Implemented main menu and buttons
This commit is contained in:
@@ -79,6 +79,7 @@ void BaseScene::RunFrame() {
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FrameStart();
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HandleEvents();
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Update();
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SDL_FillRect(screen, 0, 0);
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Render(screen);
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SDL_Flip(screen);
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FrameEnd();
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+3
-3
@@ -41,7 +41,7 @@ Button::Button(Sint16 i, Sint16 j, SDL_Surface* imageSurface, SDL_Surface* fontS
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SetText(s);
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}
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Button::State Button::MouseMotion(SDL_MouseMotionEvent& motion) {
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Button::State Button::MouseMotion(SDL_MouseMotionEvent const& motion) {
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if (motion.state & SDL_BUTTON_LMASK) {
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return CalcState(motion.x, motion.y, true);
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}
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@@ -51,14 +51,14 @@ Button::State Button::MouseMotion(SDL_MouseMotionEvent& motion) {
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return state;
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}
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Button::State Button::MouseButtonDown(SDL_MouseButtonEvent& button) {
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Button::State Button::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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if (button.button == SDL_BUTTON_LEFT) {
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return CalcState(button.x, button.y, true);
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}
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return state;
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}
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Button::State Button::MouseButtonUp(SDL_MouseButtonEvent& button) {
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Button::State Button::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (button.button == SDL_BUTTON_LEFT) {
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return CalcState(button.x, button.y, false);
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}
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+3
-3
@@ -38,9 +38,9 @@ public:
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Button(Sint16 x, Sint16 y, SDL_Surface* imageSurface, SDL_Surface* fontSurface, std::string text = "");
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//return the current state
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State MouseMotion(SDL_MouseMotionEvent&);
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State MouseButtonDown(SDL_MouseButtonEvent&);
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State MouseButtonUp(SDL_MouseButtonEvent&);
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State MouseMotion(SDL_MouseMotionEvent const&);
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State MouseButtonDown(SDL_MouseButtonEvent const&);
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State MouseButtonUp(SDL_MouseButtonEvent const&);
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State GetState() const {
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return state;
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}
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+25
-5
@@ -49,7 +49,6 @@ void InGame::Update() {
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}
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void InGame::Render(SDL_Surface* const screen) {
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SDL_FillRect(screen, 0, 0);
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playerMgr.DrawAllTo(screen);
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}
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@@ -89,16 +88,16 @@ void InGame::KeyDown(SDL_KeyboardEvent const& key) {
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break;
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case SDLK_1:
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currentPlayer = 0;
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SwitchToPlayer(0);
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break;
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case SDLK_2:
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currentPlayer = 1;
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SwitchToPlayer(1);
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break;
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case SDLK_3:
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currentPlayer = 2;
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SwitchToPlayer(2);
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break;
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case SDLK_4:
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currentPlayer = 3;
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SwitchToPlayer(3);
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break;
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}
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}
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@@ -128,3 +127,24 @@ void InGame::NewPlayer(int index, std::string avatarName, int x, int y) {
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Player* p = playerMgr.New(index, surfaceMgr[avatarName]);
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p->SetPosition(Vector2(x, y));
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}
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void InGame::SwitchToPlayer(int index) {
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//dirty hacks for smooth movement
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playerMgr[currentPlayer]->SetMotion(Vector2(0,0));
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currentPlayer = index;
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Uint8* key = SDL_GetKeyState(NULL);
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if (key[SDLK_w]) {
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playerMgr[currentPlayer]->WalkInDirection(Direction::NORTH);
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}
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if (key[SDLK_s]) {
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playerMgr[currentPlayer]->WalkInDirection(Direction::SOUTH);
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}
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if (key[SDLK_a]) {
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playerMgr[currentPlayer]->WalkInDirection(Direction::WEST);
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}
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if (key[SDLK_d]) {
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playerMgr[currentPlayer]->WalkInDirection(Direction::EAST);
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}
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}
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@@ -32,6 +32,7 @@ protected:
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//utilities
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void NewPlayer(int index, std::string avatarName, int x, int y);
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void SwitchToPlayer(int index);
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//members
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Delta delta;
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+34
-4
@@ -12,9 +12,20 @@ MainMenu::MainMenu() {
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#ifdef DEBUG
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cout << "entering MainMenu" << endl;
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#endif
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configUtil = GetSingletonPtr<ConfigUtility>();
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surfaceMgr = GetSingletonPtr<SurfaceManager>();
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surfaceMgr->Load("button", configUtil->String("interface") + "/button.bmp");
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buttonMap["start"] = new Button(50, 50, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "start");
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buttonMap["options"] = new Button(50, 100, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "options");
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buttonMap["quit"] = new Button(50, 150, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "quit");
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}
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MainMenu::~MainMenu() {
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for (auto it : buttonMap) {
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delete it.second;
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}
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#ifdef DEBUG
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cout << "leaving MainMenu" << endl;
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#endif
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@@ -37,7 +48,9 @@ void MainMenu::Update() {
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}
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void MainMenu::Render(SDL_Surface* const screen) {
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//
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for (auto it : buttonMap) {
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it.second->DrawTo(screen);
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}
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}
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//-------------------------
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@@ -45,15 +58,32 @@ void MainMenu::Render(SDL_Surface* const screen) {
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//-------------------------
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void MainMenu::MouseMotion(SDL_MouseMotionEvent const& motion) {
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//
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for (auto it : buttonMap) {
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it.second->MouseMotion(motion);
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}
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}
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void MainMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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//
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for (auto it : buttonMap) {
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it.second->MouseButtonDown(button);
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}
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}
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void MainMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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//
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if (buttonMap["start"]->MouseButtonUp(button) == Button::State::HOVER) {
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//TODO
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SetNextScene(SceneList::INGAME);
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cout << "start" << endl;
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}
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if (buttonMap["options"]->MouseButtonUp(button) == Button::State::HOVER) {
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//TODO
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cout << "options" << endl;
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}
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if (buttonMap["quit"]->MouseButtonUp(button) == Button::State::HOVER) {
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//TODO
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SetNextScene(SceneList::QUIT);
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cout << "quit" << endl;
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}
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}
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void MainMenu::KeyDown(SDL_KeyboardEvent const& key) {
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+22
-3
@@ -3,25 +3,44 @@
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#include "base_scene.hpp"
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#include "singleton.hpp"
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#include "config_utility.hpp"
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#include "surface_manager.hpp"
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#include "button.hpp"
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#include <string>
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#include <map>
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class MainMenu : public BaseScene {
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public:
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/* Public access members */
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//Public access members
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MainMenu();
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virtual ~MainMenu();
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protected:
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/* Frame loop */
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//Frame loop
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virtual void FrameStart();
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virtual void FrameEnd();
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virtual void Update();
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virtual void Render(SDL_Surface* const);
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/* Event handlers */
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//Event handlers
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virtual void MouseMotion(SDL_MouseMotionEvent const&);
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virtual void MouseButtonDown(SDL_MouseButtonEvent const&);
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virtual void MouseButtonUp(SDL_MouseButtonEvent const&);
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virtual void KeyDown(SDL_KeyboardEvent const&);
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virtual void KeyUp(SDL_KeyboardEvent const&);
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//utilities
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typedef std::map<std::string, Button*> ButtonMap;
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//singletons
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ConfigUtility* configUtil;
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SurfaceManager* surfaceMgr;
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//members
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ButtonMap buttonMap;
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};
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#endif
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@@ -1,8 +1,5 @@
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#include "scene_manager.hpp"
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#include "singleton.hpp"
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#include "config_utility.hpp"
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#include <stdexcept>
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//-------------------------
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@@ -39,19 +36,16 @@ void SceneManager::Init() {
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if (SDL_Init(SDL_INIT_VIDEO))
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throw(std::runtime_error("Failed to initialize SDL"));
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GetSingletonPtr<ConfigUtility>()->Load("rsc/config.cfg");
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configUtil = GetSingletonPtr<ConfigUtility>();
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configUtil->Load("rsc/config.cfg");
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//set the screen from the config file
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int flags = SDL_HWSURFACE|SDL_DOUBLEBUF;
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if (GetSingletonPtr<ConfigUtility>()->Boolean("screen.f")) {
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if (configUtil->Boolean("screen.f")) {
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flags |= SDL_FULLSCREEN;
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}
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BaseScene::SetScreen(
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GetSingletonPtr<ConfigUtility>()->Integer("screen.w"),
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GetSingletonPtr<ConfigUtility>()->Integer("screen.h"),
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0,
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flags
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);
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BaseScene::SetScreen(configUtil->Integer("screen.w"),configUtil->Integer("screen.h"),0,flags);
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}
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void SceneManager::Proc() {
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@@ -4,11 +4,14 @@
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#include "scene_list.hpp"
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#include "base_scene.hpp"
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#include "singleton.hpp"
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#include "config_utility.hpp"
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#include "SDL/SDL.h"
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class SceneManager {
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public:
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/* Public access members */
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//Public access members
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SceneManager();
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~SceneManager();
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@@ -17,11 +20,13 @@ public:
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void Quit();
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private:
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/* Private access members */
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//Private access members
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void LoadScene(SceneList sceneIndex);
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void UnloadScene();
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BaseScene* activeScene;
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ConfigUtility* configUtil;
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};
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#endif
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+6
-3
@@ -30,6 +30,8 @@ Splash::~Splash() {
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void Splash::RunFrame() {
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//skip any event handling here
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SDL_Event event;
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while(SDL_PollEvent(&event));
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//draw the logo in the middle of the screen
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int x = (GetScreen()->w - logo->GetClipW()) / 2;
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@@ -40,15 +42,16 @@ void Splash::RunFrame() {
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if (!loaded) {
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LoadResources();
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loaded = true;
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}
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if (clock() - start > CLOCKS_PER_SEC*3) {
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SetNextScene(SceneList::INGAME);
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SetNextScene(SceneList::MAINMENU);
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}
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}
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void Splash::LoadResources() {
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//load the resources during the splash screen
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//load the global resources here
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surfaceMgr->Load("font", configUtil->String("fonts") + "/pokemon_dark_font.bmp");
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//TODO
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loaded = true;
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}
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@@ -10,6 +10,7 @@ fonts = rsc/graphics/fonts
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logos = rsc/graphics/logos
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sprites = rsc/graphics/sprites
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tilesets = rsc/graphics/tilesets
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interface = rsc/graphics/interface
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#debugging
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debug = true
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