removed many Irrlicht references

This commit is contained in:
devZoGok
2021-10-31 15:13:47 +02:00
parent 0e236a44d6
commit b18b2fe9a8
70 changed files with 1822 additions and 1529 deletions
+162 -108
View File
@@ -1,3 +1,11 @@
#include <root.h>
#include <quaternion.h>
#include <model.h>
#include <algorithm>
#include <ctype.h>
#include <stdlib.h>
#include "activeGameState.h"
#include "inGameAppState.h"
#include "stateManager.h"
@@ -9,20 +17,18 @@
#include "demoJet.h"
#include "missileJet.h"
#include "tooltip.h"
#include <algorithm>
#include <stdlib.h>
using namespace game::core;
using namespace game::util;
using namespace game::content;
using namespace vb01;
using namespace vb01Gui;
using namespace std;
using namespace irr::video;
namespace game{
namespace core{
const int size=50;
const int size = 50;
ActiveGameState::UnitButton::UnitButton(ActiveGameState *activeState,vector2di pos, vector2di size, irr::core::stringw name,int faction,int unitId) : gui::Button(pos,size,name,true){
ActiveGameState::UnitButton::UnitButton(ActiveGameState *activeState, Vector2 pos, Vector2 size, std::string name,int faction,int unitId) : vb01Gui::Button(pos,size,name,true){
this->activeState=activeState;
this->faction=faction;
this->unitId=unitId;
@@ -30,8 +36,9 @@ namespace game{
void ActiveGameState::UnitButton::onClick(){
Player *player=activeState->getPlayer();
vector3df spawnPoint=player->getSpawnPoint();
Vector3 spawnPoint=player->getSpawnPoint();
Unit *u;
switch(unitData::unitType[unitId]){
case unitData::UNIT_TYPE::VESSEL:
u=new Vessel(player,spawnPoint,unitId);
@@ -49,30 +56,37 @@ namespace game{
u=new Submarine(player,spawnPoint,unitId);
break;
}
player->addUnit(u);
}
void ActiveGameState::UnitButton::onMouseOver(){
/*
if(!mouseOverDone){
GameManager *gm = GameManager::getSingleton();
GuiAppState *guiState=((GuiAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::GUI_STATE));
guiState->addTooltip(new gui::Tooltip(pos-vector2di(100,0),name));
guiState->addTooltip(new gui::Tooltip(pos-Vector2(100,0),name));
}
*/
}
void ActiveGameState::UnitButton::onMouseAway(){
/*
if(!mouseAwayDone){
GuiAppState *guiState=((GuiAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::GUI_STATE));
guiState->removeAllTooltips();
}
*/
}
ActiveGameState::UnitActionButton::UnitActionButton(unitData::UNIT_TYPE type, vector2di pos, vector2di size, stringw name, stringw path) : gui::Button(pos,size,name,true){
ActiveGameState::UnitActionButton::UnitActionButton(unitData::UNIT_TYPE type, Vector2 pos, Vector2 size, string name, string path) : vb01Gui::Button(pos,size,name,true){
this->type=type;
GameManager *gm = GameManager::getSingleton();
IVideoDriver *driver = gm->getDevice()->getVideoDriver();
activeState=((ActiveGameState*)gm->getStateManager()->getAppState(AppStateTypes::ACTIVE_STATE));
/*
IVideoDriver *driver = gm->getDevice()->getVideoDriver();
setImageButton(new Image(driver->getTexture(path),pos,vector2di(50,50)));
*/
}
void ActiveGameState::UnitActionButton::onClick(){
@@ -83,17 +97,21 @@ namespace game{
}
void ActiveGameState::UnitActionButton::onMouseOver(){
/*
if(!mouseOverDone){
GuiAppState *guiState=((GuiAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::GUI_STATE));
guiState->addTooltip(new gui::Tooltip(pos-vector2di(100,0),name));
guiState->addTooltip(new gui::Tooltip(pos-Vector2(100,0),name));
}
*/
}
void ActiveGameState::UnitActionButton::onMouseAway(){
/*
if(!mouseAwayDone){
GuiAppState *guiState=((GuiAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::GUI_STATE));
guiState->removeAllTooltips();
}
*/
}
ActiveGameState::ActiveGameState(GuiAppState *guiState, Map *map, vector<Player*> players, int playerId) {
@@ -103,14 +121,17 @@ namespace game{
this->players = players;
GameManager *gm = GameManager::getSingleton();
cam = gm->getDevice()->getSceneManager()->addCameraSceneNodeFPS(0, 100, 0.f, -1, nullptr, 10, false, 0.6f);
Camera *cam = Root::getSingleton()->getCamera();
/*
cam->setInputReceiverEnabled(false);
gm->getDevice()->getCursorControl()->setVisible(true);
*/
this->playerId = playerId;
mainPlayer = players[playerId];
cam->setPosition(vector3df(0, 5, 0));
quaternion rotQuat = rotQuat.fromAngleAxis(PI / 6, vector3df(1, 0, 0));
cam->setTarget(vector3df(0, 5, 0) + rotQuat * vector3df(0, 0, 1));
cam->setPosition(Vector3(0, 5, 0));
Quaternion rotQuat = Quaternion(4 * atan(1) / 6, Vector3(1, 0, 0));
//cam->setTarget(vector3df(0, 5, 0) + rotQuat * vector3df(0, 0, 1));
}
ActiveGameState::~ActiveGameState() {
@@ -119,21 +140,22 @@ namespace game{
void ActiveGameState::onAttachment() {
AbstractAppState::onAttachment();
GameManager *gm = GameManager::getSingleton();
IVideoDriver *driver = gm->getDevice()->getVideoDriver();
int faction = mainPlayer->getFaction(), width = gm->getWidth(), height = gm->getHeight(),size=50;
stringw names[5] = {"Battleship","Destroyer","Cruiser","Carrier","Submarine"};
string names[5] = {"Battleship","Destroyer","Cruiser","Carrier","Submarine"};
for(int i=0;i<5;i++){
int id=2*i+(i==4&&faction==1?0:faction);
vector2di pos=vector2di(width-size-1,1+i*size),sizeVec=vector2di(size,size);
UnitButton *button=new UnitButton(this,pos,sizeVec,names[i],faction,id);
Vector2 pos = Vector2(width - size - 1, 1 + i * size), sizeVec = Vector2(size, size);
UnitButton *button = new UnitButton(this, pos, sizeVec, names[i], faction, id);
if(i==3)
names[i]="aircraftCarrier";
/*
if(i == 3)
names[i] = "aircraftCarrier";
else
names[i].make_lower();
transform(names[i].begin(), names[i].end(), names[i], names[i]);
*/
button->setImageButton(new Image(driver->getTexture(PATH+"Textures/Icons/"+names[i]+"0"+stringw(faction)+".png"),pos,sizeVec));
//button->setImageButton(new Image(driver->getTexture(PATH+"Textures/Icons/"+names[i]+"0"+stringw(faction)+".png"),pos,sizeVec));
guiState->addButton(button);
}
}
@@ -150,8 +172,9 @@ namespace game{
if (isSelectionBox)
updateSelectionBox();
for (Unit *u : units) {
u->updateUnitGUIInfo(cam, camDir, camLeft, camUp);
vector2d<s32> pos = u->getScreenPos();
//u->updateUnitGUIInfo(cam, camDir, camLeft, camUp);
Vector2 pos = u->getScreenPos();
if (mainPlayer->isThisPlayersUnit(u)){
bool selected=false;
for(int i=0;i<selectedUnits.size()&&!selected;i++)
@@ -162,12 +185,14 @@ namespace game{
else if(!selected)
u->toggleSelection(false);
if(isSelectionBox && u->isSelectable() &&
pos.X >= selectionBoxOrigin.X && pos.X <= selectionBoxEnd.X &&
pos.Y >= selectionBoxOrigin.Y && pos.Y <= selectionBoxEnd.Y){
pos.x >= selectionBoxOrigin.x && pos.x <= selectionBoxEnd.x &&
pos.y >= selectionBoxOrigin.y && pos.y <= selectionBoxEnd.y){
if(!selected){
if(!shiftPressed&&u==mainPlayer->getUnit(0))
while(!selectedUnits.empty())
selectedUnits.pop_back();
selectedUnits.push_back(u);
}
}
@@ -175,34 +200,39 @@ namespace game{
if (u->isDebuggable())
u->debug();
}
updateVectors();
renderUnits(units);
if (cam->getPosition().X > map->getSize().X / 2)
cam->setPosition(vector3df(map->getSize().X / 2, cam->getPosition().Y, cam->getPosition().Z));
else if (cam->getPosition().X < -map->getSize().X / 2)
cam->setPosition(vector3df(-map->getSize().X / 2, cam->getPosition().Y, cam->getPosition().Z));
if (cam->getPosition().Z > map->getSize().Y / 2)
cam->setPosition(vector3df(cam->getPosition().X, cam->getPosition().Y, map->getSize().Y / 2));
else if (cam->getPosition().Z < -map->getSize().Y / 2)
cam->setPosition(vector3df(cam->getPosition().X, cam->getPosition().Y, -map->getSize().Y / 2));
cam->setTarget(cam->getPosition() + camDir);
if (cam->getPosition().x > map->getSize().x / 2)
cam->setPosition(Vector3(map->getSize().x / 2, cam->getPosition().y, cam->getPosition().z));
else if (cam->getPosition().x < -map->getSize().x / 2)
cam->setPosition(Vector3(-map->getSize().x / 2, cam->getPosition().y, cam->getPosition().z));
if (cam->getPosition().z > map->getSize().y / 2)
cam->setPosition(Vector3(cam->getPosition().x, cam->getPosition().y, map->getSize().y / 2));
else if (cam->getPosition().z < -map->getSize().y / 2)
cam->setPosition(Vector3(cam->getPosition().x, cam->getPosition().y, -map->getSize().y / 2));
//cam->setTarget(cam->getPosition() + camDir);
renderGUIBorders();
renderActionButtons();
}
void ActiveGameState::renderUnits(vector<Unit*> units) {
ISceneManager *smgr = GameManager::getSingleton()->getDevice()->getSceneManager();
//ISceneManager *smgr = GameManager::getSingleton()->getDevice()->getSceneManager();
for (Unit *rendUn : units) {
vector3df rendUnPos = rendUn->getPos();
rendUnPos.Y = 0;
Vector3 rendUnPos = rendUn->getPos();
rendUnPos.y = 0;
if (mainPlayer == rendUn->getPlayer()) {
rendUn->getNode()->setVisible(true);
rendUn->getLight()->setVisible(true);
//rendUn->getLight()->setVisible(true);
} else
for (int i = 0; i < units.size() && units[i] != rendUn && units[i]->getPlayer() == mainPlayer; i++) {
Unit *compUn = units[i];
vector3df compUnPos = compUn->getPos();
compUnPos.Y = 0;
Vector3 compUnPos = compUn->getPos();
compUnPos.y = 0;
float dist = compUnPos.getDistanceFrom(rendUnPos);
rendUn->getNode()->setVisible(dist <= compUn->getLineOfSight() || isInLineOfSight(compUnPos, compUn->getLineOfSight(), rendUn) ? true : false);
}
@@ -210,6 +240,7 @@ namespace game{
}
void ActiveGameState::renderGUIBorders(){
/*
GameManager *gm = GameManager::getSingleton();
IVideoDriver *driver = gm->getDevice()->getVideoDriver();
int width = gm->getWidth(), height = gm->getHeight(), size = 50;
@@ -218,16 +249,18 @@ namespace game{
driver->draw2DRectangleOutline(recti(vector2di(width-(2*size+3),size*i),dimension2di(size+2,size+2)));
driver->draw2DRectangleOutline(recti(vector2di(width-(size+2),size*i),dimension2di(size+2,size+2)));
}
*/
}
void ActiveGameState::renderActionButtons(){
class MakeJetButton : public UnitActionButton{
public:
MakeJetButton(int faction,unitData::UNIT_TYPE type,vector2di pos, vector2di size):UnitActionButton(type,pos,size,"Jet",PATH+"Textures/Icons/jet0"+stringw(faction)+".png"){
MakeJetButton(int faction, unitData::UNIT_TYPE type, Vector2 pos, Vector2 size):UnitActionButton(type, pos, size, "Jet", PATH + "Textures/Icons/jet0" + to_string(faction) + ".png"){
}
~MakeJetButton(){}
void onClick(){
UnitActionButton::onClick();
for(int i=0;i<units.size();i++)
((AircraftCarrier*)units[i])->makeJet();
}
@@ -235,7 +268,7 @@ namespace game{
};
class LaunchButton : public UnitActionButton{
public:
LaunchButton(int faction,unitData::UNIT_TYPE type,vector2di pos,vector2di size) : UnitActionButton(type,pos,size,"Launch",PATH+"Textures/Icons/guidedMissile0"+stringw(faction)+".png"){}
LaunchButton(int faction, unitData::UNIT_TYPE type, Vector2 pos, Vector2 size) : UnitActionButton(type, pos, size, "Launch", PATH + "Textures/Icons/guidedMissile0" + to_string(faction) + ".png"){}
~LaunchButton(){}
void onClick(){
UnitActionButton::onClick();
@@ -245,12 +278,13 @@ namespace game{
};
class MissileButton : public UnitActionButton{
public:
MissileButton(bool aam,vector2di pos,vector2di size,stringw name,stringw path) : UnitActionButton(unitData::UNIT_TYPE::MISSILE_JET,pos,size,name,path){
MissileButton(bool aam, Vector2 pos, Vector2 size, string name, string path) : UnitActionButton(unitData::UNIT_TYPE::MISSILE_JET,pos,size,name,path){
this->aam=aam;
}
~MissileButton(){}
void onClick(){
UnitActionButton::onClick();
for(int i=0;i<units.size();i++)
((MissileJet*)units[i])->installMissiles(aam);
}
@@ -271,7 +305,7 @@ namespace game{
missileJets=true;
}
if(carriers&&!actionButtons[0]){
actionButtons[0]=new MakeJetButton(faction,unitData::UNIT_TYPE::AIRCRAFT_CARRIER,vector2di(width-2*slotSize,0),vector2di(size,size));
actionButtons[0] = new MakeJetButton(faction, unitData::UNIT_TYPE::AIRCRAFT_CARRIER, Vector2(width - 2 * slotSize, 0), Vector2(size, size));
guiState->addButton(actionButtons[0]);
}
else if(!carriers&&actionButtons[0]){
@@ -279,7 +313,7 @@ namespace game{
actionButtons[0]=nullptr;
}
if(cruisers&&!actionButtons[1]){
actionButtons[1]=new LaunchButton(faction,unitData::UNIT_TYPE::CRUISER,vector2di(width-2*slotSize,slotSize),vector2di(size,size));
actionButtons[1] = new LaunchButton(faction, unitData::UNIT_TYPE::CRUISER, Vector2(width - 2 * slotSize, slotSize), Vector2(size, size));
guiState->addButton(actionButtons[1]);
}
else if(!cruisers&&actionButtons[1]){
@@ -287,8 +321,8 @@ namespace game{
actionButtons[1]=nullptr;
}
if(missileJets&&!actionButtons[2]){
actionButtons[2]=new MissileButton(true,vector2di(width-2*slotSize,slotSize*3),vector2di(size,size),"AAM",PATH+"Textures/Icons/aam.png");
actionButtons[3]=new MissileButton(false,vector2di(width-2*slotSize,slotSize*4),vector2di(size,size),"AWM",PATH+"Textures/Icons/awm.png");
actionButtons[2]=new MissileButton(true, Vector2(width - 2 * slotSize, slotSize * 3), Vector2(size, size), "AAM", PATH + "Textures/Icons/aam.png");
actionButtons[3]=new MissileButton(false, Vector2(width - 2 * slotSize, slotSize * 4), Vector2(size, size), "AWM", PATH + "Textures/Icons/awm.png");
guiState->addButton(actionButtons[2]);
guiState->addButton(actionButtons[3]);
}
@@ -300,42 +334,49 @@ namespace game{
}
}
bool ActiveGameState::isInLineOfSight(vector3df center, float radius, Unit *u) {
bool ActiveGameState::isInLineOfSight(Vector3 center, float radius, Unit *u) {
bool inside = false;
for (int i = 0; i < 4 && !inside; i++) {
if (center.getDistanceFrom(u->getCorner(i)) <= radius)
inside = true;
}
return inside;
}
void ActiveGameState::updateSelectionBox() {
GameManager *gm = GameManager::getSingleton();
/*
vector2d<s32> mousePos = gm->getDevice()->getCursorControl()->getPosition();
IVideoDriver *driver = gm->getDevice()->getVideoDriver();
if (mousePos.X >= clickPoint.X && mousePos.Y >= clickPoint.Y) {
selectionBoxOrigin = vector2d<s32>(clickPoint.X, clickPoint.Y);
selectionBoxEnd = vector2d<s32>(mousePos.X, mousePos.Y);
} else if (mousePos.X < clickPoint.X && mousePos.Y > clickPoint.Y) {
selectionBoxOrigin = vector2d<s32>(mousePos.X, clickPoint.Y);
selectionBoxEnd = vector2d<s32>(clickPoint.X, mousePos.Y);
} else if (mousePos.X >= clickPoint.X && mousePos.Y < clickPoint.Y) {
selectionBoxOrigin = vector2d<s32>(clickPoint.X, mousePos.Y);
selectionBoxEnd = vector2d<s32>(mousePos.X, clickPoint.Y);
if (mousePos.x >= clickPoint.x && mousePos.y >= clickPoint.y) {
selectionBoxOrigin = Vector2(clickPoint.x, clickPoint.y);
selectionBoxEnd = Vector2(mousePos.x, mousePos.y);
} else if (mousePos.x < clickPoint.x && mousePos.y > clickPoint.y) {
selectionBoxOrigin = Vector2(mousePos.x, clickPoint.y);
selectionBoxEnd = Vector2(clickPoint.x, mousePos.y);
} else if (mousePos.x >= clickPoint.x && mousePos.y < clickPoint.y) {
selectionBoxOrigin = Vector2(clickPoint.x, mousePos.y);
selectionBoxEnd = Vector2(mousePos.x, clickPoint.y);
} else {
selectionBoxOrigin = vector2d<s32>(mousePos.X, mousePos.Y);
selectionBoxEnd = vector2d<s32>(clickPoint.X, clickPoint.Y);
selectionBoxOrigin = Vector2(mousePos.x, mousePos.y);
selectionBoxEnd = Vector2(clickPoint.x, clickPoint.y);
}
driver->draw2DRectangle(SColor(10, 255, 255, 255), rect<s32>(selectionBoxOrigin.X, selectionBoxOrigin.Y, selectionBoxEnd.X, selectionBoxEnd.Y), nullptr);
*/
//driver->draw2DRectangle(SColor(10, 255, 255, 255), rect<s32>(selectionBoxOrigin.X, selectionBoxOrigin.Y, selectionBoxEnd.X, selectionBoxEnd.Y), nullptr);
}
void ActiveGameState::updateVectors() {
/*
GameManager *gm = GameManager::getSingleton();
vector2d<s32> cursorPos = gm->getDevice()->getCursorControl()->getPosition();
Vector2 cursorPos = gm->getDevice()->getCursorControl()->getPosition();
camDir = (cam->getTarget() - cam->getPosition()).normalize();
float vecAngle = getAngleBetween(vector3df(0, 0, 1), vector3df(camDir.X, 0, camDir.Z));
quaternion rotQuat;
Quaternion rotQuat;
if (quaternion(0, 0, 0, 0).fromAngleAxis(vecAngle, vector3df(0, 1, 0)) * vector3df(0, 0, 1) != vector3df(camDir.X, 0, camDir.Z).normalize()) {
rotQuat.fromAngleAxis(-vecAngle + PI / 2, vector3df(0, 1, 0));
@@ -362,12 +403,14 @@ namespace game{
cam->setPosition(cam->getPosition() - (forwVec.normalize()) * camPanSpeed);
cam->setTarget(cam->getPosition() + camDir);
}
*/
}
void ActiveGameState::issueOrder(Order::TYPE type, vector<vector3df*> pos, bool addOrder) {
void ActiveGameState::issueOrder(Order::TYPE type, vector<Vector3*> pos, bool addOrder) {
Order o;
o.type = type;
o.targetPos = pos;
for (Unit *u : selectedUnits) {
if (type != Order::TYPE::LAUNCH || (u->getId() == 4 || u->getId() == 5)) {
if (addOrder)
@@ -376,18 +419,21 @@ namespace game{
u->setOrder(o);
}
}
for (vector3df *v : orderPos)
for (Vector3 *v : orderPos)
orderPos.pop_back();
}
void ActiveGameState::addPos() {
vector3df camPos = cam->getPosition();
vector3df topLeft=cam->getViewFrustum()->getNearLeftUp();
vector3df topRight=cam->getViewFrustum()->getNearRightUp();
vector3df bottomLeft=cam->getViewFrustum()->getNearLeftDown();
/*
Vector3 camPos = cam->getPosition();
Vector3 topLeft=cam->getViewFrustum()->getNearLeftUp();
Vector3 topRight=cam->getViewFrustum()->getNearRightUp();
Vector3 bottomLeft=cam->getViewFrustum()->getNearLeftDown();
GameManager *gm = GameManager::getSingleton();
vector2d<int> mousePos = gm->getDevice()->getCursorControl()->getPosition();
vector3df p=topLeft;
Vector2 mousePos = gm->getDevice()->getCursorControl()->getPosition();
Vector3 p = topLeft;
p+=(topRight-topLeft)*((float)mousePos.X / gm->getWidth());
p+=(bottomLeft-topLeft)*((float)mousePos.Y / gm->getHeight());
vector3df orderDir=(p-camPos).normalize();
@@ -428,31 +474,37 @@ namespace game{
issueOrder(t, orderPos, false);
}
*/
}
void ActiveGameState::onAction(Bind bind, bool isPressed) {
void ActiveGameState::onAction(Mapping::Bind bind, bool isPressed) {
GameManager *gm = GameManager::getSingleton();
InGameAppState *inGameState = (InGameAppState*) gm->getStateManager()->getAppState(AppStateTypes::IN_GAME_STATE);
switch(bind){
case DRAG_BOX:
case Mapping::DRAG_BOX:
isSelectionBox = isPressed;
if (isPressed) {
/*
clickPoint = gm->getDevice()->getCursorControl()->getPosition();
if (!selectedUnits.empty())
addPos();
*/
}
break;
case DESELECT:
case Mapping::DESELECT:
if (isPressed) {
while(!selectedUnits.empty())
selectedUnits.pop_back();
}
break;
case TOGGLE_SUB:
case Mapping::TOGGLE_SUB:
if (isPressed) {
for (Unit *u : selectedUnits) {
if (u->getPlayer()==mainPlayer && u->getType() == unitData::UNIT_TYPE::SUBMARINE) {
if (u->getPlayer() == mainPlayer && u->getType() == unitData::UNIT_TYPE::SUBMARINE) {
Submarine *s = (Submarine*) u;
if (s->isSubmerged())
s->emerge();
else
@@ -461,36 +513,38 @@ namespace game{
}
}
break;
case ZOOM_IN:
case Mapping::ZOOM_IN:
if (zooms > -10) {
cam->setPosition(cam->getPosition() + camDir.normalize()*.5f);
cam->setTarget(cam->getPosition() + camDir);
cam->setPosition(cam->getPosition() + camDir.norm() * .5f);
//cam->setTarget(cam->getPosition() + camDir);
zooms--;
}
break;
case ZOOM_OUT:
case Mapping::ZOOM_OUT:
if (zooms < 10) {
cam->setPosition(cam->getPosition() - (camDir.normalize()*.5f));
cam->setTarget(cam->getPosition() + camDir);
cam->setPosition(cam->getPosition() - (camDir.norm() * .5f));
//cam->setTarget(cam->getPosition() + camDir);
zooms++;
}
break;
case LOOK_AROUND:
case Mapping::LOOK_AROUND:
/*
cam->setInputReceiverEnabled(isPressed);
gm->getDevice()->getCursorControl()->setVisible(!isPressed);
lookingAround=isPressed;
*/
lookingAround = isPressed;
break;
case HALT:
case Mapping::HALT:
for (Unit *u : selectedUnits)
u->halt();
break;
case LEFT_CONTROL:
case Mapping::LEFT_CONTROL:
controlPressed = isPressed;
break;
case LEFT_SHIFT:
case Mapping::LEFT_SHIFT:
shiftPressed=isPressed;
break;
case SELECT_PATROL_POINTS:
case Mapping::SELECT_PATROL_POINTS:
selectingPatrolPoints = isPressed;
if (!isPressed && orderPos.size() > 0) {
/*
@@ -500,33 +554,33 @@ namespace game{
*/
}
break;
case LAUNCH:
case Mapping::LAUNCH:
selectingGuidedMissileTarget = isPressed;
break;
case INSTALL_AAM:
case INSTALL_AWM:
case Mapping::INSTALL_AAM:
case Mapping::INSTALL_AWM:
for(Unit *u : selectedUnits)
if(u->getType()==unitData::UNIT_TYPE::MISSILE_JET)
((MissileJet*)u)->installMissiles(bind==INSTALL_AAM);
if(u->getType() == unitData::UNIT_TYPE::MISSILE_JET)
((MissileJet*)u)->installMissiles(bind == Mapping::INSTALL_AAM);
break;
case GROUP_0:
case GROUP_1:
case GROUP_2:
case GROUP_3:
case GROUP_4:
case GROUP_5:
case GROUP_6:
case GROUP_7:
case GROUP_8:
case GROUP_9:
case Mapping::GROUP_0:
case Mapping::GROUP_1:
case Mapping::GROUP_2:
case Mapping::GROUP_3:
case Mapping::GROUP_4:
case Mapping::GROUP_5:
case Mapping::GROUP_6:
case Mapping::GROUP_7:
case Mapping::GROUP_8:
case Mapping::GROUP_9:
if(isPressed){
int group=bind-GROUP_0;
int group = bind - Mapping::GROUP_0;
if(controlPressed){
unitGroups[group]=selectedUnits;
unitGroups[group] = selectedUnits;
}
else{
if(!shiftPressed)
selectedUnits=unitGroups[group];
selectedUnits = unitGroups[group];
else
for(Unit *u : unitGroups[group])
selectedUnits.push_back(u);
@@ -536,6 +590,6 @@ namespace game{
}
}
void ActiveGameState::onAnalog(Bind bind, double strength) {}
void ActiveGameState::onAnalog(Mapping::Bind bind, double strength) {}
}
}