mirror of
https://github.com/ApfelTeeSaft/PlanetFleet.git
synced 2026-08-26 19:33:38 +00:00
133 lines
5.1 KiB
C++
133 lines
5.1 KiB
C++
#include "singlePlayerButton.h"
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#include "gameManager.h"
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#include "inGameAppState.h"
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#include <stateManager.h>
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#include <util.h>
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#include <listbox.h>
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#include <glfw3.h>
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namespace battleship{
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using namespace gameBase;
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using namespace vb01;
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using namespace vb01Gui;
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using namespace std;
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SinglePlayerButton::SinglePlayerButton(Vector2 pos, Vector2 size, string name) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", GLFW_KEY_S, true) {}
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void SinglePlayerButton::onMouseOver(){
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setColor(Vector4(.8, .8, .8, 1));
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}
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void SinglePlayerButton::onMouseOff(){
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setColor(Vector4(.6, .6, .6, 1));
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}
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void SinglePlayerButton::onClick() {
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vector<string> difficulties, factions;
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class PlayButton : public Button {
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public:
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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) {
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this->state = ((GuiAppState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::GUI_STATE));
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this->lengths[0] = lengths[0];
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this->lengths[1] = lengths[1];
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difficultiesListboxes = difficulties;
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factionsListboxes = factions;
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this->mapListbox = mapListbox;
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}
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void onClick() {
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GameManager *gm = GameManager::getSingleton();
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std::vector<string> difficulties, factions;
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for(int i = 0; i < lengths[0]; i++)
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difficulties.push_back(wstringToString(difficultiesListboxes[i]->getContents()[difficultiesListboxes[i]->getSelectedOption()]));
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for(int i = 0; i < lengths[1]; i++)
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factions.push_back(to_string(factionsListboxes[i]->getSelectedOption()));
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delete[] difficultiesListboxes;
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delete[] factionsListboxes;
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StateManager *stateManager = gm->getStateManager();
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int selectedMap = mapListbox->getSelectedOption();
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string mapName = wstringToString(mapListbox->getContents()[selectedMap]);
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stateManager->attachAppState(new InGameAppState(difficulties, factions, mapName));
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state->removeAllListboxes();
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state->removeButton("Back");
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state->removeButton("Play");
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}
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private:
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GuiAppState *state;
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Listbox **difficultiesListboxes, **factionsListboxes, *mapListbox = nullptr;
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int lengths[2];
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};
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class ReturnButton : public Button {
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public:
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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) {
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this->state = state;
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}
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void onClick() {
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state->removeAllCheckboxes();
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state->removeAllListboxes();
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state->removeAllSliders();
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state->removeAllTextboxes();
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makeTitlescreenButtons(state);
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state->removeButton("Play");
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state->removeButton("Back");
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}
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private:
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GuiAppState *state;
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};
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/*
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GameManager *gm = GameManager::getSingleton();
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Vector2 pos(gm->getWidth() / 8, gm->getHeight() / 8);
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difficulties.push_back("Easy");
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difficulties.push_back("Medium");
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difficulties.push_back("Hard");
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factions.push_back("0");
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factions.push_back("1");
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string font = gm->getPath() + "Fonts/batang.ttf";
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Listbox *cpuDifficulty = new Listbox(Vector2(pos.x, pos.y + 30), Vector2(100, 20), difficulties, 3, font);
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Listbox *cpuFaction = new Listbox(Vector2(pos.x + 110, pos.y + 30), Vector2(100, 20), factions, 2, font);
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Listbox *playerFaction = new Listbox(Vector2(pos.x + 110, pos.y), Vector2(100, 20), factions, 2, font);
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vector<string> folders = readDir(gm->getPath() + "Models/Maps", true);
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int numMinDirs = 3;
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int numShowDirs = folders.size() < numMinDirs ? folders.size() : numMinDirs;
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Listbox *map = new Listbox(Vector2(pos.x + 110, pos.y + 100), Vector2(100, 20), folders, numShowDirs, font);
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Listbox **difficultyListboxes = new Listbox*[1];
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Listbox **factionListboxes = new Listbox*[2];
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difficultyListboxes[0] = cpuDifficulty;
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factionListboxes[0] = playerFaction;
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factionListboxes[1] = cpuFaction;
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int lengths[]{1, 2};
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PlayButton *playButton = new PlayButton(difficultyListboxes, factionListboxes, map, lengths, Vector2(50, gm->getHeight() - 150), Vector2(140, 50), "Play", true);
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ReturnButton *returnButton = new ReturnButton(state, Vector2(200, gm->getHeight() - 150), Vector2(140, 50), "Back", true);
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state->addButton(playButton);
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state->addButton(returnButton);
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state->addListbox(cpuDifficulty);
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state->addListbox(cpuFaction);
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state->addListbox(playerFaction);
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state->addListbox(map);
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state->removeButton("Options");
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state->removeButton("Exit");
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state->removeButton("Singleplayer");
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*/
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}
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}
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