameScreen::OnStop(GuiEventArguments& kArguments) { if(nSimulationState == SimulationState_Active) { kEnvironment.Reset(); kBot.Reset(); kBot.SetPosition(kLoader.GetInitialPosition()); kBot.SetDirection(kLoader.GetInitialDirection()); nSimulationState = SimulationState_Idle; } } /* * OnReset */ void GameScreen::OnReset(GuiEventArguments& kArguments) { kProgram.Clear(); for(uint32 i = 0; i < MaximumFunctionCount; ++i) { pCode[i]->Clear(); } } /* * OnExit */ void GameScreen::OnExit(GuiEventArguments& kArguments) { //pScreenManager->Push("Confirm"); }