src/Graphics.cc
author saiam
Mon, 08 Dec 2008 00:36:24 +0000
changeset 275 fa44b905bc2e
parent 266 ad72d0a0cc02
child 282 e0e4dfc3e528
permissions -rw-r--r--
Tried to take input tick into account in updatePosition but it still doesn't seem to work
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#include "Graphics.hh"
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#include "GameState.hh"
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#include <cmath>
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Graphics::Graphics (Engine &engine, GameState &state) :
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    CL_DisplayWindow(GRAPHICS_WINDOW_TITLE, GRAPHICS_RESOLUTION_WIDTH, GRAPHICS_RESOLUTION_HEIGHT),
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    resolution(GRAPHICS_RESOLUTION_WIDTH, GRAPHICS_RESOLUTION_HEIGHT),
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    engine(engine), 
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    state(state), 
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    update_timer(GRAPHICS_UPDATE_INTERVAL_MS),
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    input(get_ic()->get_keyboard()),
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    simple_font("Font2", engine.getResourceManager()) 
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{
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    // connect timer signal
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    slots.connect(update_timer.sig_tick(), this, &Graphics::on_update);
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    // enable
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    update_timer.start();
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}
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void Graphics::check_input (TimeMS dt) {
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    LocalPlayer *player;
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    PlayerInput input_mask = 0;
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    // update gui flags
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    this->flags = input.readGuiInput();
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    // quit?
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    if (flags & GUI_INPUT_QUIT) {
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        engine.stop();
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        return;
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    }
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    // stop here if we don't have a local player
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    if ((player = state.getLocalPlayer()) == NULL)
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        return;
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    // dump debug info on stderr
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    if (flags & GUI_INPUT_DEBUG_PLAYER)
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        player->printDebugInfo();
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    // build input_mask
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    input_mask = input.readPlayerInput();
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    // apply input if there was any
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    if (input_mask)
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        player->handleInput(input_mask, dt);
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}
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static PixelDimension value_between (PixelDimension low, PixelDimension value, PixelDimension high) {
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    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 Graphics::do_redraw (void) {
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    CL_GraphicContext *gc = get_gc();
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    LocalPlayer *player;
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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 = state.getLocalPlayer()) != NULL) {
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        PixelCoordinate target = player->getCoordinate() - resolution / 2;
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        PixelCoordinate max = state.world.getDimensions() - resolution;
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        // keep the terrain in view
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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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    // White background
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    gc->clear(CL_Color::black);
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    // Draw the game
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    state.draw(this, camera, flags & GUI_INPUT_DISPLAY_WEAPON);
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    // Flip window buffer, sync
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    flip(1);
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}
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void Graphics::on_update (TimeMS tick_length) {
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    // check keyboard input
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    check_input(tick_length);
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    // redraw display
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    do_redraw();
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}