Began work on the client
This commit is contained in:
@@ -31,13 +31,6 @@ BaseScene::~BaseScene() {
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//EMPTY
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}
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void BaseScene::RunFrame() {
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FrameStart();
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ProcessEvents();
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Update();
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FrameEnd();
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}
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void BaseScene::RenderFrame(SDL_Renderer* renderer) {
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//EMPTY
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}
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@@ -66,39 +59,6 @@ void BaseScene::FrameStart() {
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//EMPTY
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}
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void BaseScene::ProcessEvents() {
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SDL_Event event;
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while(SDL_PollEvent(&event)) {
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switch(event.type) {
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case SDL_QUIT:
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QuitEvent();
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break;
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case SDL_MOUSEMOTION:
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MouseMotion(event.motion);
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break;
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case SDL_MOUSEBUTTONDOWN:
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MouseButtonDown(event.button);
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break;
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case SDL_MOUSEBUTTONUP:
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MouseButtonUp(event.button);
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break;
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case SDL_KEYDOWN:
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KeyDown(event.key);
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break;
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case SDL_KEYUP:
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KeyUp(event.key);
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break;
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//TODO: joystick and controller events
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}
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}
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}
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void BaseScene::Update() {
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//EMPTY
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}
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@@ -30,20 +30,12 @@ public:
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BaseScene();
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virtual ~BaseScene();
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virtual void RunFrame();
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virtual void RenderFrame(SDL_Renderer*);
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static void SetRenderer(SDL_Renderer*);
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SceneSignal GetSceneSignal();
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protected:
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//control
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static SDL_Renderer* GetRenderer();
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void SetSceneSignal(SceneSignal);
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//frame phases
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virtual void FrameStart();
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virtual void ProcessEvents();
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virtual void Update();
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virtual void FrameEnd();
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@@ -58,6 +50,11 @@ protected:
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//TODO: joystick and controller events
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protected:
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//control
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static SDL_Renderer* GetRenderer();
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void SetSceneSignal(SceneSignal);
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private:
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static SDL_Renderer* rendererHandle;
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SceneSignal sceneSignal = SceneSignal::CONTINUE;
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+161
-83
@@ -24,22 +24,10 @@
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#include "serial_packet.hpp"
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#include "config_utility.hpp"
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#include <stdexcept>
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#include <chrono>
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#include <iostream>
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#include <sstream>
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//-------------------------
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//Scene headers
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//-------------------------
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//Add the custom scene headers here
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#include "splash_screen.hpp"
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#include "main_menu.hpp"
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#include "options_menu.hpp"
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#include "lobby_menu.hpp"
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#include "world.hpp"
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#include "disconnected_screen.hpp"
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#include <stdexcept>
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//-------------------------
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//Public access members
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@@ -53,34 +41,57 @@ void ClientApplication::Init(int argc, char* argv[]) {
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config.Load("rsc/config.cfg", false, argc, argv);
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//-------------------------
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//Initialize the APIs
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//-------------------------
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//initialize SDL
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if (SDL_Init(SDL_INIT_VIDEO)) {
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std::ostringstream os;
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os << "Failed to initialize SDL: " << SDL_GetError();
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throw(std::runtime_error(os.str()));
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}
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std::cout << "Initialized SDL" << std::endl;
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//initialize SDL_net
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if (SDLNet_Init()) {
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throw(std::runtime_error("Failed to initialize SDL_net"));
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}
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UDPNetworkUtility::GetSingleton().Open(0);
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std::cout << "Initialized SDL_net" << std::endl;
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//-------------------------
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//Setup the screen
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//create and check the window
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//-------------------------
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int w = config.Int("client.screen.w");
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int h = config.Int("client.screen.h");
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int f = config.Bool("client.screen.f") ? SDL_HWSURFACE|SDL_DOUBLEBUF|SDL_FULLSCREEN : SDL_HWSURFACE|SDL_DOUBLEBUF;
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int f = config.Bool("client.screen.f") ? SDL_WINDOW_FULLSCREEN : 0;
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BaseScene::SetScreen(w ? w : 800, h ? h : 600, 0, f);
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std::cout << "Initialized the screen" << std::endl;
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window = SDL_CreateWindow(argv[0], SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, w ? w : 800, h ? h : 600, f);
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if (!window) {
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std::ostringstream msg;
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msg << "Failed to create the window: " << SDL_GetError();
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throw(std::runtime_error(msg.str()));
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}
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std::cout << "Initialized the window" << std::endl;
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//-------------------------
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//create and check the renderer
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//-------------------------
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renderer = SDL_CreateRenderer(window, -1, 0);
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if (!renderer) {
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std::ostringstream msg;
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msg << "Failed to create the renderer: " << SDL_GetError();
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throw(std::runtime_error(msg.str()));
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}
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//screen scaling
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
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SDL_RenderSetLogicalSize(renderer, w, h);
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//set the hook for the renderer
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BaseScene::SetRenderer(renderer);
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std::cout << "Initialized the renderer" << std::endl;
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//-------------------------
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//Initialize the APIs
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//-------------------------
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//initialize SDL_net
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if (SDLNet_Init()) {
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std::ostringstream msg;
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msg << "Failed to initialize SDL_net: " << SDL_GetError();
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throw(std::runtime_error(msg.str()));
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}
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UDPNetworkUtility::GetSingleton().Open(0);
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std::cout << "Initialized SDL_net" << std::endl;
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//-------------------------
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//debug output
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@@ -119,88 +130,155 @@ void ClientApplication::Init(int argc, char* argv[]) {
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}
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void ClientApplication::Proc() {
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LoadScene(SceneList::FIRST);
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//load the first scene
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ProcessSceneSignal(SceneSignal::FIRST);
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//prepare the time system
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//fixed frame rate
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typedef std::chrono::steady_clock Clock;
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Clock::time_point simTime = Clock::now();
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Clock::time_point realTime;
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constexpr std::chrono::duration<int, std::milli> frameDelay(16); //~60FPS
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//The main loop
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while(activeScene->GetNextScene() != SceneList::QUIT) {
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//switch scenes when necessary
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if (activeScene->GetNextScene() != SceneList::CONTINUE) {
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LoadScene(activeScene->GetNextScene());
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//the game loop continues until the scenes signal QUIT
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while(activeScene->GetSceneSignal() != SceneSignal::QUIT) {
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//switch scenes if necessary
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if(activeScene->GetSceneSignal() != SceneSignal::CONTINUE) {
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ProcessSceneSignal(activeScene->GetSceneSignal());
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continue;
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}
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//update the current time
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realTime = Clock::now();
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//simulate game time
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//simulate the game or give the machine a break
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if (simTime < realTime) {
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while (simTime < realTime) {
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//call each user defined function
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activeScene->RunFrame();
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//~60 FPS
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simTime += std::chrono::duration<int, std::milli>(16);
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while(simTime < realTime) {
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//call the user defined functions
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activeScene->FrameStart();
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ProcessEvents();
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activeScene->Update();
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activeScene->FrameEnd();
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//step to the next frame
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simTime += frameDelay;
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}
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}
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else {
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//give the machine a break
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SDL_Delay(10);
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SDL_Delay(1);
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}
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//draw the game to the screen
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activeScene->RenderFrame();
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SDL_RenderClear(renderer);
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activeScene->RenderFrame(renderer);
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SDL_RenderPresent(renderer);
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}
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UnloadScene();
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//cleanup
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ClearScene();
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}
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void ClientApplication::Quit() {
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//clean up after the program
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std::cout << "Shutting down" << std::endl;
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UDPNetworkUtility::GetSingleton().Close();
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SDLNet_Quit();
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SDL_Quit();
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BaseScene::SetRenderer(nullptr);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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std::cout << "Clean exit" << std::endl;
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}
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//-------------------------
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//Private access members
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//Scene management
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//-------------------------
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void ClientApplication::LoadScene(SceneList sceneIndex) {
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//BUG: #16 Resources are being reloaded between scenes
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UnloadScene();
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switch(sceneIndex) {
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//add scene creation calls here
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case SceneList::FIRST:
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case SceneList::SPLASHSCREEN:
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activeScene = new SplashScreen();
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break;
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case SceneList::MAINMENU:
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activeScene = new MainMenu();
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break;
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case SceneList::OPTIONSMENU:
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activeScene = new OptionsMenu();
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break;
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case SceneList::LOBBYMENU:
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activeScene = new LobbyMenu(&clientIndex, &accountIndex);
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break;
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case SceneList::WORLD:
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activeScene = new World(&clientIndex, &accountIndex);
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break;
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case SceneList::DISCONNECTEDSCREEN:
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activeScene = new DisconnectedScreen();
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break;
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default:
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throw(std::logic_error("Failed to recognize the scene index"));
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void ClientApplication::ProcessEvents() {
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SDL_Event event;
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while(SDL_PollEvent(&event)) {
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switch(event.type) {
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case SDL_QUIT:
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activeScene->QuitEvent();
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break;
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case SDL_MOUSEMOTION:
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activeScene->MouseMotion(event.motion);
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break;
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case SDL_MOUSEBUTTONDOWN:
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activeScene->MouseButtonDown(event.button);
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break;
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case SDL_MOUSEBUTTONUP:
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activeScene->MouseButtonUp(event.button);
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break;
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case SDL_MOUSEWHEEL:
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activeScene->MouseWheel(event.wheel);
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break;
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case SDL_KEYDOWN:
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activeScene->KeyDown(event.key);
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break;
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case SDL_KEYUP:
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activeScene->KeyUp(event.key);
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break;
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//TODO: joystick and controller events
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//window events are handled internally
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case SDL_WINDOWEVENT:
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switch(event.window.event) {
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case SDL_WINDOWEVENT_RESIZED:
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SDL_RenderSetLogicalSize(renderer, event.window.data1, event.window.data2);
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break;
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}
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break;
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}
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}
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}
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void ClientApplication::UnloadScene() {
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//Add the custom scene headers here
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#include "splash_screen.hpp"
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#include "main_menu.hpp"
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#include "options_menu.hpp"
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#include "lobby_menu.hpp"
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#include "world.hpp"
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#include "disconnected_screen.hpp"
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void ClientApplication::ProcessSceneSignal(SceneSignal signal) {
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//BUG: #16 Resources are being reloaded between scenes
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ClearScene();
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switch(signal) {
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//add scene creation calls here
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case SceneSignal::FIRST:
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case SceneSignal::SPLASHSCREEN:
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activeScene = new SplashScreen();
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break;
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case SceneSignal::MAINMENU:
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activeScene = new MainMenu();
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break;
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case SceneSignal::OPTIONSMENU:
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activeScene = new OptionsMenu();
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||||
break;
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case SceneSignal::LOBBYMENU:
|
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activeScene = new LobbyMenu(&clientIndex, &accountIndex);
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||||
break;
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case SceneSignal::WORLD:
|
||||
activeScene = new World(&clientIndex, &accountIndex);
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||||
break;
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||||
case SceneSignal::DISCONNECTEDSCREEN:
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activeScene = new DisconnectedScreen();
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break;
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default: {
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||||
std::ostringstream msg;
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msg << "Failed to recognize the scene signal: " << signal;
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||||
throw(std::logic_error(msg.str()));
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||||
}
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||||
}
|
||||
}
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||||
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void ClientApplication::ClearScene() {
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||||
delete activeScene;
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||||
activeScene = nullptr;
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||||
}
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||||
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||||
@@ -21,18 +21,15 @@
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include "scene_list.hpp"
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||||
#include "base_scene.hpp"
|
||||
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||||
#include "scene_signal.hpp"
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||||
#include "singleton.hpp"
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||||
#include "udp_network_utility.hpp"
|
||||
|
||||
#include "singleton.hpp"
|
||||
|
||||
#include <map>
|
||||
#include "SDL2/SDL.h"
|
||||
|
||||
class ClientApplication: public Singleton<ClientApplication> {
|
||||
public:
|
||||
//public methods
|
||||
void Init(int argc, char* argv[]);
|
||||
void Proc();
|
||||
void Quit();
|
||||
@@ -43,12 +40,17 @@ private:
|
||||
ClientApplication() = default;
|
||||
~ClientApplication() = default;
|
||||
|
||||
//Private access members
|
||||
void LoadScene(SceneList sceneIndex);
|
||||
void UnloadScene();
|
||||
//scene management
|
||||
void ProcessEvents();
|
||||
void ProcessSceneSignal(SceneSignal);
|
||||
void ClearScene();
|
||||
|
||||
BaseScene* activeScene = nullptr;
|
||||
|
||||
//TODO: build a "window" class?
|
||||
SDL_Window* window = nullptr;
|
||||
SDL_Renderer* renderer = nullptr;
|
||||
|
||||
//shared parameters
|
||||
int clientIndex = -1;
|
||||
int accountIndex = -1;
|
||||
|
||||
@@ -31,7 +31,6 @@
|
||||
|
||||
//graphics
|
||||
#include "image.hpp"
|
||||
#include "raster_font.hpp"
|
||||
#include "button.hpp"
|
||||
#include "tile_sheet.hpp"
|
||||
|
||||
@@ -54,21 +53,21 @@ public:
|
||||
World(int* const argClientIndex, int* const argAccountIndex);
|
||||
~World();
|
||||
|
||||
protected:
|
||||
//Frame loop
|
||||
void FrameStart();
|
||||
void Update();
|
||||
void FrameEnd();
|
||||
void RenderFrame();
|
||||
void Render(SDL_Surface* const);
|
||||
void RenderFrame(SDL_Renderer* renderer) override;
|
||||
|
||||
//Event handlers
|
||||
void QuitEvent();
|
||||
void MouseMotion(SDL_MouseMotionEvent const&);
|
||||
void MouseButtonDown(SDL_MouseButtonEvent const&);
|
||||
void MouseButtonUp(SDL_MouseButtonEvent const&);
|
||||
void KeyDown(SDL_KeyboardEvent const&);
|
||||
void KeyUp(SDL_KeyboardEvent const&);
|
||||
private:
|
||||
//frame phases
|
||||
void FrameStart() override;
|
||||
void Update() override;
|
||||
void FrameEnd() override;
|
||||
|
||||
//input events
|
||||
void MouseMotion(SDL_MouseMotionEvent const& event) override;
|
||||
void MouseButtonDown(SDL_MouseButtonEvent const& event) override;
|
||||
void MouseButtonUp(SDL_MouseButtonEvent const& event) override;
|
||||
void MouseWheel(SDL_MouseWheelEvent const& event) override;
|
||||
void KeyDown(SDL_KeyboardEvent const& event) override;
|
||||
void KeyUp(SDL_KeyboardEvent const& event) override;
|
||||
|
||||
//handle incoming traffic
|
||||
void HandlePacket(SerialPacket* const);
|
||||
@@ -132,7 +131,6 @@ protected:
|
||||
|
||||
//graphics
|
||||
Image buttonImage;
|
||||
RasterFont font;
|
||||
TileSheet tileSheet;
|
||||
|
||||
//map
|
||||
|
||||
@@ -44,6 +44,7 @@ int main(int argc, char* argv[]) {
|
||||
app.Proc();
|
||||
app.Quit();
|
||||
|
||||
//control the position of the app's destructor
|
||||
ClientApplication::DeleteSingleton();
|
||||
|
||||
//delete the singletons
|
||||
|
||||
+11
-7
@@ -1,5 +1,5 @@
|
||||
#include directories
|
||||
INCLUDES+=SDL . client_utilities entities gameplay_scenes menu_scenes ../common/debugging ../common/gameplay ../common/graphics ../common/map ../common/network ../common/network/packet_types ../common/ui ../common/utilities
|
||||
INCLUDES+=. client_utilities entities gameplay_scenes menu_scenes ../common/debugging ../common/gameplay ../common/graphics ../common/map ../common/network ../common/network/packet_types ../common/ui ../common/utilities
|
||||
|
||||
#libraries
|
||||
#the order of the $(LIBS) is important, at least for MinGW
|
||||
@@ -7,10 +7,14 @@ LIBS+=client.a ../libcommon.a -lSDL_net
|
||||
ifeq ($(OS),Windows_NT)
|
||||
LIBS+=-lwsock32 -liphlpapi -lmingw32
|
||||
endif
|
||||
LIBS+=-lSDLmain -lSDL -lSDL2_image -lSDL2_ttf
|
||||
LIBS+=-lSDL2main -lSDL2 -lSDL2_image -lSDL2_ttf
|
||||
|
||||
#flags
|
||||
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
|
||||
ifeq ($(shell uname), Linux)
|
||||
#read data about the current install
|
||||
CXXFLAGS+=$(shell sdl-config --cflags --static-libs)
|
||||
endif
|
||||
|
||||
#source
|
||||
CXXSRC=$(wildcard *.cpp)
|
||||
@@ -25,11 +29,11 @@ OUT=$(addprefix $(OUTDIR)/,client)
|
||||
|
||||
#targets
|
||||
all: $(OBJ) $(OUT)
|
||||
$(MAKE) -C client_utilities
|
||||
$(MAKE) -C entities
|
||||
$(MAKE) -C gameplay_scenes
|
||||
$(MAKE) -C menu_scenes
|
||||
$(CXX) $(CXXFLAGS) -o $(OUT) $(OBJ) $(LIBS)
|
||||
# $(MAKE) -C client_utilities
|
||||
# $(MAKE) -C entities
|
||||
# $(MAKE) -C gameplay_scenes
|
||||
# $(MAKE) -C menu_scenes
|
||||
# $(CXX) $(CXXFLAGS) -o $(OUT) $(OBJ) $(LIBS)
|
||||
|
||||
$(OBJ): | $(OBJDIR)
|
||||
|
||||
|
||||
@@ -65,6 +65,10 @@ DisconnectedScreen::~DisconnectedScreen() {
|
||||
//Frame loop
|
||||
//-------------------------
|
||||
|
||||
void DisconnectedScreen::FrameStart() {
|
||||
//
|
||||
}
|
||||
|
||||
void DisconnectedScreen::Update() {
|
||||
if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(10)) {
|
||||
SetNextScene(SceneList::MAINMENU);
|
||||
@@ -74,10 +78,14 @@ void DisconnectedScreen::Update() {
|
||||
while(UDPNetworkUtility::GetSingleton().Receive());
|
||||
}
|
||||
|
||||
void DisconnectedScreen::Render(SDL_Surface* const screen) {
|
||||
void DisconnectedScreen::FrameEnd() {
|
||||
//
|
||||
}
|
||||
|
||||
void DisconnectedScreen::RenderFrame(SDL_Renderer* renderer) {
|
||||
ConfigUtility& config = ConfigUtility::GetSingleton();
|
||||
|
||||
backButton.DrawTo(screen);
|
||||
backButton.DrawTo(renderer);
|
||||
font.DrawStringTo(config["client.disconnectMessage"], screen, 50, 30);
|
||||
}
|
||||
|
||||
@@ -85,10 +93,6 @@ void DisconnectedScreen::Render(SDL_Surface* const screen) {
|
||||
//Event handlers
|
||||
//-------------------------
|
||||
|
||||
void DisconnectedScreen::QuitEvent() {
|
||||
SetNextScene(SceneList::QUIT);
|
||||
}
|
||||
|
||||
void DisconnectedScreen::MouseMotion(SDL_MouseMotionEvent const& motion) {
|
||||
backButton.MouseMotion(motion);
|
||||
}
|
||||
@@ -98,15 +102,15 @@ void DisconnectedScreen::MouseButtonDown(SDL_MouseButtonEvent const& button) {
|
||||
}
|
||||
|
||||
void DisconnectedScreen::MouseButtonUp(SDL_MouseButtonEvent const& button) {
|
||||
if (backButton.MouseButtonUp(button) == Button::State::HOVER) {
|
||||
SetNextScene(SceneList::MAINMENU);
|
||||
if (backButton.MouseButtonUp(button) == Button::State::RELEASED) {
|
||||
SetSceneSignal(SceneSignal::MAINMENU);
|
||||
}
|
||||
}
|
||||
|
||||
void DisconnectedScreen::KeyDown(SDL_KeyboardEvent const& key) {
|
||||
switch(key.keysym.sym) {
|
||||
case SDLK_ESCAPE:
|
||||
SetNextScene(SceneList::MAINMENU);
|
||||
SetSceneSignal(SceneSignal::MAINMENU);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,7 +23,6 @@
|
||||
|
||||
//graphics
|
||||
#include "image.hpp"
|
||||
#include "raster_font.hpp"
|
||||
#include "button.hpp"
|
||||
|
||||
//client
|
||||
@@ -38,24 +37,24 @@ public:
|
||||
DisconnectedScreen();
|
||||
~DisconnectedScreen();
|
||||
|
||||
protected:
|
||||
//Frame loop
|
||||
void Update();
|
||||
void Render(SDL_Surface* const);
|
||||
void RenderFrame(SDL_Renderer* renderer) override;
|
||||
|
||||
//Event handlers
|
||||
void QuitEvent();
|
||||
void MouseMotion(SDL_MouseMotionEvent const&);
|
||||
void MouseButtonDown(SDL_MouseButtonEvent const&);
|
||||
void MouseButtonUp(SDL_MouseButtonEvent const&);
|
||||
void KeyDown(SDL_KeyboardEvent const&);
|
||||
void KeyUp(SDL_KeyboardEvent const&);
|
||||
protected:
|
||||
//frame phases
|
||||
void FrameStart() override;
|
||||
void Update() override;
|
||||
void FrameEnd() override;
|
||||
|
||||
//input events
|
||||
void MouseMotion(SDL_MouseMotionEvent const& event) override;
|
||||
void MouseButtonDown(SDL_MouseButtonEvent const& event) override;
|
||||
void MouseButtonUp(SDL_MouseButtonEvent const& event) override;
|
||||
void MouseWheel(SDL_MouseWheelEvent const& event) override;
|
||||
void KeyDown(SDL_KeyboardEvent const& event) override;
|
||||
void KeyUp(SDL_KeyboardEvent const& event) override;
|
||||
|
||||
//graphics
|
||||
Image image;
|
||||
RasterFont font;
|
||||
|
||||
//UI
|
||||
Button backButton;
|
||||
|
||||
//auto return
|
||||
|
||||
@@ -99,13 +99,13 @@ void LobbyMenu::FrameEnd() {
|
||||
//
|
||||
}
|
||||
|
||||
void LobbyMenu::Render(SDL_Surface* const screen) {
|
||||
void ExampleScene::RenderFrame(SDL_Renderer* renderer) {
|
||||
//TODO: (2) I need a proper UI system for the entire client and the editor
|
||||
|
||||
//UI
|
||||
search.DrawTo(screen);
|
||||
join.DrawTo(screen);
|
||||
back.DrawTo(screen);
|
||||
search.DrawTo(renderer);
|
||||
join.DrawTo(renderer);
|
||||
back.DrawTo(renderer);
|
||||
|
||||
//TODO: (3) draw headers for the server list
|
||||
//TODO: (3) ping/delay displayed in the server list
|
||||
@@ -173,10 +173,14 @@ void LobbyMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
|
||||
}
|
||||
}
|
||||
|
||||
void LobbyMenu::MouseWheel(SDL_MouseWheelEvent const& event) {
|
||||
//
|
||||
}
|
||||
|
||||
void LobbyMenu::KeyDown(SDL_KeyboardEvent const& key) {
|
||||
switch(key.keysym.sym) {
|
||||
case SDLK_ESCAPE:
|
||||
SetNextScene(SceneList::MAINMENU);
|
||||
SetSceneSignal(SceneSignal::MAINMENU);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,7 +23,6 @@
|
||||
|
||||
//graphics & ui
|
||||
#include "image.hpp"
|
||||
#include "raster_font.hpp"
|
||||
#include "button.hpp"
|
||||
#include "bounding_box.hpp"
|
||||
|
||||
@@ -44,19 +43,21 @@ public:
|
||||
LobbyMenu(int* const argClientIndex, int* const argAccountIndex);
|
||||
~LobbyMenu();
|
||||
|
||||
protected:
|
||||
//Frame loop
|
||||
void FrameStart();
|
||||
void Update();
|
||||
void FrameEnd();
|
||||
void Render(SDL_Surface* const);
|
||||
void RenderFrame(SDL_Renderer* renderer) override;
|
||||
|
||||
//Event handlers
|
||||
void MouseMotion(SDL_MouseMotionEvent const&);
|
||||
void MouseButtonDown(SDL_MouseButtonEvent const&);
|
||||
void MouseButtonUp(SDL_MouseButtonEvent const&);
|
||||
void KeyDown(SDL_KeyboardEvent const&);
|
||||
void KeyUp(SDL_KeyboardEvent const&);
|
||||
protected:
|
||||
//frame phases
|
||||
void FrameStart() override;
|
||||
void Update() override;
|
||||
void FrameEnd() override;
|
||||
|
||||
//input events
|
||||
void MouseMotion(SDL_MouseMotionEvent const& event) override;
|
||||
void MouseButtonDown(SDL_MouseButtonEvent const& event) override;
|
||||
void MouseButtonUp(SDL_MouseButtonEvent const& event) override;
|
||||
void MouseWheel(SDL_MouseWheelEvent const& event) override;
|
||||
void KeyDown(SDL_KeyboardEvent const& event) override;
|
||||
void KeyUp(SDL_KeyboardEvent const& event) override;
|
||||
|
||||
//Network handlers
|
||||
void HandlePacket(SerialPacket* const);
|
||||
@@ -79,7 +80,6 @@ protected:
|
||||
|
||||
//members
|
||||
Image image;
|
||||
RasterFont font;
|
||||
Button search;
|
||||
Button join;
|
||||
Button back;
|
||||
|
||||
@@ -24,7 +24,6 @@
|
||||
#include "base_scene.hpp"
|
||||
|
||||
#include "image.hpp"
|
||||
#include "raster_font.hpp"
|
||||
#include "button.hpp"
|
||||
|
||||
class MainMenu : public BaseScene {
|
||||
@@ -33,23 +32,24 @@ public:
|
||||
MainMenu();
|
||||
~MainMenu();
|
||||
|
||||
protected:
|
||||
//Frame loop
|
||||
void FrameStart();
|
||||
void Update();
|
||||
void FrameEnd();
|
||||
void Render(SDL_Surface* const);
|
||||
void RenderFrame(SDL_Renderer* renderer) override;
|
||||
|
||||
//Event handlers
|
||||
void MouseMotion(SDL_MouseMotionEvent const&);
|
||||
void MouseButtonDown(SDL_MouseButtonEvent const&);
|
||||
void MouseButtonUp(SDL_MouseButtonEvent const&);
|
||||
void KeyDown(SDL_KeyboardEvent const&);
|
||||
void KeyUp(SDL_KeyboardEvent const&);
|
||||
protected:
|
||||
//frame phases
|
||||
void FrameStart() override;
|
||||
void Update() override;
|
||||
void FrameEnd() override;
|
||||
|
||||
//input events
|
||||
void MouseMotion(SDL_MouseMotionEvent const& event) override;
|
||||
void MouseButtonDown(SDL_MouseButtonEvent const& event) override;
|
||||
void MouseButtonUp(SDL_MouseButtonEvent const& event) override;
|
||||
void MouseWheel(SDL_MouseWheelEvent const& event) override;
|
||||
void KeyDown(SDL_KeyboardEvent const& event) override;
|
||||
void KeyUp(SDL_KeyboardEvent const& event) override;
|
||||
|
||||
//members
|
||||
Image image;
|
||||
RasterFont font;
|
||||
Button startButton;
|
||||
Button optionsButton;
|
||||
Button quitButton;
|
||||
|
||||
@@ -24,7 +24,6 @@
|
||||
#include "base_scene.hpp"
|
||||
|
||||
#include "image.hpp"
|
||||
#include "raster_font.hpp"
|
||||
#include "button.hpp"
|
||||
|
||||
//NOTE: The options screen needs to be USED
|
||||
@@ -34,22 +33,23 @@ public:
|
||||
OptionsMenu();
|
||||
~OptionsMenu();
|
||||
|
||||
protected:
|
||||
//Frame loop
|
||||
void FrameStart();
|
||||
void Update();
|
||||
void FrameEnd();
|
||||
void Render(SDL_Surface* const);
|
||||
void RenderFrame(SDL_Renderer* renderer) override;
|
||||
|
||||
//Event handlers
|
||||
void MouseMotion(SDL_MouseMotionEvent const&);
|
||||
void MouseButtonDown(SDL_MouseButtonEvent const&);
|
||||
void MouseButtonUp(SDL_MouseButtonEvent const&);
|
||||
void KeyDown(SDL_KeyboardEvent const&);
|
||||
void KeyUp(SDL_KeyboardEvent const&);
|
||||
private:
|
||||
//frame phases
|
||||
void FrameStart() override;
|
||||
void Update() override;
|
||||
void FrameEnd() override;
|
||||
|
||||
//input events
|
||||
void MouseMotion(SDL_MouseMotionEvent const& event) override;
|
||||
void MouseButtonDown(SDL_MouseButtonEvent const& event) override;
|
||||
void MouseButtonUp(SDL_MouseButtonEvent const& event) override;
|
||||
void MouseWheel(SDL_MouseWheelEvent const& event) override;
|
||||
void KeyDown(SDL_KeyboardEvent const& event) override;
|
||||
void KeyUp(SDL_KeyboardEvent const& event) override;
|
||||
|
||||
//members
|
||||
Image image;
|
||||
RasterFont font;
|
||||
Button backButton;
|
||||
};
|
||||
|
||||
@@ -40,12 +40,14 @@ SplashScreen::~SplashScreen() {
|
||||
//Frame loop
|
||||
//-------------------------
|
||||
|
||||
void SplashScreen::Update() {
|
||||
void SplashScreen::FrameStart() {
|
||||
if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(1)) {
|
||||
SetNextScene(SceneList::MAINMENU);
|
||||
SetSceneSignal(SceneSignal::MAINMENU);
|
||||
}
|
||||
}
|
||||
|
||||
void SplashScreen::Render(SDL_Surface* const screen) {
|
||||
logo.DrawTo(screen, (screen->w - logo.GetClipW()) / 2, (screen->h - logo.GetClipH()) / 2);
|
||||
void SplashScreen::RenderFrame(SDL_Renderer* renderer) {
|
||||
int w = 0, h = 0;
|
||||
SDL_GetLogicalSize(renderer, &w, &h);
|
||||
logo.DrawTo(renderer, (w - logo.GetClipW()) / 2, (h - logo.GetClipH()) / 2);
|
||||
}
|
||||
|
||||
@@ -33,10 +33,11 @@ public:
|
||||
SplashScreen();
|
||||
~SplashScreen();
|
||||
|
||||
protected:
|
||||
void RenderFrame(SDL_Renderer* renderer) override;
|
||||
|
||||
private:
|
||||
//Frame loop
|
||||
void Update();
|
||||
void Render(SDL_Surface* const);
|
||||
void FrameStart() override;
|
||||
|
||||
//members
|
||||
std::chrono::steady_clock::time_point startTick;
|
||||
|
||||
@@ -28,5 +28,10 @@ enum SceneSignal {
|
||||
FIRST = 1,
|
||||
|
||||
//custom scenes
|
||||
EXAMPLE_SCENE
|
||||
SPLASHSCREEN,
|
||||
MAINMENU,
|
||||
OPTIONSMENU,
|
||||
LOBBYMENU,
|
||||
WORLD,
|
||||
DISCONNECTEDSCREEN,
|
||||
};
|
||||
Reference in New Issue
Block a user