mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
removed many Irrlicht references
This commit is contained in:
+65
-48
@@ -1,4 +1,5 @@
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#include <algorithm>
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#include <button.h>
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#include "stateManager.h"
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#include "inGameAppState.h"
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@@ -9,12 +10,13 @@
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using namespace game::gui;
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using namespace game::util;
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using namespace game::content;
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using namespace irr::video;
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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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namespace game{
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namespace core{
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InGameAppState::ResumeButton::ResumeButton(GuiAppState *guiState, InGameAppState *inGameState, vector2d<s32> pos, vector2d<s32> size, stringw name, bool separate) : Button(pos, size, name, separate) {
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InGameAppState::ResumeButton::ResumeButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, separate) {
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this->guiState = guiState;
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this->inGameState = inGameState;
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}
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@@ -27,7 +29,7 @@ namespace game{
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return guiState;
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}
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InGameAppState::ConsoleButton::ConsoleButton(GuiAppState *guiState, InGameAppState *inGameState, vector2d<s32> pos, vector2d<s32> size, stringw name, bool separate) : Button(pos, size, name, separate) {
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InGameAppState::ConsoleButton::ConsoleButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, separate) {
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this->guiState = guiState;
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this->inGameState = inGameState;
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}
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@@ -37,58 +39,67 @@ namespace game{
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class ConsoleCommandEntryButton : public Button {
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public:
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ConsoleCommandEntryButton(InGameAppState *inGameState, Textbox *t, Listbox *l, vector2d<s32> pos, vector2d<s32> size, stringw name, bool separate) : Button(pos, size, name, separate) {
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ConsoleCommandEntryButton(InGameAppState *inGameState, Textbox *t, Listbox *l, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, separate) {
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this->inGameState = inGameState;
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textbox = t;
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listbox = l;
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}
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void onClick() {
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stringw name;
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vector<stringw> args;
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wstring name;
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vector<string> args;
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vector<int> spaceIds;
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for (int i = 0; i < textbox->getEntry().size(); i++) {
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if (textbox->getEntry()[i] == ' ') {
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for (int i = 0; i < textbox->getText().size(); i++) {
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if (textbox->getText()[i] == ' ') {
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spaceIds.push_back(i);
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}
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}
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if (spaceIds.size() > 0) {
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for (int i = 0; i < spaceIds[0]; i++)
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name += textbox->getEntry()[i];
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name += textbox->getText()[i];
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for (int i = 0; i < spaceIds.size() - 1; i++) {
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stringw w;
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string w;
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for (int i2 = spaceIds[i]; i2 < spaceIds[i + 1]; i2++)
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w += textbox->getEntry()[i2];
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w += textbox->getText()[i2];
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args.push_back(w);
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}
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args.push_back("");
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for (int i = spaceIds[spaceIds.size() - 1]; i < textbox->getEntry().size(); i++) {
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args[args.size() - 1] += textbox->getEntry()[i];
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for (int i = spaceIds[spaceIds.size() - 1]; i < textbox->getText().size(); i++) {
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args[args.size() - 1] += textbox->getText()[i];
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}
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} else
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name = textbox->getEntry();
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ConsoleCommand c(listbox, inGameState->getPlayerList(), name, args);
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name = textbox->getText();
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//ConsoleCommand c(listbox, inGameState->getPlayerList(), name, args);
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}
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private:
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InGameAppState *inGameState;
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Textbox *textbox;
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Listbox *listbox;
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};
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vector<stringw> list;
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vector<string> list;
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int emptyEntries = 20;
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for (int i = 0; i < emptyEntries; i++)
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list.push_back("");
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vector2d<s32> pos(300, 100);
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Listbox *consoleListbox = new Listbox(vector2d<s32>(pos.X, pos.Y), vector2d<s32>(420, 20), list, 20);
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Vector2 pos = Vector2(300, 100);
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Listbox *consoleListbox = new Listbox(Vector2(pos.x, pos.y), Vector2(420, 20), list, 20, PATH + "Fonts/batang.ttf");
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consoleListbox->openUp();
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guiState->addListbox(consoleListbox);
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Textbox *consoleTextbox = new Textbox(vector2d<s32>(pos.X, pos.Y + 20 * (emptyEntries + 1)), vector2d<s32>(300, 20));
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Textbox *consoleTextbox = new Textbox(Vector2(pos.x, pos.y + 20 * (emptyEntries + 1)), Vector2(300, 20), PATH + "Fonts/batang.ttf");
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guiState->addTextbox(consoleTextbox);
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ConsoleCommandEntryButton *entryButton = new ConsoleCommandEntryButton(inGameState, consoleTextbox, consoleListbox, vector2d<s32>(pos.X + 320, pos.Y + 20 * (emptyEntries + 1)), vector2d<s32>(100, 20), "Enter", true);
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ConsoleCommandEntryButton *entryButton = new ConsoleCommandEntryButton(inGameState, consoleTextbox, consoleListbox, Vector2(pos.x + 320, pos.y + 20 * (emptyEntries + 1)), Vector2(100, 20), "Enter", true);
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guiState->addButton(entryButton);
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}
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InGameAppState::InGameOptionsButton::ReturnButton::ReturnButton(GuiAppState *guiState, InGameAppState *inGameState, vector2d<s32> pos, vector2d<s32> size, stringw name, bool separate) : Button(pos, size, name, separate) {
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InGameAppState::InGameOptionsButton::ReturnButton::ReturnButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, separate) {
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this->guiState = guiState;
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this->inGameState = inGameState;
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}
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@@ -103,12 +114,12 @@ namespace game{
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guiState->removeButton("Video");
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guiState->removeButton("Audio");
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guiState->removeButton("Multiplayer");
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vector2d<s32> pos(100, 100);
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ResumeButton *resumeButton = new ResumeButton(guiState, inGameState, vector2d<s32>(pos.X, pos.Y), vector2d<s32>(150, 50), "Resume", true);
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ConsoleButton *consoleButton = new ConsoleButton(guiState, inGameState, vector2d<s32>(pos.X, pos.Y + 60), vector2d<s32>(150, 50), "Console", true);
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InGameOptionsButton *optionsButton = new InGameOptionsButton(guiState, inGameState, vector2d<s32>(pos.X, pos.Y + 120), vector2d<s32>(150, 50), "Options", true);
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MainMenuButton *mainMenuButton = new MainMenuButton(guiState, inGameState, vector2d<s32>(pos.X, pos.Y + 180), vector2d<s32>(150, 50), "Main menu", true);
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ExitButton *exitButton = new ExitButton(vector2d<s32>(pos.X, pos.Y + 240), vector2d<s32>(150, 50), "Exit", true);
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Vector2 pos = Vector2(100, 100);
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ResumeButton *resumeButton = new ResumeButton(guiState, inGameState, Vector2(pos.x, pos.y), Vector2(150, 50), "Resume", true);
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ConsoleButton *consoleButton = new ConsoleButton(guiState, inGameState, Vector2(pos.x, pos.y + 60), Vector2(150, 50), "Console", true);
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InGameOptionsButton *optionsButton = new InGameOptionsButton(guiState, inGameState, Vector2(pos.x, pos.y + 120), Vector2(150, 50), "Options", true);
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MainMenuButton *mainMenuButton = new MainMenuButton(guiState, inGameState, Vector2(pos.x, pos.y + 180), Vector2(150, 50), "Main menu", true);
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ExitButton *exitButton = new ExitButton(Vector2(pos.x, pos.y + 240), Vector2(150, 50), "Exit", true);
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inGameState->setResumeButton(resumeButton);
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inGameState->setConsoleButton(consoleButton);
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inGameState->setOptionsButton(optionsButton);
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@@ -122,13 +133,13 @@ namespace game{
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guiState->removeButton("Back");
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}
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InGameAppState::InGameOptionsButton::InGameOptionsButton(GuiAppState *guiState, InGameAppState *inGameState, vector2d<s32> pos, vector2d<s32> size, stringw name, bool separate) : OptionsButton(pos, size, name, separate) {
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InGameAppState::InGameOptionsButton::InGameOptionsButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size, string name, bool separate) : OptionsButton(pos, size, name, separate) {
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this->guiState = guiState;
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this->inGameState = inGameState;
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}
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void InGameAppState::InGameOptionsButton::onClick() {
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returnButton = new ReturnButton(guiState, inGameState, vector2d<s32>(50, GameManager::getSingleton()->getHeight() - 150), vector2d<s32>(150, 50), "Back", true);
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returnButton = new ReturnButton(guiState, inGameState, Vector2(50, GameManager::getSingleton()->getHeight() - 150), Vector2(150, 50), "Back", true);
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guiState->addButton(returnButton);
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guiState->removeButton("Resume");
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guiState->removeButton("Console");
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@@ -137,7 +148,7 @@ namespace game{
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OptionsButton::onClick();
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}
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InGameAppState::MainMenuButton::MainMenuButton(GuiAppState *guiState, InGameAppState *inGameState, vector2d<s32> pos, vector2d<s32> size, stringw name, bool separate) : Button(pos, size, name, separate) {
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InGameAppState::MainMenuButton::MainMenuButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, separate) {
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this->guiState = guiState;
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this->inGameState = inGameState;
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}
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@@ -146,8 +157,8 @@ namespace game{
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}
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InGameAppState::UnitCreationButton::UnitCreationButton(ITexture *icon, vector2d<s32> pos, vector2d<s32> size, stringw name, bool separate) : Button(pos, size, name, separate) {
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setImageButton(new Image(icon, pos, size));
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InGameAppState::UnitCreationButton::UnitCreationButton(string icon, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, separate) {
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//setImageButton(new Image(icon, pos, size));
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}
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void InGameAppState::UnitCreationButton::onClick() {
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@@ -157,42 +168,42 @@ namespace game{
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Button::update();
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}
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InGameAppState::BattleshipCreationButton::BattleshipCreationButton(ITexture *icon, vector2d<s32> pos, vector2d<s32> size, stringw name, bool separate)
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InGameAppState::BattleshipCreationButton::BattleshipCreationButton(string icon, Vector2 pos, Vector2 size, string name, bool separate)
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: InGameAppState::UnitCreationButton(icon, pos, size, name, separate) {
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}
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void InGameAppState::BattleshipCreationButton::onClick() {
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}
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InGameAppState::DestroyerCreationButton::DestroyerCreationButton(ITexture *icon, vector2d<s32> pos, vector2d<s32> size, stringw name, bool separate)
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InGameAppState::DestroyerCreationButton::DestroyerCreationButton(string icon, Vector2 pos, Vector2 size, string name, bool separate)
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: InGameAppState::UnitCreationButton(icon, pos, size, name, separate) {
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}
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void InGameAppState::DestroyerCreationButton::onClick() {
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}
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InGameAppState::CruiserCreationButton::CruiserCreationButton(ITexture *icon, vector2d<s32> pos, vector2d<s32> size, stringw name, bool separate)
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InGameAppState::CruiserCreationButton::CruiserCreationButton(string icon, Vector2 pos, Vector2 size, string name, bool separate)
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: InGameAppState::UnitCreationButton(icon, pos, size, name, separate) {
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}
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void InGameAppState::CruiserCreationButton::onClick() {
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}
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InGameAppState::CarrierCreationButton::CarrierCreationButton(ITexture *icon, vector2d<s32> pos, vector2d<s32> size, stringw name, bool separate)
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InGameAppState::CarrierCreationButton::CarrierCreationButton(string icon, Vector2 pos, Vector2 size, string name, bool separate)
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: InGameAppState::UnitCreationButton(icon, pos, size, name, separate) {
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}
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void InGameAppState::CarrierCreationButton::onClick() {
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}
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InGameAppState::SubmarineCreationButton::SubmarineCreationButton(ITexture *icon, vector2d<s32> pos, vector2d<s32> size, stringw name, bool separate)
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InGameAppState::SubmarineCreationButton::SubmarineCreationButton(string icon, Vector2 pos, Vector2 size, string name, bool separate)
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: InGameAppState::UnitCreationButton(icon, pos, size, name, separate) {
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}
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void InGameAppState::SubmarineCreationButton::onClick() {
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}
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InGameAppState::InGameAppState(vector<stringw> difficultyLevels, vector<stringw> factions) {
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InGameAppState::InGameAppState(vector<string> difficultyLevels, vector<string> factions) {
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type = AppStateTypes::IN_GAME_STATE;
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this->playerId = 0;
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this->difficultyLevels = difficultyLevels;
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@@ -210,6 +221,7 @@ namespace game{
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for (int i = 0; i < factions.size(); i++) {
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int faction;
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int difficulty;
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if (i == 0)
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difficulty = -1;
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else {
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@@ -226,6 +238,7 @@ namespace game{
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players.push_back(p);
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p->setId(players.size() - 1);
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}
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mainPlayer = players[playerId];
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StateManager *stateManager = GameManager::getSingleton()->getStateManager();
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guiState = ((GuiAppState*)stateManager->getAppState(AppStateTypes::GUI_STATE));
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@@ -243,8 +256,10 @@ namespace game{
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if (isMainMenuActive) {
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GameManager *gm = GameManager::getSingleton();
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/*
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IVideoDriver *driver = gm->getDevice()->getVideoDriver();
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driver->draw2DRectangle(SColor(100, 0, 0, 0), rect<s32>(0, 0, gm->getWidth(), gm->getHeight()));
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*/
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}
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for (Player *p : players)
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@@ -325,6 +340,7 @@ namespace game{
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for(int i=0;i<fx.size();i++){
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if(getTime()-fx[i].initTime>fx[i].time){
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/*
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IParticleSystemSceneNode *node=fx[i].node;
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if(node){
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@@ -338,6 +354,7 @@ namespace game{
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}
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fx.erase(fx.begin()+i);
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*/
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}
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}
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}
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@@ -348,8 +365,8 @@ namespace game{
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if (mainPlayer->getFaction() == 1)
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idOffset += 7;
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IVideoDriver *driver = GameManager::getSingleton()->getDevice()->getVideoDriver();
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/*
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IVideoDriver *driver = GameManager::getSingleton()->getDevice()->getVideoDriver();
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bcb = new BattleshipCreationButton(gameManager, driver->getTexture(iconPath[idOffset]), vector2d<s32>(gameManager->getWidth() - 100, gameManager->getHeight() - 540), vector2d<s32>(100, 100), "battleships", true);
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dcb = new DestroyerCreationButton(gameManager, driver->getTexture(iconPath[idOffset + 1]), vector2d<s32>(gameManager->getWidth() - 100, gameManager->getHeight() - 430), vector2d<s32>(100, 100), "destroyers", true);
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crcb = new CruiserCreationButton(gameManager, driver->getTexture(iconPath[idOffset + 2]), vector2d<s32>(gameManager->getWidth() - 100, gameManager->getHeight() - 320), vector2d<s32>(100, 100), "cruisers", true);
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@@ -377,13 +394,13 @@ namespace game{
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if (!isMainMenuActive) {
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isMainMenuActive = true;
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gm->getStateManager()->dettachState(activeState);
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vector2d<s32> pos(100, 100);
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Vector2 pos = Vector2(100, 100);
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//detachGui();
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resumeButton = new ResumeButton(guiState, this, vector2d<s32>(pos.X, pos.Y), vector2d<s32>(150, 50), "Resume", true);
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consoleButton = new ConsoleButton(guiState, this, vector2d<s32>(pos.X, pos.Y + 60), vector2d<s32>(150, 50), "Console", true);
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optionsButton = new InGameOptionsButton(guiState, this, vector2d<s32>(pos.X, pos.Y + 120), vector2d<s32>(150, 50), "Options", true);
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mainMenuButton = new MainMenuButton(guiState, this, vector2d<s32>(pos.X, pos.Y + 180), vector2d<s32>(150, 50), "Main menu", true);
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exitButton = new ExitButton(vector2d<s32>(pos.X, pos.Y + 240), vector2d<s32>(150, 50), "Exit", true);
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resumeButton = new ResumeButton(guiState, this, Vector2(pos.x, pos.y), Vector2(150, 50), "Resume", true);
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consoleButton = new ConsoleButton(guiState, this, Vector2(pos.x, pos.y + 60), Vector2(150, 50), "Console", true);
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optionsButton = new InGameOptionsButton(guiState, this, Vector2(pos.x, pos.y + 120), Vector2(150, 50), "Options", true);
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mainMenuButton = new MainMenuButton(guiState, this, Vector2(pos.x, pos.y + 180), Vector2(150, 50), "Main menu", true);
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exitButton = new ExitButton(Vector2(pos.x, pos.y + 240), Vector2(150, 50), "Exit", true);
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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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@@ -409,14 +426,14 @@ namespace game{
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}
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}
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void InGameAppState::onAction(Bind bind, bool isPressed) {
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void InGameAppState::onAction(Mapping::Bind bind, bool isPressed) {
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switch(bind){
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case TOGGLE_MAIN_MENU:
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case Mapping::TOGGLE_MAIN_MENU:
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if(isPressed)toggleMainMenu();
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break;
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}
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}
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void InGameAppState::onAnalog(Bind bind, double str) {}
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void InGameAppState::onAnalog(Mapping::Bind bind, double str) {}
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}
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}
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