Moved the scenes into a subdirectory

This commit is contained in:
Kayne Ruse
2014-07-03 02:01:53 +10:00
parent 28d083cba4
commit 36d30ce39b
20 changed files with 42 additions and 2 deletions
+139
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/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "base_scene.hpp"
#include <stdexcept>
//-------------------------
//Static declarations
//-------------------------
SDL_Surface* BaseScene::screen = nullptr;
//-------------------------
//Public access members
//-------------------------
BaseScene::BaseScene() {
//
}
BaseScene::~BaseScene() {
//
}
//-------------------------
//Program control
//-------------------------
SDL_Surface* BaseScene::SetScreen(int w, int h, int bpp, Uint32 flags) {
if (!bpp) {
bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
}
screen = SDL_SetVideoMode(w, h, bpp, flags);
if (!screen) {
throw(std::runtime_error("Failed to create the screen surface"));
}
return screen;
}
SDL_Surface* BaseScene::GetScreen() {
return screen;
}
SceneList BaseScene::SetNextScene(SceneList sceneIndex) {
return nextScene = sceneIndex;
}
SceneList BaseScene::GetNextScene() const {
return nextScene;
}
//-------------------------
//Frame loop
//-------------------------
void BaseScene::RunFrame(double delta) {
FrameStart();
HandleEvents();
Update(delta);
FrameEnd();
}
void BaseScene::RenderFrame() {
SDL_FillRect(screen, 0, 0);
Render(screen);
SDL_Flip(screen);
}
//-------------------------
//Event handlers
//-------------------------
void BaseScene::HandleEvents() {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch(event.type) {
case SDL_QUIT:
QuitEvent();
break;
case SDL_VIDEORESIZE:
SetScreen(event.resize.w, event.resize.h, 0, screen->flags);
break;
case SDL_MOUSEMOTION:
MouseMotion(event.motion);
break;
case SDL_MOUSEBUTTONDOWN:
MouseButtonDown(event.button);
break;
case SDL_MOUSEBUTTONUP:
MouseButtonUp(event.button);
break;
case SDL_KEYDOWN:
KeyDown(event.key);
break;
case SDL_KEYUP:
KeyUp(event.key);
break;
#ifdef USE_EVENT_JOYSTICK
//TODO: joystick/gamepad support
#endif
#ifdef USE_EVENT_UNKNOWN
default:
UnknownEvent(event);
break;
#endif
}//switch
}//while
}
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/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef BASESCENE_HPP_
#define BASESCENE_HPP_
#include "scene_list.hpp"
#include "SDL/SDL.h"
class BaseScene {
public:
//Public access members
BaseScene();
virtual ~BaseScene();
//Program control
static SDL_Surface* SetScreen(int w, int h, int bpp = 0, Uint32 flags = SDL_HWSURFACE|SDL_DOUBLEBUF);
static SDL_Surface* GetScreen();
SceneList SetNextScene(SceneList sceneIndex);
SceneList GetNextScene() const;
//Frame loop
virtual void RunFrame(double delta);
virtual void RenderFrame();
protected:
virtual void FrameStart() {}
virtual void HandleEvents();
virtual void Update(double delta) {}
virtual void FrameEnd() {}
virtual void Render(SDL_Surface* const screen) {}
//Event handlers
virtual void QuitEvent() { SetNextScene(SceneList::QUIT); }
virtual void MouseMotion(SDL_MouseMotionEvent const&) {}
virtual void MouseButtonDown(SDL_MouseButtonEvent const&) {}
virtual void MouseButtonUp(SDL_MouseButtonEvent const&) {}
virtual void KeyDown(SDL_KeyboardEvent const&) {}
virtual void KeyUp(SDL_KeyboardEvent const&) {}
#ifdef USE_EVENT_JOYSTICK
//TODO: joystick/gamepad support
#endif
#ifdef USE_EVENT_UNKNOWN
virtual void UnknownEvent(SDL_Event const&) {}
#endif
private:
static SDL_Surface* screen;
SceneList nextScene = SceneList::CONTINUE;
};
#endif
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/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "clean_up.hpp"
#include "channels.hpp"
#include <stdexcept>
//-------------------------
//Public access members
//-------------------------
CleanUp::CleanUp(
ConfigUtility* const argConfig,
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex,
std::map<int, CombatData>* argCombatMap,
std::map<int, CharacterData>* argCharacterMap,
std::map<int, EnemyData>* argEnemyMap
):
config(*argConfig),
network(*argNetwork),
clientIndex(*argClientIndex),
accountIndex(*argAccountIndex),
characterIndex(*argCharacterIndex),
combatMap(*argCombatMap),
characterMap(*argCharacterMap),
enemyMap(*argEnemyMap)
{
//setup the utility objects
image.LoadSurface(config["dir.interface"] + "button_menu.bmp");
image.SetClipH(image.GetClipH()/3);
font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
//pass the utility objects
backButton.SetImage(&image);
backButton.SetFont(&font);
//set the button positions
backButton.SetX(50);
backButton.SetY(50 + image.GetClipH() * 0);
//set the button texts
backButton.SetText("Back");
//full reset
network.Unbind(Channels::SERVER);
clientIndex = -1;
accountIndex = -1;
characterIndex = -1;
combatMap.clear();
characterMap.clear();
enemyMap.clear();
//auto return
startTick = std::chrono::steady_clock::now();
}
CleanUp::~CleanUp() {
//
}
//-------------------------
//Frame loop
//-------------------------
void CleanUp::Update(double delta) {
if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(10)) {
QuitEvent();
}
//BUGFIX: Eat incoming packets
while(network.Receive());
}
void CleanUp::RenderFrame() {
SDL_FillRect(GetScreen(), 0, 0);
Render(GetScreen());
SDL_Flip(GetScreen());
fps.Calculate();
}
void CleanUp::Render(SDL_Surface* const screen) {
backButton.DrawTo(screen);
font.DrawStringTo("You have been disconnected.", screen, 50, 30);
}
//-------------------------
//Event handlers
//-------------------------
void CleanUp::QuitEvent() {
SetNextScene(SceneList::QUIT);
}
void CleanUp::MouseMotion(SDL_MouseMotionEvent const& motion) {
backButton.MouseMotion(motion);
}
void CleanUp::MouseButtonDown(SDL_MouseButtonEvent const& button) {
backButton.MouseButtonDown(button);
}
void CleanUp::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (backButton.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::MAINMENU);
}
}
void CleanUp::KeyDown(SDL_KeyboardEvent const& key) {
//
}
void CleanUp::KeyUp(SDL_KeyboardEvent const& key) {
//
}
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/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef CLEANUP_HPP_
#define CLEANUP_HPP_
//network
#include "udp_network_utility.hpp"
//graphics
#include "image.hpp"
#include "raster_font.hpp"
#include "button.hpp"
//common
#include "config_utility.hpp"
#include "frame_rate.hpp"
#include "combat_data.hpp"
#include "character_data.hpp"
#include "enemy_data.hpp"
//client
#include "base_scene.hpp"
//std namespace
#include <chrono>
class CleanUp : public BaseScene {
public:
//Public access members
CleanUp(
ConfigUtility* const argConfig,
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex,
std::map<int, CombatData>* argCombatMap,
std::map<int, CharacterData>* argCharacterMap,
std::map<int, EnemyData>* argEnemyMap
);
~CleanUp();
protected:
//Frame loop
void Update(double delta);
void RenderFrame();
void Render(SDL_Surface* const);
//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&);
//shared parameters
ConfigUtility& config;
UDPNetworkUtility& network;
int& clientIndex;
int& accountIndex;
int& characterIndex;
std::map<int, CombatData>& combatMap;
std::map<int, CharacterData>& characterMap;
std::map<int, EnemyData>& enemyMap;
//graphics
Image image;
RasterFont font;
//UI
Button backButton;
FrameRate fps;
//auto return
std::chrono::steady_clock::time_point startTick;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "in_combat.hpp"
#include "channels.hpp"
#include "utility.hpp"
#include <stdexcept>
//-------------------------
//Public access members
//-------------------------
InCombat::InCombat(
ConfigUtility* const argConfig,
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex,
std::map<int, CombatData>* argCombatMap,
std::map<int, CharacterData>* argCharacterMap,
std::map<int, EnemyData>* argEnemyMap
):
config(*argConfig),
network(*argNetwork),
clientIndex(*argClientIndex),
accountIndex(*argAccountIndex),
characterIndex(*argCharacterIndex),
combatMap(*argCombatMap),
characterMap(*argCharacterMap),
enemyMap(*argEnemyMap)
{
/* //setup the utility objects
buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp");
buttonImage.SetClipH(buttonImage.GetClipH()/3);
font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
//pass the utility objects
backButton.SetImage(&buttonImage);
backButton.SetFont(&font);
//set the button positions
backButton.SetX(50);
backButton.SetY(50 + buttonImage.GetClipH() * 0);
//set the button texts
backButton.SetText("Back");
//request a sync
RequestSynchronize();
*/
//debug
//
}
InCombat::~InCombat() {
//
}
//-------------------------
//Frame loop
//-------------------------
void InCombat::FrameStart() {
//
}
void InCombat::Update(double delta) {
//suck in and process all waiting packets
SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
while(network.Receive(packetBuffer)) {
HandlePacket(packetBuffer);
}
free(static_cast<void*>(packetBuffer));
//TODO: more
}
void InCombat::FrameEnd() {
//
}
void InCombat::RenderFrame() {
SDL_FillRect(GetScreen(), 0, 0);
Render(GetScreen());
SDL_Flip(GetScreen());
fps.Calculate();
}
void InCombat::Render(SDL_Surface* const screen) {
//TODO: draw the background
//TODO: draw the characters
//TODO: draw the enemies
//TODO: draw the UI
}
//-------------------------
//Event handlers
//-------------------------
void InCombat::QuitEvent() {
//exit the game AND the server
RequestDisconnect();
SetNextScene(SceneList::QUIT);
}
void InCombat::MouseMotion(SDL_MouseMotionEvent const& motion) {
//
}
void InCombat::MouseButtonDown(SDL_MouseButtonEvent const& button) {
//
}
void InCombat::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//
}
void InCombat::KeyDown(SDL_KeyboardEvent const& key) {
//
}
void InCombat::KeyUp(SDL_KeyboardEvent const& key) {
//
}
//-------------------------
//Network handlers
//-------------------------
void InCombat::HandlePacket(SerialPacket* const argPacket) {
switch(argPacket->type) {
case SerialPacketType::DISCONNECT:
HandleDisconnect(argPacket);
break;
//handle errors
default:
throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in InCombat: " + to_string_custom(static_cast<int>(argPacket->type)) ));
break;
}
}
void InCombat::HandleDisconnect(SerialPacket* const) {
SetNextScene(SceneList::CLEANUP);
}
//TODO: more network handlers
//-------------------------
//Server control
//-------------------------
void InCombat::RequestSynchronize() {
ClientPacket newPacket;
//request a sync
newPacket.type = SerialPacketType::SYNCHRONIZE;
newPacket.clientIndex = clientIndex;
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
void InCombat::SendPlayerUpdate() {
CharacterPacket newPacket;
//pack the packet
newPacket.type = SerialPacketType::CHARACTER_UPDATE;
newPacket.characterIndex = characterIndex;
//handle, avatar
newPacket.accountIndex = accountIndex;
// newPacket.roomIndex = localCharacter->roomIndex;
// newPacket.origin = localCharacter->origin;
// newPacket.motion = localCharacter->motion;
// newPacket.stats = localCharacter->stats;
//TODO: gameplay components: equipment, items, buffs, debuffs
network.SendTo(Channels::SERVER, &newPacket);
}
void InCombat::RequestDisconnect() {
ClientPacket newPacket;
//send a disconnect request
newPacket.type = SerialPacketType::DISCONNECT;
newPacket.clientIndex = clientIndex;
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
void InCombat::RequestShutdown() {
ClientPacket newPacket;
//send a shutdown request
newPacket.type = SerialPacketType::SHUTDOWN;
newPacket.clientIndex = clientIndex;
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
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/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef INCOMBAT_HPP_
#define INCOMBAT_HPP_
//network
#include "udp_network_utility.hpp"
//graphics
#include "image.hpp"
#include "raster_font.hpp"
#include "button.hpp"
//common
#include "config_utility.hpp"
#include "frame_rate.hpp"
#include "combat_data.hpp"
#include "character_data.hpp"
#include "enemy_data.hpp"
//client
#include "base_scene.hpp"
class InCombat : public BaseScene {
public:
//Public access members
InCombat(
ConfigUtility* const argConfig,
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex,
std::map<int, CombatData>* argCombatMap,
std::map<int, CharacterData>* argCharacterMap,
std::map<int, EnemyData>* argEnemyMap
);
~InCombat();
protected:
//Frame loop
void FrameStart();
void Update(double delta);
void FrameEnd();
void RenderFrame();
void Render(SDL_Surface* const);
//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&);
//Network handlers
void HandlePacket(SerialPacket* const);
void HandleDisconnect(SerialPacket* const);
//Server control
void RequestSynchronize();
void SendPlayerUpdate();
void RequestDisconnect();
void RequestShutdown();
//shared parameters
ConfigUtility& config;
UDPNetworkUtility& network;
int& clientIndex;
int& accountIndex;
int& characterIndex;
std::map<int, CombatData>& combatMap;
std::map<int, CharacterData>& characterMap;
std::map<int, EnemyData>& enemyMap;
//graphics
//TODO: graphics
//UI
//TODO: UI
FrameRate fps;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "in_world.hpp"
#include "channels.hpp"
#include "utility.hpp"
#include <stdexcept>
#include <algorithm>
#include <cmath>
#include <iostream>
//-------------------------
//Public access members
//-------------------------
InWorld::InWorld(
ConfigUtility* const argConfig,
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex,
std::map<int, CombatData>* argCombatMap,
std::map<int, CharacterData>* argCharacterMap
):
config(*argConfig),
network(*argNetwork),
clientIndex(*argClientIndex),
accountIndex(*argAccountIndex),
characterIndex(*argCharacterIndex),
combatMap(*argCombatMap),
characterMap(*argCharacterMap)
{
//setup the utility objects
buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp");
buttonImage.SetClipH(buttonImage.GetClipH()/3);
font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
//pass the utility objects
disconnectButton.SetImage(&buttonImage);
disconnectButton.SetFont(&font);
shutDownButton.SetImage(&buttonImage);
shutDownButton.SetFont(&font);
//set the button positions
disconnectButton.SetX(50);
disconnectButton.SetY(50 + buttonImage.GetClipH() * 0);
shutDownButton.SetX(50);
shutDownButton.SetY(50 + buttonImage.GetClipH() * 1);
//set the button texts
disconnectButton.SetText("Disconnect");
shutDownButton.SetText("Shut Down");
//load the tilesheet
//TODO: add the tilesheet to the map system?
tileSheet.Load(config["dir.tilesets"] + "terrain.bmp", 12, 15);
//request a sync
RequestSynchronize();
//debug
//
}
InWorld::~InWorld() {
//
}
//-------------------------
//Frame loop
//-------------------------
void InWorld::FrameStart() {
//
}
void InWorld::Update(double delta) {
//suck in and process all waiting packets
SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
while(network.Receive(packetBuffer)) {
HandlePacket(packetBuffer);
}
free(static_cast<void*>(packetBuffer));
//update the characters
for (auto& it : characterMap) {
it.second.Update(delta);
}
//TODO: Check collisions here
//update the camera
if(localCharacter) {
camera.x = localCharacter->origin.x - camera.marginX;
camera.y = localCharacter->origin.y - camera.marginY;
}
//check the map
UpdateMap();
}
void InWorld::FrameEnd() {
//
}
void InWorld::RenderFrame() {
// SDL_FillRect(GetScreen(), 0, 0);
Render(GetScreen());
SDL_Flip(GetScreen());
fps.Calculate();
}
void InWorld::Render(SDL_Surface* const screen) {
//draw the map
for (std::list<Region>::iterator it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); it++) {
tileSheet.DrawRegionTo(screen, &(*it), camera.x, camera.y);
}
//draw characters
for (auto& it : characterMap) {
//BUG: #29 drawing order according to Y origin
it.second.DrawTo(screen, camera.x, camera.y);
}
//draw UI
disconnectButton.DrawTo(screen);
shutDownButton.DrawTo(screen);
font.DrawStringTo(to_string_custom(fps.GetFrameRate()), screen, 0, 0);
}
//-------------------------
//Event handlers
//-------------------------
void InWorld::QuitEvent() {
//exit the game AND the server
RequestDisconnect();
SetNextScene(SceneList::QUIT);
}
void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) {
disconnectButton.MouseMotion(motion);
shutDownButton.MouseMotion(motion);
}
void InWorld::MouseButtonDown(SDL_MouseButtonEvent const& button) {
disconnectButton.MouseButtonDown(button);
shutDownButton.MouseButtonDown(button);
}
void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (disconnectButton.MouseButtonUp(button) == Button::State::HOVER) {
RequestDisconnect();
}
if (shutDownButton.MouseButtonUp(button) == Button::State::HOVER) {
RequestShutDown();
}
}
void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
//player movement
case SDLK_LEFT:
if (localCharacter) {
localCharacter->motion.x -= CHARACTER_WALKING_SPEED;
localCharacter->CorrectSprite();
SendPlayerUpdate();
}
break;
case SDLK_RIGHT:
if (localCharacter) {
localCharacter->motion.x += CHARACTER_WALKING_SPEED;
localCharacter->CorrectSprite();
SendPlayerUpdate();
}
break;
case SDLK_UP:
if (localCharacter) {
localCharacter->motion.y -= CHARACTER_WALKING_SPEED;
localCharacter->CorrectSprite();
SendPlayerUpdate();
}
break;
case SDLK_DOWN:
if (localCharacter) {
localCharacter->motion.y += CHARACTER_WALKING_SPEED;
localCharacter->CorrectSprite();
SendPlayerUpdate();
}
break;
}
}
void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
//player movement
case SDLK_LEFT:
if (localCharacter) {
localCharacter->motion.x += CHARACTER_WALKING_SPEED;
localCharacter->CorrectSprite();
SendPlayerUpdate();
}
break;
case SDLK_RIGHT:
if (localCharacter) {
localCharacter->motion.x -= CHARACTER_WALKING_SPEED;
localCharacter->CorrectSprite();
SendPlayerUpdate();
}
break;
case SDLK_UP:
if (localCharacter) {
localCharacter->motion.y += CHARACTER_WALKING_SPEED;
localCharacter->CorrectSprite();
SendPlayerUpdate();
}
break;
case SDLK_DOWN:
if (localCharacter) {
localCharacter->motion.y -= CHARACTER_WALKING_SPEED;
localCharacter->CorrectSprite();
SendPlayerUpdate();
}
break;
}
}
//-------------------------
//Network handlers
//-------------------------
void InWorld::HandlePacket(SerialPacket* const argPacket) {
switch(argPacket->type) {
case SerialPacketType::DISCONNECT:
HandleDisconnect(argPacket);
break;
case SerialPacketType::CHARACTER_NEW:
HandleCharacterNew(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_DELETE:
HandleCharacterDelete(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_UPDATE:
HandleCharacterUpdate(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::REGION_CONTENT:
HandleRegionContent(static_cast<RegionPacket*>(argPacket));
break;
//handle errors
default:
throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in InWorld: " + to_string_custom(static_cast<int>(argPacket->type)) ));
break;
}
}
void InWorld::HandleDisconnect(SerialPacket* const argPacket) {
SetNextScene(SceneList::CLEANUP);
}
void InWorld::HandleCharacterNew(CharacterPacket* const argPacket) {
if (characterMap.find(argPacket->characterIndex) != characterMap.end()) {
throw(std::runtime_error("Cannot create duplicate characters"));
}
//create the character object
CharacterData& character = characterMap[argPacket->characterIndex];
//fill out the character's members
character.handle = argPacket->handle;
character.avatar = argPacket->avatar;
character.sprite.LoadSurface(config["dir.sprites"] + character.avatar, 4, 4);
character.bounds = {CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT};
character.roomIndex = argPacket->roomIndex;
character.origin = argPacket->origin;
character.motion = argPacket->motion;
character.stats = argPacket->stats;
//bookkeeping code
character.CorrectSprite();
//catch this client's player object
if (argPacket->accountIndex == accountIndex && !localCharacter) {
characterIndex = argPacket->characterIndex;
localCharacter = &character;
//setup the camera
camera.width = GetScreen()->w;
camera.height = GetScreen()->h;
//center on the player's character
camera.marginX = (GetScreen()->w / 2 - localCharacter->sprite.GetImage()->GetClipW() / 2);
camera.marginY = (GetScreen()->h / 2 - localCharacter->sprite.GetImage()->GetClipH() / 2);
}
}
void InWorld::HandleCharacterDelete(CharacterPacket* const argPacket) {
//TODO: authenticate when own character is being deleted (linked to a TODO in the server)
//catch this client's player object
if (argPacket->characterIndex == characterIndex) {
characterIndex = -1;
localCharacter = nullptr;
}
characterMap.erase(argPacket->characterIndex);
}
void InWorld::HandleCharacterUpdate(CharacterPacket* const argPacket) {
if (characterMap.find(argPacket->characterIndex) == characterMap.end()) {
std::cout << "Warning: HandleCharacterUpdate() is passing to HandleCharacterNew()" << std::endl;
HandleCharacterNew(argPacket);
return;
}
CharacterData& character = characterMap[argPacket->characterIndex];
//other characters moving
if (argPacket->characterIndex != characterIndex) {
character.roomIndex = argPacket->roomIndex;
character.origin = argPacket->origin;
character.motion = argPacket->motion;
character.CorrectSprite();
}
}
void InWorld::HandleRegionContent(RegionPacket* const argPacket) {
//replace existing regions
regionPager.UnloadRegion(argPacket->x, argPacket->y);
regionPager.PushRegion(argPacket->region);
//clean up after the serial code
delete argPacket->region;
argPacket->region = nullptr;
}
//-------------------------
//Server control
//-------------------------
void InWorld::RequestSynchronize() {
ClientPacket newPacket;
//request a sync
newPacket.type = SerialPacketType::SYNCHRONIZE;
newPacket.clientIndex = clientIndex;
newPacket.accountIndex = accountIndex;
//TODO: location, range for sync request
network.SendTo(Channels::SERVER, &newPacket);
}
void InWorld::SendPlayerUpdate() {
CharacterPacket newPacket;
//pack the packet
newPacket.type = SerialPacketType::CHARACTER_UPDATE;
newPacket.characterIndex = characterIndex;
//NOTE: omitting the handle and avatar here
newPacket.accountIndex = accountIndex;
newPacket.roomIndex = localCharacter->roomIndex;
newPacket.origin = localCharacter->origin;
newPacket.motion = localCharacter->motion;
newPacket.stats = localCharacter->stats;
//TODO: gameplay components: equipment, items, buffs, debuffs
network.SendTo(Channels::SERVER, &newPacket);
}
void InWorld::RequestDisconnect() {
ClientPacket newPacket;
//send a disconnect request
newPacket.type = SerialPacketType::DISCONNECT;
newPacket.clientIndex = clientIndex;
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
void InWorld::RequestShutDown() {
ClientPacket newPacket;
//send a shutdown request
newPacket.type = SerialPacketType::SHUTDOWN;
newPacket.clientIndex = clientIndex;
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
void InWorld::RequestRegion(int roomIndex, int x, int y) {
RegionPacket packet;
//pack the region's data
packet.type = SerialPacketType::REGION_REQUEST;
packet.roomIndex = roomIndex;
packet.x = x;
packet.y = y;
network.SendTo(Channels::SERVER, &packet);
}
//-------------------------
//Utilities
//-------------------------
//TODO: convert this into a more generic function?; using parameters for the bounds
void InWorld::UpdateMap() {
//these represent the zone of regions that the client needs loaded, including the mandatory buffers (+1/-1)
int xStart = snapToBase(REGION_WIDTH, camera.x/tileSheet.GetTileW()) - REGION_WIDTH;
int xEnd = snapToBase(REGION_WIDTH, (camera.x+camera.width)/tileSheet.GetTileW()) + REGION_WIDTH;
int yStart = snapToBase(REGION_HEIGHT, camera.y/tileSheet.GetTileH()) - REGION_HEIGHT;
int yEnd = snapToBase(REGION_HEIGHT, (camera.y+camera.height)/tileSheet.GetTileH()) + REGION_HEIGHT;
//prune distant regions
for (std::list<Region>::iterator it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); /* EMPTY */) {
//check if the region is outside of this area
if (it->GetX() < xStart || it->GetX() > xEnd || it->GetY() < yStart || it->GetY() > yEnd) {
//clunky, but the alternative was time consuming
int tmpX = it->GetX();
int tmpY = it->GetY();
++it;
regionPager.UnloadRegion(tmpX, tmpY);
continue;
}
++it;
}
//request empty regions within this zone
for (int i = xStart; i <= xEnd; i += REGION_WIDTH) {
for (int j = yStart; j <= yEnd; j += REGION_HEIGHT) {
if (!regionPager.FindRegion(i, j)) {
RequestRegion(0, i, j);
}
}
}
}
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/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef INWORLD_HPP_
#define INWORLD_HPP_
//maps
#include "region_pager_base.hpp"
//networking
#include "udp_network_utility.hpp"
//graphics
#include "image.hpp"
#include "raster_font.hpp"
#include "button.hpp"
#include "tile_sheet.hpp"
//common
#include "config_utility.hpp"
#include "frame_rate.hpp"
#include "combat_data.hpp"
#include "character_data.hpp"
//client
#include "base_scene.hpp"
//STL
#include <map>
class InWorld : public BaseScene {
public:
//Public access members
InWorld(
ConfigUtility* const argConfig,
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex,
std::map<int, CombatData>* argCombatMap,
std::map<int, CharacterData>* argCharacterMap
);
~InWorld();
protected:
//Frame loop
void FrameStart();
void Update(double delta);
void FrameEnd();
void RenderFrame();
void Render(SDL_Surface* const);
//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&);
//Network handlers
void HandlePacket(SerialPacket* const);
void HandleDisconnect(SerialPacket* const);
void HandleCharacterNew(CharacterPacket* const);
void HandleCharacterDelete(CharacterPacket* const);
void HandleCharacterUpdate(CharacterPacket* const);
void HandleRegionContent(RegionPacket* const);
//Server control
void RequestSynchronize();
void SendPlayerUpdate();
void RequestDisconnect();
void RequestShutDown();
void RequestRegion(int roomIndex, int x, int y);
//utilities
void UpdateMap();
//shared parameters
ConfigUtility& config;
UDPNetworkUtility& network;
int& clientIndex;
int& accountIndex;
int& characterIndex;
std::map<int, CombatData>& combatMap;
std::map<int, CharacterData>& characterMap;
//graphics
Image buttonImage;
RasterFont font;
TileSheet tileSheet;
//map
RegionPagerBase regionPager;
//UI
Button disconnectButton;
Button shutDownButton;
//TODO: Review the camera
struct {
int x = 0, y = 0;
int width = 0, height = 0;
int marginX = 0, marginY = 0;
} camera;
FrameRate fps;
//game
CharacterData* localCharacter = nullptr;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "lobby_menu.hpp"
#include "channels.hpp"
#include "utility.hpp"
#include <stdexcept>
//-------------------------
//Public access members
//-------------------------
LobbyMenu::LobbyMenu(
ConfigUtility* const argConfig,
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex
):
config(*argConfig),
network(*argNetwork),
clientIndex(*argClientIndex),
accountIndex(*argAccountIndex)
{
//setup the utility objects
image.LoadSurface(config["dir.interface"] + "button_menu.bmp");
image.SetClipH(image.GetClipH()/3);
font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
//pass the utility objects
search.SetImage(&image);
search.SetFont(&font);
join.SetImage(&image);
join.SetFont(&font);
back.SetImage(&image);
back.SetFont(&font);
//set the button positions
search.SetX(50);
search.SetY(50 + image.GetClipH() * 0);
join.SetX(50);
join.SetY(50 + image.GetClipH() * 1);
back.SetX(50);
back.SetY(50 + image.GetClipH() * 2);
//set the button texts
search.SetText("Search");
join.SetText("Join");
back.SetText("Back");
//set the server list's position
listBox = {300, 50, 200, font.GetCharH()};
//BUGFIX: Eat incoming packets
while(network.Receive());
}
LobbyMenu::~LobbyMenu() {
//
}
//-------------------------
//Frame loop
//-------------------------
void LobbyMenu::FrameStart() {
//
}
void LobbyMenu::Update(double delta) {
//suck in and process all waiting packets
SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
while(network.Receive(packetBuffer)) {
HandlePacket(packetBuffer);
}
free(static_cast<void*>(packetBuffer));
}
void LobbyMenu::FrameEnd() {
//
}
void LobbyMenu::Render(SDL_Surface* const screen) {
//TODO: I need a proper UI system for the entire client and the editor
//UI
search.DrawTo(screen);
join.DrawTo(screen);
back.DrawTo(screen);
//TODO: draw headers for the server list
for (int i = 0; i < serverInfo.size(); i++) {
//draw the selected server's highlight
if (selection == &serverInfo[i]) {
SDL_Rect r = listBox;
r.y += i * listBox.h;
SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 255, 127, 39));
}
//draw the server name
font.DrawStringTo(serverInfo[i].name, screen, listBox.x, listBox.y + i*listBox.h);
//draw the player count
font.DrawStringTo(to_string_custom(serverInfo[i].playerCount), screen, listBox.x + listBox.w, listBox.y + i*listBox.h);
//compatible?
if (!serverInfo[i].compatible) {
font.DrawStringTo("?", screen, listBox.x - font.GetCharW(), listBox.y + i*listBox.h);
}
//TODO: ping/delay?
}
}
//-------------------------
//Event handlers
//-------------------------
void LobbyMenu::MouseMotion(SDL_MouseMotionEvent const& motion) {
search.MouseMotion(motion);
join.MouseMotion(motion);
back.MouseMotion(motion);
}
void LobbyMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) {
search.MouseButtonDown(button);
join.MouseButtonDown(button);
back.MouseButtonDown(button);
}
void LobbyMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (search.MouseButtonUp(button) == Button::State::HOVER) {
//broadcast to the network, or a specific server
SerialPacket packet;
packet.type = SerialPacketType::BROADCAST_REQUEST;
network.SendTo(config["server.host"].c_str(), config.Int("server.port"), &packet);
//reset the server list
serverInfo.clear();
selection = nullptr;
}
else if (join.MouseButtonUp(button) == Button::State::HOVER && selection != nullptr && selection->compatible) {
//pack the packet
ClientPacket packet;
packet.type = SerialPacketType::JOIN_REQUEST;
strncpy(packet.username, config["client.username"].c_str(), PACKET_STRING_SIZE);
//join the selected server
network.SendTo(&selection->address, &packet);
selection = nullptr;
}
else if (back.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::MAINMENU);
}
else if (
//has the user selected a server on the list?
//TODO: replace with regular collision checker
button.x > listBox.x &&
button.x < listBox.x + listBox.w &&
button.y > listBox.y &&
button.y < listBox.y + listBox.h * serverInfo.size()
) {
selection = &serverInfo[(button.y - listBox.y)/listBox.h];
}
else {
selection = nullptr;
}
}
void LobbyMenu::KeyDown(SDL_KeyboardEvent const& key) {
//
}
void LobbyMenu::KeyUp(SDL_KeyboardEvent const& key) {
//
}
//-------------------------
//Network handlers
//-------------------------
void LobbyMenu::HandlePacket(SerialPacket* const argPacket) {
switch(argPacket->type) {
case SerialPacketType::BROADCAST_RESPONSE:
HandleBroadcastResponse(static_cast<ServerPacket*>(argPacket));
break;
case SerialPacketType::JOIN_RESPONSE:
HandleJoinResponse(static_cast<ClientPacket*>(argPacket));
break;
//handle errors
default:
throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in LobbyMenu: " + to_string_custom(static_cast<int>(argPacket->type)) ));
break;
}
}
void LobbyMenu::HandleBroadcastResponse(ServerPacket* const argPacket) {
//extract the data
ServerInformation server;
server.address = argPacket->srcAddress;
server.name = argPacket->name;
server.playerCount = argPacket->playerCount;
server.version = argPacket->version;
//Checking compatibility
server.compatible = server.version == NETWORK_VERSION;
//push
serverInfo.push_back(server);
}
void LobbyMenu::HandleJoinResponse(ClientPacket* const argPacket) {
clientIndex = argPacket->clientIndex;
accountIndex = argPacket->accountIndex;
network.Bind(&argPacket->srcAddress, Channels::SERVER);
SetNextScene(SceneList::INWORLD);
//send this player's character info
CharacterPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_NEW;
strncpy(newPacket.handle, config["client.handle"].c_str(), PACKET_STRING_SIZE);
strncpy(newPacket.avatar, config["client.avatar"].c_str(), PACKET_STRING_SIZE);
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
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/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef LOBBYMENU_HPP_
#define LOBBYMENU_HPP_
//graphics & ui
#include "image.hpp"
#include "raster_font.hpp"
#include "button.hpp"
//utilities
#include "config_utility.hpp"
#include "udp_network_utility.hpp"
//client
#include "base_scene.hpp"
//STL
#include <vector>
class LobbyMenu : public BaseScene {
public:
//Public access members
LobbyMenu(
ConfigUtility* const argConfig,
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex
);
~LobbyMenu();
protected:
//Frame loop
void FrameStart();
void Update(double delta);
void FrameEnd();
void Render(SDL_Surface* const);
//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&);
//Network handlers
void HandlePacket(SerialPacket* const);
void HandleBroadcastResponse(ServerPacket* const);
void HandleJoinResponse(ClientPacket* const);
//shared parameters
ConfigUtility& config;
UDPNetworkUtility& network;
int& clientIndex;
int& accountIndex;
//members
Image image;
RasterFont font;
Button search;
Button join;
Button back;
//server list
struct ServerInformation {
IPaddress address;
std::string name;
int playerCount;
int version;
bool compatible;
};
std::vector<ServerInformation> serverInfo;
//a terrible hack, forgive me
//I'd love a proper gui system for this
SDL_Rect listBox;
ServerInformation* selection = nullptr;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "main_menu.hpp"
//-------------------------
//Public access members
//-------------------------
MainMenu::MainMenu(ConfigUtility* const argConfig):
config(*argConfig)
{
//setup the utility objects
image.LoadSurface(config["dir.interface"] + "button_menu.bmp");
image.SetClipH(image.GetClipH()/3);
font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
//pass the utility objects
startButton.SetImage(&image);
startButton.SetFont(&font);
optionsButton.SetImage(&image);
optionsButton.SetFont(&font);
quitButton.SetImage(&image);
quitButton.SetFont(&font);
//set the button positions
startButton.SetX(50);
startButton.SetY(50 + image.GetClipH() * 0);
optionsButton.SetX(50);
optionsButton.SetY(50 + image.GetClipH() * 1);
quitButton.SetX(50);
quitButton.SetY(50 + image.GetClipH() * 2);
//set the button texts
startButton.SetText("Start");
optionsButton.SetText("Options");
quitButton.SetText("Quit");
//debug
//
}
MainMenu::~MainMenu() {
//
}
//-------------------------
//Frame loop
//-------------------------
void MainMenu::FrameStart() {
//
}
void MainMenu::Update(double delta) {
//
}
void MainMenu::FrameEnd() {
//
}
void MainMenu::Render(SDL_Surface* const screen) {
startButton.DrawTo(screen);
optionsButton.DrawTo(screen);
quitButton.DrawTo(screen);
}
//-------------------------
//Event handlers
//-------------------------
void MainMenu::MouseMotion(SDL_MouseMotionEvent const& motion) {
startButton.MouseMotion(motion);
optionsButton.MouseMotion(motion);
quitButton.MouseMotion(motion);
}
void MainMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) {
startButton.MouseButtonDown(button);
optionsButton.MouseButtonDown(button);
quitButton.MouseButtonDown(button);
}
void MainMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (startButton.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::LOBBYMENU);
}
if (optionsButton.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::OPTIONSMENU);
}
if (quitButton.MouseButtonUp(button) == Button::State::HOVER) {
QuitEvent();
}
}
void MainMenu::KeyDown(SDL_KeyboardEvent const& key) {
//
}
void MainMenu::KeyUp(SDL_KeyboardEvent const& key) {
//
}
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/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef MAINMENU_HPP_
#define MAINMENU_HPP_
#include "base_scene.hpp"
#include "config_utility.hpp"
#include "image.hpp"
#include "raster_font.hpp"
#include "button.hpp"
class MainMenu : public BaseScene {
public:
//Public access members
MainMenu(ConfigUtility* const);
~MainMenu();
protected:
//Frame loop
void FrameStart();
void Update(double delta);
void FrameEnd();
void Render(SDL_Surface* const);
//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&);
//shared parameters
ConfigUtility& config;
//members
Image image;
RasterFont font;
Button startButton;
Button optionsButton;
Button quitButton;
};
#endif
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#config
INCLUDES+=. .. ../../common/gameplay ../../common/graphics ../../common/map ../../common/network ../../common/network/packet ../../common/network/serial ../../common/ui ../../common/utilities
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
#source
CXXSRC=$(wildcard *.cpp)
#objects
OBJDIR=obj
OBJ+=$(addprefix $(OBJDIR)/,$(CXXSRC:.cpp=.o))
#output
OUTDIR=..
OUT=$(addprefix $(OUTDIR)/,client.a)
#targets
all: $(OBJ) $(OUT)
ar -crs $(OUT) $(OBJ)
$(OBJ): | $(OBJDIR)
$(OUT): | $(OUTDIR)
$(OBJDIR):
mkdir $(OBJDIR)
$(OUTDIR):
mkdir $(OUTDIR)
$(OBJDIR)/%.o: %.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
clean:
$(RM) *.o *.a *.exe
rebuild: clean all
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/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "options_menu.hpp"
//-------------------------
//Public access members
//-------------------------
OptionsMenu::OptionsMenu(ConfigUtility* const argConfig):
config(*argConfig)
{
//setup the utility objects
image.LoadSurface(config["dir.interface"] + "button_menu.bmp");
image.SetClipH(image.GetClipH()/3);
font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
//pass the utility objects
backButton.SetImage(&image);
backButton.SetFont(&font);
//set the button positions
backButton.SetX(50);
backButton.SetY(50 + image.GetClipH() * 0);
//set the button texts
backButton.SetText("Back");
}
OptionsMenu::~OptionsMenu() {
//
}
//-------------------------
//Frame loop
//-------------------------
void OptionsMenu::FrameStart() {
//
}
void OptionsMenu::Update(double delta) {
//
}
void OptionsMenu::FrameEnd() {
//
}
void OptionsMenu::Render(SDL_Surface* const screen) {
backButton.DrawTo(screen);
font.DrawStringTo("Oh, were you looking for the options screen?", screen, 50, 30);
}
//-------------------------
//Event handlers
//-------------------------
void OptionsMenu::MouseMotion(SDL_MouseMotionEvent const& motion) {
backButton.MouseMotion(motion);
}
void OptionsMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) {
backButton.MouseButtonDown(button);
}
void OptionsMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (backButton.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::MAINMENU);
}
}
void OptionsMenu::KeyDown(SDL_KeyboardEvent const& key) {
//
}
void OptionsMenu::KeyUp(SDL_KeyboardEvent const& key) {
//
}
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/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef OPTIONSMENU_HPP_
#define OPTIONSMENU_HPP_
#include "base_scene.hpp"
#include "config_utility.hpp"
#include "image.hpp"
#include "raster_font.hpp"
#include "button.hpp"
//TODO: The options screen needs to be USED
class OptionsMenu : public BaseScene {
public:
//Public access members
OptionsMenu(ConfigUtility* const);
~OptionsMenu();
protected:
//Frame loop
void FrameStart();
void Update(double delta);
void FrameEnd();
void Render(SDL_Surface* const);
//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&);
//shared parameters
ConfigUtility& config;
//members
Image image;
RasterFont font;
Button backButton;
};
#endif
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/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "splash_screen.hpp"
//-------------------------
//Public access members
//-------------------------
SplashScreen::SplashScreen(ConfigUtility* const argConfig):
config(*argConfig)
{
logo.LoadSurface(config["dir.logos"] + "krstudios.bmp");
startTick = std::chrono::steady_clock::now();
}
SplashScreen::~SplashScreen() {
//
}
//-------------------------
//Frame loop
//-------------------------
void SplashScreen::Update(double delta) {
if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(1)) {
SetNextScene(SceneList::MAINMENU);
}
}
void SplashScreen::Render(SDL_Surface* const screen) {
logo.DrawTo(screen, (screen->w - logo.GetClipW()) / 2, (screen->h - logo.GetClipH()) / 2);
}
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/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef SPLASHSCREEN_HPP_
#define SPLASHSCREEN_HPP_
#include "base_scene.hpp"
#include "config_utility.hpp"
#include "image.hpp"
#include <chrono>
class SplashScreen : public BaseScene {
public:
//Public access members
SplashScreen(ConfigUtility* const);
~SplashScreen();
protected:
//Frame loop
void Update(double delta);
void Render(SDL_Surface* const);
//shared parameters
ConfigUtility& config;
//members
std::chrono::steady_clock::time_point startTick;
Image logo;
};
#endif