mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
accessible trading screen
This commit is contained in:
@@ -31,7 +31,7 @@ ButtonType = {
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SELL_REFINEDS = 27,
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SELL_REFINEDS = 27,
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BUY_RESEARCH = 28,
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BUY_RESEARCH = 28,
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SELL_RESEARCH = 29,
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SELL_RESEARCH = 29,
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ACTIVE_GAME_STATE = 30,
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ACTIVE_STATE_BACK = 30,
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PLAYER_TRADE = 31,
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PLAYER_TRADE = 31,
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TRADING_SCREEN = 32,
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TRADING_SCREEN = 32,
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TRADE_OFFER = 33,
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TRADE_OFFER = 33,
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@@ -16,9 +16,8 @@ gui = {
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},
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},
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{
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{
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guiType = GuiType.BUTTON,
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guiType = GuiType.BUTTON,
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buttonType = ButtonType.ACTIVE_GAME_STATE,
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buttonType = ButtonType.ACTIVE_STATE_BACK,
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name = 'Back',
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name = 'Back',
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guiScreen = 'activeGameState.lua',
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pos = {x = HubPos.x + HubSize.x - buttonSize.x - HubMargin.right, y = HubPos.y + HubSize.y - buttonSize.y - HubMargin.bottom, z = .11},
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pos = {x = HubPos.x + HubSize.x - buttonSize.x - HubMargin.right, y = HubPos.y + HubSize.y - buttonSize.y - HubMargin.bottom, z = .11},
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size = buttonSize,
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size = buttonSize,
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trigger = 10
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trigger = 10
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+1
-1
@@ -17,7 +17,7 @@ cmake_policy(SET CMP0015 NEW)
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set(UNIT_BUTTONS unitButton.cpp tradeButton.cpp buildButton.cpp trainButton.cpp researchButton.cpp orderButton.cpp stateToggleButton.cpp)
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set(UNIT_BUTTONS unitButton.cpp tradeButton.cpp buildButton.cpp trainButton.cpp researchButton.cpp orderButton.cpp stateToggleButton.cpp)
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set(OPTIONS_BUTTONS optionsButton.cpp tabButton.cpp okButton.cpp defaultsButton.cpp)
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set(OPTIONS_BUTTONS optionsButton.cpp tabButton.cpp okButton.cpp defaultsButton.cpp)
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set(TRADING_BUTTONS playerTradeButton.cpp tradingScreenButton.cpp offerButton.cpp resourceAmmountButton.cpp)
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set(TRADING_BUTTONS activeStateBackButton.cpp playerTradeButton.cpp tradingScreenButton.cpp offerButton.cpp resourceAmmountButton.cpp)
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set(MENU_BUTTONS mainMenuButton.cpp singlePlayerButton.cpp exitButton.cpp backButton.cpp playButton.cpp)
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set(MENU_BUTTONS mainMenuButton.cpp singlePlayerButton.cpp exitButton.cpp backButton.cpp playButton.cpp)
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set(MAP_EDITOR_BUTTONS mapEditorButton.cpp newMapButton.cpp loadMapButton.cpp exportButton.cpp)
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set(MAP_EDITOR_BUTTONS mapEditorButton.cpp newMapButton.cpp loadMapButton.cpp exportButton.cpp)
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set(BUTTONS statsButton.cpp activeStateButton.cpp minimapButton.cpp ${TRADING_BUTTONS} ${OPTIONS_BUTTONS} ${MENU_BUTTONS} ${MAP_EDITOR_BUTTONS} ${UNIT_BUTTONS})
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set(BUTTONS statsButton.cpp activeStateButton.cpp minimapButton.cpp ${TRADING_BUTTONS} ${OPTIONS_BUTTONS} ${MENU_BUTTONS} ${MAP_EDITOR_BUTTONS} ${UNIT_BUTTONS})
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+8
-4
@@ -243,6 +243,12 @@ namespace battleship{
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fc->removeGameObjectFrames();
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fc->removeGameObjectFrames();
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}
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}
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if(!tradingScreen){
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guiTexts = guiManager->getTexts();
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guiRects = guiManager->getGuiRectangles();
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guiButtons = guiManager->getButtons();
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}
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renderUnits();
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renderUnits();
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vector<Unit*> currSelectedUnits = mainPlayer->getSelectedUnits();
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vector<Unit*> currSelectedUnits = mainPlayer->getSelectedUnits();
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@@ -540,11 +546,9 @@ namespace battleship{
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}
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}
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void ActiveGameState::onAction(int bind, bool isPressed) {
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void ActiveGameState::onAction(int bind, bool isPressed) {
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if(tradingScreen || !ConcreteGuiManager::getSingleton()->findClickedButtons().empty()) return;
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GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
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GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
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if(!ConcreteGuiManager::getSingleton()->findClickedButtons().empty())
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return;
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vector<Unit*> selectedUnits = mainPlayer->getSelectedUnits();
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vector<Unit*> selectedUnits = mainPlayer->getSelectedUnits();
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switch((Bind)bind){
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switch((Bind)bind){
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+14
-4
@@ -42,8 +42,10 @@ namespace battleship{
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void onRawMouseWheelScroll(bool);
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void onRawMouseWheelScroll(bool);
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inline CursorState getCursorState(){return cursorState;}
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inline CursorState getCursorState(){return cursorState;}
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inline void setCursorState(CursorState cs){this->cursorState = cs;}
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inline void setCursorState(CursorState cs){this->cursorState = cs;}
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inline void addButton(vb01Gui::Button *b){buttons.push_back(b);}
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inline void addButton(vb01Gui::Button *b){guiButtons.push_back(b);}
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inline std::vector<vb01Gui::Button*> getButtons(){return buttons;}
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inline std::vector<vb01Gui::Button*> getGuiButtons(){return guiButtons;}
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inline std::vector<vb01::Node*> getGuiRects(){return guiRects;}
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inline std::vector<vb01::Text*> getGuiTexts(){return guiTexts;}
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inline Player* getPlayer(){return mainPlayer;}
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inline Player* getPlayer(){return mainPlayer;}
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inline std::vector<Unit*>& getUnitGroup(int i){return unitGroups[i];}
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inline std::vector<Unit*>& getUnitGroup(int i){return unitGroups[i];}
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inline void setBuildableStructSelected(bool bss){this->buildableStructSelected = bss;}
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inline void setBuildableStructSelected(bool bss){this->buildableStructSelected = bss;}
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@@ -51,6 +53,10 @@ namespace battleship{
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inline float getDepth(){return depth;}
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inline float getDepth(){return depth;}
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inline void setForceCursorState(bool force){this->forceCursorState = force;}
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inline void setForceCursorState(bool force){this->forceCursorState = force;}
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inline bool isForceCursorState(){return forceCursorState;}
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inline bool isForceCursorState(){return forceCursorState;}
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inline void setTradingScreen(bool ts){this->tradingScreen = ts;}
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inline bool isTradingScreen(){return tradingScreen;}
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inline void setOfferScreen(bool os){this->offerScreen = os;}
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inline bool isOfferScreen(){return offerScreen;}
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private:
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private:
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bool selectedUnitsAmongst(std::vector<Unit*>);
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bool selectedUnitsAmongst(std::vector<Unit*>);
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void updateGameObjHoveredOn();
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void updateGameObjHoveredOn();
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@@ -75,11 +81,13 @@ namespace battleship{
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GuiAppState *guiState;
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GuiAppState *guiState;
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std::string unitGuiScreen = "";
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std::string unitGuiScreen = "";
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GameObject *gameObjHoveredOn = nullptr;
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GameObject *gameObjHoveredOn = nullptr;
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vb01::Node *dragboxNode = nullptr;
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vb01::Vector2 clickPoint;
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vb01::Vector2 clickPoint;
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std::vector<Unit*> unitGroups[9], prevSelectedUnits;
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std::vector<Unit*> unitGroups[9], prevSelectedUnits;
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std::vector<Order::Target> targets;
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std::vector<Order::Target> targets;
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std::vector<vb01Gui::Button*> buttons, unitButtons;
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vb01::Node *dragboxNode = nullptr;
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std::vector<vb01::Node*> guiRects;
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std::vector<vb01::Text*> guiTexts;
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std::vector<vb01Gui::Button*> guiButtons, unitButtons;
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bool isSelectionBox = false;
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bool isSelectionBox = false;
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bool shiftPressed = false;
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bool shiftPressed = false;
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bool controlPressed = false;
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bool controlPressed = false;
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@@ -90,6 +98,8 @@ namespace battleship{
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bool selectingDestOrient = false;
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bool selectingDestOrient = false;
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bool forceCursorState = false;
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bool forceCursorState = false;
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bool orderPossible = false;
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bool orderPossible = false;
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bool tradingScreen = false;
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bool offerScreen = false;
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int playerId, zooms = 0;
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int playerId, zooms = 0;
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const int NUM_MAX_ZOOMS = 10;
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const int NUM_MAX_ZOOMS = 10;
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float depth = 1;
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float depth = 1;
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@@ -0,0 +1,21 @@
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#include "activeStateBackButton.h"
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#include "activeGameState.h"
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#include "gameManager.h"
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#include <stateManager.h>
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namespace battleship{
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using namespace std;
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using namespace vb01;
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using namespace gameBase;
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ActiveStateBackButton::ActiveStateBackButton(Vector3 pos, Vector2 size, string name) : BackButton(pos, size, name, "activeGameState.lua"){}
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void ActiveStateBackButton::onClick(){
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StateManager *stateManager = GameManager::getSingleton()->getStateManager();
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ActiveGameState *activeState = (ActiveGameState*)stateManager->getAppStateByType((int)AppStateType::ACTIVE_STATE);
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activeState->setTradingScreen(false);
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BackButton::onClick();
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}
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}
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@@ -0,0 +1,15 @@
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#ifndef ACTIVE_STATE_BACK_BUTTON_H
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#define ACTIVE_STATE_BACK_BUTTON_H
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#include "backButton.h"
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namespace battleship{
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class ActiveStateBackButton : public BackButton{
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public:
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ActiveStateBackButton(vb01::Vector3, vb01::Vector2, std::string);
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void onClick();
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private:
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};
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}
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#endif
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+19
-6
@@ -18,15 +18,28 @@ namespace battleship{
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using namespace vb01Gui;
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using namespace vb01Gui;
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using namespace gameBase;
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using namespace gameBase;
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ActiveStateButton::ActiveStateButton(Vector3 pos, Vector2 size, string gs, string name, string fontPath, int trigger, string imagePath) : Button(pos, size, name, fontPath, trigger, true, imagePath), guiScreen(gs){
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ActiveStateButton::ActiveStateButton(Vector3 pos, Vector2 size, string gs, string name, string fontPath, int trigger, string imagePath) :
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Button(pos, size, name, fontPath, trigger, true, imagePath), guiScreen(gs){}
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void ActiveStateButton::onClick(){
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StateManager *stateManager = GameManager::getSingleton()->getStateManager();
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StateManager *stateManager = GameManager::getSingleton()->getStateManager();
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ActiveGameState *activeState = (ActiveGameState*)stateManager->getAppStateByType((int)AppStateType::ACTIVE_STATE);
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ActiveGameState *activeState = (ActiveGameState*)stateManager->getAppStateByType((int)AppStateType::ACTIVE_STATE);
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if(activeState)
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vector<Button*> buttons = activeState->getGuiButtons();
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activeState->addButton(this);
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buttons.push_back(this);
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}
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void ActiveStateButton::onClick(){
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vector<Node*> rects = activeState->getGuiRects();
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ConcreteGuiManager::getSingleton()->parseLuaScript(guiScreen);
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vector<Text*> texts = activeState->getGuiTexts();
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ConcreteGuiManager::getSingleton()->readLuaScreenScript(
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guiScreen,
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buttons,
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vector<Listbox*>{},
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vector<Checkbox*>{},
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vector<Slider*>{},
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vector<Textbox*>{},
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rects,
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texts
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);
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}
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}
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}
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}
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@@ -36,6 +36,7 @@
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#include "orderButton.h"
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#include "orderButton.h"
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#include "stateToggleButton.h"
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#include "stateToggleButton.h"
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#include "minimapButton.h"
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#include "minimapButton.h"
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#include "activeStateBackButton.h"
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namespace battleship{
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namespace battleship{
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using namespace std;
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using namespace std;
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@@ -207,9 +208,8 @@ namespace battleship{
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case SELL_RESEARCH:
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case SELL_RESEARCH:
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button = new TradeButton(pos, size, name, (int)guiTable["trigger"], imagePath, (int)SOL_LUA_STATE["UnitId"]["TRADE_CENTER"], TradeButton::Type::SELL_RESEARCH);
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button = new TradeButton(pos, size, name, (int)guiTable["trigger"], imagePath, (int)SOL_LUA_STATE["UnitId"]["TRADE_CENTER"], TradeButton::Type::SELL_RESEARCH);
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break;
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break;
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case ACTIVE_GAME_STATE:
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case ACTIVE_STATE_BACK:
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guiScreen = guiTable["guiScreen"];
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button = new ActiveStateBackButton(pos, size, name);
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button = new ActiveStateButton(pos, size, guiScreen, name, fontBasePath + "batang.ttf", (int)guiTable["trigger"], imagePath);
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break;
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break;
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case PLAYER_TRADE:
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case PLAYER_TRADE:
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guiScreen = guiTable["guiScreen"];
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guiScreen = guiTable["guiScreen"];
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@@ -45,14 +45,14 @@ namespace battleship{
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SELL_REFINEDS,
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SELL_REFINEDS,
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BUY_RESEARCH,
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BUY_RESEARCH,
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SELL_RESEARCH,
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SELL_RESEARCH,
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ACTIVE_GAME_STATE,
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ACTIVE_STATE_BACK,
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PLAYER_TRADE,
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PLAYER_TRADE,
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TRADING_SCREEN,
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TRADING_SCREEN,
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TRADE_OFFER,
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TRADE_OFFER,
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RESOURCE_AMMOUNT,
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RESOURCE_AMMOUNT,
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UNIT_STATE,
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UNIT_STATE,
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ORDER,
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ORDER,
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MINIMAP
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MINIMAP,
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};
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};
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enum ListboxType {
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enum ListboxType {
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CONTROLS,
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CONTROLS,
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@@ -101,13 +101,13 @@ namespace battleship{
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if (!paused) {
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if (!paused) {
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gm->getStateManager()->dettachAppState(activeState);
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gm->getStateManager()->dettachAppState(activeState);
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guiManager->readLuaScreenScript("gamePaused.lua", activeState->getButtons());
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guiManager->readLuaScreenScript("gamePaused.lua", activeState->getGuiButtons());
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}
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}
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else {
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else {
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for(string f : configData::scripts)
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for(string f : configData::scripts)
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generateView().script_file(gm->getPath() + f);
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generateView().script_file(gm->getPath() + f);
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guiManager->readLuaScreenScript("inGame.lua", activeState->getButtons());
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guiManager->readLuaScreenScript("inGame.lua", activeState->getGuiButtons());
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sol::state_view SOL_LUA_VIEW = generateView();
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sol::state_view SOL_LUA_VIEW = generateView();
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string gop = SOL_LUA_VIEW["gameObjPrefix"], vfxp = SOL_LUA_VIEW["vfxPrefix"];
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string gop = SOL_LUA_VIEW["gameObjPrefix"], vfxp = SOL_LUA_VIEW["vfxPrefix"];
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AssetManager::getSingleton()->load(gm->getPath() + gop, true);
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AssetManager::getSingleton()->load(gm->getPath() + gop, true);
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+25
-28
@@ -16,10 +16,15 @@ namespace battleship{
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PlayerTradeButton::PlayerTradeButton(Vector3 pos, Vector2 size, string gs, string name, int trigger, string imagePath) : ActiveStateButton(pos, size, gs, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", trigger, imagePath){}
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PlayerTradeButton::PlayerTradeButton(Vector3 pos, Vector2 size, string gs, string name, int trigger, string imagePath) : ActiveStateButton(pos, size, gs, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", trigger, imagePath){}
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void PlayerTradeButton::onClick(){
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void PlayerTradeButton::onClick(){
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ActiveStateButton::onClick();
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StateManager *stateManager = GameManager::getSingleton()->getStateManager();
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StateManager *stateManager = GameManager::getSingleton()->getStateManager();
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ActiveGameState *activeState = (ActiveGameState*)stateManager->getAppStateByType((int)AppStateType::ACTIVE_STATE);
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ActiveGameState *activeState = (ActiveGameState*)stateManager->getAppStateByType((int)AppStateType::ACTIVE_STATE);
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if(activeState->isTradingScreen() && !activeState->isOfferScreen()) return;
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else if(!activeState->isTradingScreen()) activeState->setTradingScreen(true);
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else if(activeState->isOfferScreen()) activeState->setOfferScreen(false);
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ActiveStateButton::onClick();
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Player *mainPlayer = activeState->getPlayer();
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Player *mainPlayer = activeState->getPlayer();
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Game *game = Game::getSingleton();
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Game *game = Game::getSingleton();
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@@ -28,40 +33,32 @@ namespace battleship{
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sol::state_view SOL_LUA_VIEW = generateView();
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sol::state_view SOL_LUA_VIEW = generateView();
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for(int i = 0, lineId = 0; i < players.size(); i++){
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for(int i = 0, lineId = 0; i < players.size(); i++){
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if(players[i] != mainPlayer){
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if(players[i] == mainPlayer) continue;
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vector<Button*> buttons = guiManager->getButtons();
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vector<Listbox*> listboxes = guiManager->getListboxes();
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vector<Checkbox*> checkboxes = guiManager->getCheckboxes();
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vector<Slider*> sliders = guiManager->getSliders();
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vector<Textbox*> textboxes = guiManager->getTextboxes();
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vector<Node*> guiRects = guiManager->getGuiRectangles();
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vector<Text*> texts = guiManager->getTexts();
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SOL_LUA_VIEW.script("lineId = " + to_string(lineId));
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SOL_LUA_VIEW.script("lineId = " + to_string(lineId));
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SOL_LUA_VIEW.script("playerId = " + to_string(i));
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SOL_LUA_VIEW.script("playerId = " + to_string(i));
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guiManager->readLuaScreenScript("tradingPlayerGuiTray.lua", buttons, listboxes, checkboxes, sliders, textboxes, guiRects, texts);
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guiManager->parseLuaScript("tradingPlayerGuiTray.lua");
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|
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vector<Button*> guiButtons = guiManager->getButtons();
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vector<Button*> guiButtons = guiManager->getButtons();
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|
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for(int j = guiButtons.size() - 1; j > 0; j--)
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for(int j = guiButtons.size() - 1; j > 0; j--)
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if(guiButtons[j]->getName() == "Offer")
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if(guiButtons[j]->getName() == "Offer")
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((OfferButton*)guiButtons[j])->setPlayerId(i);
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((OfferButton*)guiButtons[j])->setPlayerId(i);
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|
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int numListboxes = guiManager->getListboxes().size();
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int numListboxes = guiManager->getListboxes().size();
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Listbox *listbox = guiManager->getListboxes()[numListboxes - 1];
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Listbox *listbox = guiManager->getListboxes()[numListboxes - 1];
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||||||
int numOffers = game->findTradeOffers(mainPlayer, players[i]).size();
|
int numOffers = game->findTradeOffers(mainPlayer, players[i]).size();
|
||||||
|
|
||||||
for(int j = 0; j < numOffers; j++)
|
for(int j = 0; j < numOffers; j++)
|
||||||
listbox->addLine(L"TRADE_OFFER_" + to_wstring(j));
|
listbox->addLine(L"TRADE_OFFER_" + to_wstring(j));
|
||||||
|
|
||||||
if(listbox->getNumLines() < listbox->getMaxDisplay())
|
if(listbox->getNumLines() < listbox->getMaxDisplay())
|
||||||
listbox->setMaxDisplay(listbox->getNumLines());
|
listbox->setMaxDisplay(listbox->getNumLines());
|
||||||
|
|
||||||
int numTexts = guiManager->getTexts().size();
|
int numTexts = guiManager->getTexts().size();
|
||||||
guiManager->getTexts()[numTexts - 1]->setText(stringToWstring(players[i]->getName()));
|
guiManager->getTexts()[numTexts - 1]->setText(stringToWstring(players[i]->getName()));
|
||||||
|
|
||||||
lineId++;
|
lineId++;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -27,9 +27,11 @@ namespace battleship{
|
|||||||
ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
|
ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
|
||||||
Game *game = Game::getSingleton();
|
Game *game = Game::getSingleton();
|
||||||
|
|
||||||
|
StateManager *stateManager = GameManager::getSingleton()->getStateManager();
|
||||||
|
ActiveGameState *activeState = (ActiveGameState*)stateManager->getAppStateByType((int)AppStateType::ACTIVE_STATE);
|
||||||
|
activeState->setOfferScreen(true);
|
||||||
|
|
||||||
if(listbox->getNumLines() > 0){
|
if(listbox->getNumLines() > 0){
|
||||||
StateManager *stateManager = GameManager::getSingleton()->getStateManager();
|
|
||||||
ActiveGameState *activeState = (ActiveGameState*)stateManager->getAppStateByType((int)AppStateType::ACTIVE_STATE);
|
|
||||||
Player *mainPlayer = activeState->getPlayer();
|
Player *mainPlayer = activeState->getPlayer();
|
||||||
|
|
||||||
TradeOffer *tradeOffer = game->findTradeOffers(mainPlayer, game->getPlayer(playerId))[listbox->getSelectedOption()];
|
TradeOffer *tradeOffer = game->findTradeOffers(mainPlayer, game->getPlayer(playerId))[listbox->getSelectedOption()];
|
||||||
|
|||||||
Reference in New Issue
Block a user