Mercurial > LightClone
view LightClone/Source/World.cpp @ 37:58a16d529d95
Refactoring code and adding events for drag and drop
author | koryspansel <koryspansel@bendbroadband.com> |
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date | Wed, 21 Sep 2011 20:30:29 -0700 |
parents | b60cbf3fa894 |
children | 2caa7c7e2cb5 |
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/* * World */ #include "World.h" #include "VertexTypes.h" #include "GuiLabel.h" #include "GuiImage.h" #include "GuiButton.h" /* * World */ World::World() { nGameState = GameState_Active; nSimulationState = SimulationState_Idle; nCurrentLevel = 0; } /* * Initialize */ ErrorCode World::Initialize(EventSystem* pSystem, ResourceManager* pResourceManager, InputManager* pInput) { ErrorCode eCode = Error_Fail; if(pResourceManager && pInput) { pEventSystem = pSystem; pInputManager = pInput; eCode = kEnvironment.Initialize(pResourceManager); if(eCode == Error_Success) { eCode = kBot.Initialize(pResourceManager); if(eCode == Error_Success) { eCode = kProgram.Initialize(); if(eCode == Error_Success) { eCode = InitializeInterface(pResourceManager); if(eCode == Error_Success) { nCurrentLevel = 2; nGameState = GameState_LoadMap; } } } } } return eCode; } /* * Terminate */ void World::Terminate() { kInterface.Terminate(); kProgram.Terminate(); kBot.Terminate(); kEnvironment.Terminate(); } /* * Activate */ void World::Activate() { nGameState = GameState_LoadMap; } /* * Deactivate */ void World::Deactivate() { nGameState = GameState_Exit; } /* * IsActive */ bool World::IsActive() { return nGameState != GameState_Exit; } /* * Load */ bool World::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()); } } return eCode == Error_Success; } /* * Update */ void World::Update(float fElapsed) { ProcessInput(fElapsed); if(nGameState == GameState_LoadMap) { char kBuffer[256]; sprintf_s(kBuffer, "Data\\Maps\\Map%02d.map", nCurrentLevel++); nGameState = Load(kBuffer) ? GameState_Active : GameState_Over; } else if(nGameState == GameState_Active) { if(nSimulationState == SimulationState_Active) { if(kBot.Update(fElapsed)) { if(kEnvironment.RequirementsMet()) { //kDialog.Reset("Some message"); //kDialog.AddButton(DialogButton_Ok, "Ok", 0.0f, 0.0f, 0.0f, 0.0f); nGameState = GameState_Complete; } } } kInterface.Update(fElapsed); } } /* * Render */ void World::Render(RenderContext& kContext) { const uint32 nColor = D3DCOLOR_XRGB(32, 32, 32); kContext.Begin(nColor); //TODO: Remove if(nGameState >= GameState_Active) { D3DVIEWPORT9 kOriginal; kContext.GetViewport(&kOriginal); D3DVIEWPORT9 kViewport; kViewport.X = 0; kViewport.Y = 0; kViewport.Width = ScreenSizeX - 280; kViewport.Height = ScreenSizeY; kViewport.MinZ = kOriginal.MinZ; kViewport.MaxZ = kOriginal.MaxZ; kContext.SetViewport(kViewport); kCameraController.SetMode(CameraMode_3D); Render3D(kContext); kContext.SetViewport(kOriginal); kCameraController.SetMode(CameraMode_2D); Render2D(kContext); } kContext.End(); } /* * InitializeInterface */ ErrorCode World::InitializeInterface(ResourceManager* pResourceManager) { ErrorCode eCode = kInterface.Initialize(pResourceManager, pInputManager); if(eCode == Error_Success) { pBackground = new GuiImage(); pBackground->Initialize(pResourceManager); pBackground->SetTexture("Data\\Textures\\Background03.tga", true); pBackground->SetPosition(ScreenSizeX - pBackground->GetWidth(), 0.0f); pToolbar = new CodePanel(4, 2); pToolbar->Initialize(pResourceManager); pToolbar->SetTexture("Data\\Textures\\PanelA.png"); pToolbar->SetPosition(16, 16.0f); pToolbar->SetSlot(0, Action_Forward); pToolbar->SetSlot(1, Action_RotateCW); pToolbar->SetSlot(2, Action_RotateCCW); pToolbar->SetSlot(3, Action_Jump); pToolbar->SetSlot(4, Action_Light); pToolbar->SetSlot(5, Action_FunctionA); pToolbar->SetSlot(6, Action_FunctionB); pToolbar->SetPermanent(true); GuiLabel* pMainLabel = new GuiLabel(); pMainLabel->Initialize(pResourceManager); pMainLabel->SetFont("Courier New", 16); pMainLabel->SetText("Main:"); pMainLabel->SetColor(D3DCOLOR_XRGB(0, 0, 0)); pMainLabel->SetPosition(26.0f, 149.0f); pMain = new CodePanel(4, 3); pMain->Initialize(pResourceManager); pMain->SetTexture("Data\\Textures\\PanelB.png"); pMain->SetPosition(16.0f, 160.0f); GuiLabel* pFunctionALabel = new GuiLabel(); pFunctionALabel->Initialize(pResourceManager); pFunctionALabel->SetFont("Courier New", 16); pFunctionALabel->SetText("Function 1:"); pFunctionALabel->SetColor(D3DCOLOR_XRGB(0, 0, 0)); pFunctionALabel->SetPosition(26.0f, 349.0f); pFunctionA = new CodePanel(4, 2); pFunctionA->Initialize(pResourceManager); pFunctionA->SetTexture("Data\\Textures\\PanelA.png"); pFunctionA->SetPosition(16.0f, 360.0f); //pFunctionA->Upload( GuiLabel* pFunctionBLabel = new GuiLabel(); pFunctionBLabel->Initialize(pResourceManager); pFunctionBLabel->SetFont("Courier New", 16); pFunctionBLabel->SetText("Function 2:"); pFunctionBLabel->SetColor(D3DCOLOR_XRGB(0, 0, 0)); pFunctionBLabel->SetPosition(26.0f, 493.0f); pFunctionB = new CodePanel(4, 2); pFunctionB->Initialize(pResourceManager); pFunctionB->SetTexture("Data\\Textures\\PanelA.png"); pFunctionB->SetPosition(16.0f, 504.0f); const float fButtonPadding = 32.0f; const float fButtonSpacing = 8.0f; const float fButtonSize = 48.0f; pButtonPlay = new GuiButton(); pButtonPlay->Initialize(pResourceManager); pButtonPlay->SetTexture(GuiButtonState_Normal, "Data\\Textures\\Button1N.png", true); pButtonPlay->SetTexture(GuiButtonState_Hover, "Data\\Textures\\Button1H.png", true); pButtonPlay->SetTexture(GuiButtonState_Down, "Data\\Textures\\Button1D.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, &World::OnPlay, this); pButtonStop = new GuiButton(); pButtonStop->Initialize(pResourceManager); pButtonStop->SetTexture(GuiButtonState_Normal, "Data\\Textures\\Button1N.png", true); pButtonStop->SetTexture(GuiButtonState_Hover, "Data\\Textures\\Button1H.png", true); pButtonStop->SetTexture(GuiButtonState_Down, "Data\\Textures\\Button1D.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, &World::OnStop, this); pButtonReset = new GuiButton(); pButtonReset->Initialize(pResourceManager); pButtonReset->SetTexture(GuiButtonState_Normal, "Data\\Textures\\Button1N.png", true); pButtonReset->SetTexture(GuiButtonState_Hover, "Data\\Textures\\Button1H.png", true); pButtonReset->SetTexture(GuiButtonState_Down, "Data\\Textures\\Button1D.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, &World::OnReset, this); pButtonExit = new GuiButton(); pButtonExit->Initialize(pResourceManager); pButtonExit->SetTexture(GuiButtonState_Normal, "Data\\Textures\\Button1N.png", true); pButtonExit->SetTexture(GuiButtonState_Hover, "Data\\Textures\\Button1H.png", true); pButtonExit->SetTexture(GuiButtonState_Down, "Data\\Textures\\Button1D.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, &World::OnExit, this); pBackground->Add(pToolbar); pBackground->Add(pMainLabel); pBackground->Add(pMain); pBackground->Add(pFunctionALabel); pBackground->Add(pFunctionA); pBackground->Add(pFunctionBLabel); pBackground->Add(pFunctionB); pBackground->Add(pButtonPlay); pBackground->Add(pButtonStop); pBackground->Add(pButtonReset); pBackground->Add(pButtonExit); pLevelDialog = new GuiImage(); pLevelDialog->Initialize(pResourceManager); pLevelDialog->ClearFlag(GuiElementFlag_Visible); pLevelDialog->SetTexture("Data\\Textures\\Dialog0.tga", true); pLevelDialog->SetPosition(0.5f * (ScreenSizeX - pLevelDialog->GetWidth()), 0.5f * (ScreenSizeY - pLevelDialog->GetHeight())); pLevelDialogOk = new GuiButton(); pLevelDialogOk->Initialize(pResourceManager); pLevelDialogOk->SetTexture(GuiButtonState_Normal, "Data\\Textures\\ButtonN.tga"); pLevelDialogOk->SetTexture(GuiButtonState_Hover, "Data\\Textures\\ButtonH.tga"); pLevelDialogOk->SetTexture(GuiButtonState_Down, "Data\\Textures\\ButtonD.tga"); pLevelDialogOk->SetFont("Courier New", 24); pLevelDialogOk->SetText("Ok"); pLevelDialogOk->SetDimensions(150.0f, 52.0f); pLevelDialogOk->SetPosition(0.5f * (pLevelDialog->GetWidth() - pLevelDialogOk->GetWidth()), 171.0f); pLevelDialogOk->Subscribe(GuiButton::EventClick, &World::OnExit, this); pLevelDialog->Add(pLevelDialogOk); pGameDialog = new GuiImage(); pGameDialog->Initialize(pResourceManager); pGameDialog->ClearFlag(GuiElementFlag_Visible); pGameDialog->SetTexture("Data\\Textures\\Dialog0.tga", true); pGameDialog->SetPosition(0.5f * (ScreenSizeX - pGameDialog->GetWidth()), 0.5f * (ScreenSizeY - pGameDialog->GetHeight())); pGameDialogOk = new GuiButton(); pGameDialogOk->Initialize(pResourceManager); pGameDialogOk->SetTexture(GuiButtonState_Normal, "Data\\Textures\\Button.tga", true); pGameDialogOk->SetText("Ok"); pGameDialogOk->SetPosition(0.5f * (pGameDialog->GetWidth() - pGameDialogOk->GetWidth()), 171.0f); pGameDialogOk->Subscribe(GuiButton::EventClick, &World::OnExit, this); pGameDialog->Add(pGameDialogOk); kInterface.Add(pBackground); kInterface.Add(pLevelDialog); kInterface.Add(pGameDialog); } return eCode; } /* * Render3D */ void World::Render3D(RenderContext& kContext) { kEnvironment.Render(kContext, kCameraController); kBot.Render(kContext, kCameraController); } /* * Render2D */ void World::Render2D(RenderContext& kContext) { kInterface.Render(kContext, kCameraController); } /* * ProcessInput */ void World::ProcessInput(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); } #endif } /* * OnPlay */ void World::OnPlay(GuiEventArguments& kArguments) { if(nSimulationState == SimulationState_Idle) { kEnvironment.Reset(); kBot.Reset(); kBot.SetPosition(kLoader.GetInitialPosition()); kBot.SetDirection(kLoader.GetInitialDirection()); kProgram.Upload(kBot.GetVirtualMachine()); nSimulationState = SimulationState_Active; } } /* * OnStop */ void World::OnStop(GuiEventArguments& kArguments) { if(nSimulationState == SimulationState_Active) { kEnvironment.Reset(); kBot.Reset(); kBot.SetPosition(kLoader.GetInitialPosition()); kBot.SetDirection(kLoader.GetInitialDirection()); nSimulationState = SimulationState_Idle; } } /* * OnReset */ void World::OnReset(GuiEventArguments& kArguments) { kProgram.Clear(); pMain->Clear(); pFunctionA->Clear(); pFunctionB->Clear(); } /* * OnExit */ void World::OnExit(GuiEventArguments& kArguments) { nGameState = GameState_Exit; }