src/Graphics/GameView.cc
author Tero Marttila <terom@fixme.fi>
Thu, 22 Jan 2009 00:28:26 +0200
branchnew_graphics
changeset 416 38cba347a3a9
parent 414 cede5463b845
permissions -rw-r--r--
clean up InputHandler/GameView to use signals for input
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#include "GameView.hh"
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#include "Graphics.hh"
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#include <cassert>
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namespace graphics
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{
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GameView::GameView (GameState &state, LocalPlayer *player) :
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    View(PixelArea(0, 0, graphics->display.get_width(), graphics->display.get_height())),
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    state(state), player(NULL), info_view(NULL), message_view(getMessageViewArea()),
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    flags(0)
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{
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    // have player?
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    if (player)
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        setPlayer(player);
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    // insert message
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    message_view.add_message(CL_Color::white, "Hello World!");
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    // enable GUI input
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    slots.connect(graphics->input.gui.sig_input(), this, &GameView::handleInput);
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    graphics->input.gui.enable();
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}
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void GameView::setPlayer (LocalPlayer *player) {
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    assert(!this->player && player);
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    // remember it
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    this->player = player;
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    // build the info_view as well
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    info_view = new PlayerInfoView(getInfoViewArea(), player);
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    // enable player input
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    slots.connect(graphics->input.player.sig_input(), player, &LocalPlayer::handleInput);
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    graphics->input.player.enable();
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}
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void GameView::handleInput (GuiInput flags, TimeMS dt) {
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    // ignore timing info
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    (void) dt;
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    // update our flags
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    this->flags = flags;
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    // quit?
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    if (flags & GUI_INPUT_QUIT) {
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        graphics->engine.stop();
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        return;
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    }
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    // dump player debug info on stderr
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    if ((flags & GUI_INPUT_DEBUG_PLAYER) && player) {
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        player->printDebugInfo();
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        message_view.add_message(CL_Color::green, "...");
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    }
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    // toggle fullscreen?
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    if (flags & GUI_INPUT_TOGGLE_FULLSCREEN)
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        graphics->display.toggleFullscreen();
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}
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/*
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 * Helper function for Camera
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 */
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static PixelDimension value_between (PixelDimension low, PixelDimension value, PixelDimension high) {
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        if (high < low)
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            return (high + low) / 2;
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        else if (value < low)
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            return low;
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        else if (value > high)
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            return high;
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        else
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            return value;
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}
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void GameView::draw (Display &display) {
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    CL_GraphicContext *gc = display.get_gc();
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    // calculate camera
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    PixelCoordinate camera(0, 0);
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    // ...to track our local player
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    if (player != NULL) {
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        // display resolution
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        PixelCoordinate resolution = display.getResolution();
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        // try and center the screen on the player
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        PixelCoordinate target = player->getCoordinate() - PixelCoordinate(resolution.x / 2, (resolution.y - 100) / 2);
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        // ...but keep the world in view
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        PixelCoordinate max = state.terrain.getDimensions() - resolution + PixelCoordinate(0, 100);
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        // ...by limiting the value to 0...max
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        camera = PixelCoordinate(
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            value_between(0, target.x, max.x),
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            value_between(0, target.y, max.y)
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        );
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    }
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    // Black background
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    gc->clear(CL_Color::black);
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    // Draw the game
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    state.draw(display, camera, flags & GUI_INPUT_DISPLAY_WEAPON);
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    // draw info view?
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    if (info_view)
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        info_view->draw(display);
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    // draw messages
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    message_view.draw(display);
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}
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void GameView::resize (const PixelArea &new_area) {
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    View::resize(new_area);
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    // resize subcomponents
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    if (info_view)
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        info_view->resize(getInfoViewArea());
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106aaf6eadfe there's a grain of truth in the new graphics code now...
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    message_view.resize(getMessageViewArea());
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41fd46cffc52 start working out the Graphics/* code, this is a long way from compiling, let alone working
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    // log message
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721c60072091 new graphics code compiles... no, it doesn't work yet
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    message_view.add_message(CL_Color::yellow, CL_String::format("[ Resized window to %1 x %2 ]", (int) getWidth(), (int) getHeight()));
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}
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}