f0ab1dfef8
Namely, I need a text box widget, which can display text without having to re-create and destroy the texture every frame.
125 lines
3.4 KiB
C++
125 lines
3.4 KiB
C++
/* Copyright: (c) Kayne Ruse 2013-2015
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "disconnected_screen.hpp"
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#include "channels.hpp"
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#include "config_utility.hpp"
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#include "text_util.hpp"
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#include "udp_network_utility.hpp"
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#include <stdexcept>
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//-------------------------
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//Public access members
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//-------------------------
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DisconnectedScreen::DisconnectedScreen() {
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ConfigUtility& config = ConfigUtility::GetSingleton();
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//setup the utility objects
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//TODO: (1) resource tool, to prevent reloading like this
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image.Load(GetRenderer(), config["dir.interface"] + "button.png");
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font = TTF_OpenFont(config["client.font"].c_str(), 12);
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//setup the button
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backButton.SetBackgroundTexture(GetRenderer(), image.GetTexture());
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backButton.SetText(GetRenderer(), font, "Back", COLOR_WHITE);
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//set the button positions
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backButton.SetX(50);
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backButton.SetY(50);
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//full reset
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UDPNetworkUtility::GetSingleton().Unbind(Channels::SERVER);
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//auto return
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startTick = std::chrono::steady_clock::now();
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}
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DisconnectedScreen::~DisconnectedScreen() {
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//
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void DisconnectedScreen::FrameStart() {
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//
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}
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void DisconnectedScreen::Update() {
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if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(10)) {
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SetSceneSignal(SceneSignal::MAINMENU);
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}
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//Eat incoming packets
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while(UDPNetworkUtility::GetSingleton().Receive());
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}
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void DisconnectedScreen::FrameEnd() {
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//
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}
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void DisconnectedScreen::RenderFrame(SDL_Renderer* renderer) {
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ConfigUtility& config = ConfigUtility::GetSingleton();
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backButton.DrawTo(renderer);
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//render output message
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SDL_Texture* tex = renderPlainText(renderer, font, config["client.disconnectMessage"], COLOR_WHITE);
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int w = 0, h = 0;
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SDL_QueryTexture(tex, nullptr, nullptr, &w, &h);
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SDL_Rect d = {50, 30, w, h};
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SDL_RenderCopy(renderer, tex, nullptr, &d);
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SDL_DestroyTexture(tex);
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void DisconnectedScreen::MouseMotion(SDL_MouseMotionEvent const& motion) {
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backButton.MouseMotion(motion);
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}
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void DisconnectedScreen::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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backButton.MouseButtonDown(button);
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}
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void DisconnectedScreen::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (backButton.MouseButtonUp(button) == Button::State::RELEASED) {
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SetSceneSignal(SceneSignal::MAINMENU);
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}
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}
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void DisconnectedScreen::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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SetSceneSignal(SceneSignal::MAINMENU);
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break;
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}
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}
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void DisconnectedScreen::KeyUp(SDL_KeyboardEvent const& key) {
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//
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}
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