mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
reimplemented certain paused game state buttons using the new GUI subsystem
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+12
-40
@@ -14,6 +14,7 @@
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#include "inGameAppState.h"
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#include "consoleCommand.h"
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#include "unitFrameController.h"
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#include "concreteGuiManager.h"
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#include "vessel.h"
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using namespace vb01;
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@@ -23,25 +24,17 @@ using namespace std;
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namespace battleship{
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using namespace configData;
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InGameAppState::ResumeButton::ResumeButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size) : Button(pos, size, "Resume", GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, true) {
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this->guiState = guiState;
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this->inGameState = inGameState;
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}
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InGameAppState::ResumeButton::ResumeButton(Vector2 pos, Vector2 size) : Button(pos, size, "Resume", GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, true) {}
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void InGameAppState::ResumeButton::onClick() {
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inGameState->toggleMainMenu();
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StateManager *sm = GameManager::getSingleton()->getStateManager();
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((InGameAppState*)sm->getAppStateByType((int)AppStateType::IN_GAME_STATE))->toggleMainMenu();
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}
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GuiAppState* InGameAppState::ResumeButton::getGuiState() {
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return guiState;
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}
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InGameAppState::ConsoleButton::ConsoleButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size) : Button(pos, size, "Console", GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, true) {
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this->guiState = guiState;
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this->inGameState = inGameState;
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}
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InGameAppState::ConsoleButton::ConsoleButton(Vector2 pos, Vector2 size) : Button(pos, size, "Console", GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, true) { }
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void InGameAppState::ConsoleButton::onClick() {
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ConcreteGuiManager::getSingleton()->readLuaScreenScript("console.lua");
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/*
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vector<string> list;
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int emptyEntries = 20;
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@@ -80,8 +73,7 @@ namespace battleship{
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*/
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}
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InGameAppState::ConsoleButton::ConsoleButton::ConsoleCommandEntryButton::ConsoleCommandEntryButton(InGameAppState *inGameState, Textbox *t, Listbox *l, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, separate) {
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this->inGameState = inGameState;
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InGameAppState::ConsoleButton::ConsoleButton::ConsoleCommandEntryButton::ConsoleCommandEntryButton(Textbox *t, Listbox *l, Vector2 pos, Vector2 size, string name) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, true) {
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textbox = t;
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listbox = l;
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}
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@@ -218,46 +210,26 @@ namespace battleship{
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void InGameAppState::toggleMainMenu() {
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GameManager *gm = GameManager::getSingleton();
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/*
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ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
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if (!isMainMenuActive) {
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isMainMenuActive = true;
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gm->getStateManager()->dettachAppState(activeState);
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Vector2 pos = Vector2(100, 100);
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resumeButton = new ResumeButton(guiState, this, Vector2(pos.x, pos.y), Vector2(150, 50));
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consoleButton = new ConsoleButton(guiState, this, Vector2(pos.x, pos.y + 60), Vector2(150, 50));
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optionsButton = new InGameOptionsButton(guiState, this, Vector2(pos.x, pos.y + 120), Vector2(150, 50));
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mainMenuButton = new MainMenuButton(guiState, this, Vector2(pos.x, pos.y + 180), Vector2(150, 50));
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exitButton = new ExitButton(Vector2(pos.x, pos.y + 240), Vector2(150, 50));
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guiState->addButton(resumeButton);
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guiState->addButton(consoleButton);
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guiState->addButton(optionsButton);
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guiState->addButton(mainMenuButton);
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guiState->addButton(exitButton);
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guiManager->readLuaScreenScript("gamePaused.lua");
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}
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else {
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isMainMenuActive = false;
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gm->getStateManager()->attachAppState(activeState);
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guiState->removeAllCheckboxes();
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guiState->removeAllListboxes();
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guiState->removeAllSliders();
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guiState->removeAllTextboxes();
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guiState->removeButton(consoleButton->getEntryButton());
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guiState->removeButton(consoleButton);
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guiState->removeButton(mainMenuButton);
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guiState->removeButton(optionsButton);
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guiState->removeButton(exitButton);
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guiState->removeButton(resumeButton);
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AssetManager::getSingleton()->load(gm->getPath() + LuaManager::getSingleton()->getString("modelPrefix"), true);
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guiManager->readLuaScreenScript("inGame.lua");
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for(Player *p : Map::getSingleton()->getPlayers())
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for(Unit *u : p->getUnits())
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u->reinitUnit();
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}
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*/
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}
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void InGameAppState::onAction(int bind, bool isPressed) {
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