implementation of AbstractGuiManager from vb01

recreated main menu screen using the implementation
This commit is contained in:
devZoGok
2023-06-25 08:54:59 +03:00
parent b4622ac53b
commit 4110a7d217
6 changed files with 297 additions and 7 deletions
+132
View File
@@ -0,0 +1,132 @@
#include "singlePlayerButton.h"
#include "gameManager.h"
#include "inGameAppState.h"
#include <stateManager.h>
#include <util.h>
#include <listbox.h>
#include <glfw3.h>
namespace battleship{
using namespace gameBase;
using namespace vb01;
using namespace vb01Gui;
using namespace std;
SinglePlayerButton::SinglePlayerButton(Vector2 pos, Vector2 size, string name) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", GLFW_KEY_S, true) {}
void SinglePlayerButton::onMouseOver(){
setColor(Vector4(.8, .8, .8, 1));
}
void SinglePlayerButton::onMouseOff(){
setColor(Vector4(.6, .6, .6, 1));
}
void SinglePlayerButton::onClick() {
vector<string> difficulties, factions;
class PlayButton : public Button {
public:
PlayButton(Listbox **difficulties, Listbox **factions, Listbox *mapListbox, int lengths[2], Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", GLFW_KEY_P, separate) {
this->state = ((GuiAppState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::GUI_STATE));
this->lengths[0] = lengths[0];
this->lengths[1] = lengths[1];
difficultiesListboxes = difficulties;
factionsListboxes = factions;
this->mapListbox = mapListbox;
}
void onClick() {
GameManager *gm = GameManager::getSingleton();
std::vector<string> difficulties, factions;
for(int i = 0; i < lengths[0]; i++)
difficulties.push_back(wstringToString(difficultiesListboxes[i]->getContents()[difficultiesListboxes[i]->getSelectedOption()]));
for(int i = 0; i < lengths[1]; i++)
factions.push_back(to_string(factionsListboxes[i]->getSelectedOption()));
delete[] difficultiesListboxes;
delete[] factionsListboxes;
StateManager *stateManager = gm->getStateManager();
int selectedMap = mapListbox->getSelectedOption();
string mapName = wstringToString(mapListbox->getContents()[selectedMap]);
stateManager->attachAppState(new InGameAppState(difficulties, factions, mapName));
state->removeAllListboxes();
state->removeButton("Back");
state->removeButton("Play");
}
private:
GuiAppState *state;
Listbox **difficultiesListboxes, **factionsListboxes, *mapListbox = nullptr;
int lengths[2];
};
class ReturnButton : public Button {
public:
ReturnButton(GuiAppState *state, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", GLFW_KEY_B, separate) {
this->state = state;
}
void onClick() {
state->removeAllCheckboxes();
state->removeAllListboxes();
state->removeAllSliders();
state->removeAllTextboxes();
makeTitlescreenButtons(state);
state->removeButton("Play");
state->removeButton("Back");
}
private:
GuiAppState *state;
};
/*
GameManager *gm = GameManager::getSingleton();
Vector2 pos(gm->getWidth() / 8, gm->getHeight() / 8);
difficulties.push_back("Easy");
difficulties.push_back("Medium");
difficulties.push_back("Hard");
factions.push_back("0");
factions.push_back("1");
string font = gm->getPath() + "Fonts/batang.ttf";
Listbox *cpuDifficulty = new Listbox(Vector2(pos.x, pos.y + 30), Vector2(100, 20), difficulties, 3, font);
Listbox *cpuFaction = new Listbox(Vector2(pos.x + 110, pos.y + 30), Vector2(100, 20), factions, 2, font);
Listbox *playerFaction = new Listbox(Vector2(pos.x + 110, pos.y), Vector2(100, 20), factions, 2, font);
vector<string> folders = readDir(gm->getPath() + "Models/Maps", true);
int numMinDirs = 3;
int numShowDirs = folders.size() < numMinDirs ? folders.size() : numMinDirs;
Listbox *map = new Listbox(Vector2(pos.x + 110, pos.y + 100), Vector2(100, 20), folders, numShowDirs, font);
Listbox **difficultyListboxes = new Listbox*[1];
Listbox **factionListboxes = new Listbox*[2];
difficultyListboxes[0] = cpuDifficulty;
factionListboxes[0] = playerFaction;
factionListboxes[1] = cpuFaction;
int lengths[]{1, 2};
PlayButton *playButton = new PlayButton(difficultyListboxes, factionListboxes, map, lengths, Vector2(50, gm->getHeight() - 150), Vector2(140, 50), "Play", true);
ReturnButton *returnButton = new ReturnButton(state, Vector2(200, gm->getHeight() - 150), Vector2(140, 50), "Back", true);
state->addButton(playButton);
state->addButton(returnButton);
state->addListbox(cpuDifficulty);
state->addListbox(cpuFaction);
state->addListbox(playerFaction);
state->addListbox(map);
state->removeButton("Options");
state->removeButton("Exit");
state->removeButton("Singleplayer");
*/
}
}