mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
some buttons are invoked via key press
This commit is contained in:
+5
-4
@@ -4,6 +4,7 @@
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#include "key.h"
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#include <vector>
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#include <util.h>
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namespace battleship{
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enum class AppStateTypes {GUI_STATE,IN_GAME_STATE,ACTIVE_STATE};
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@@ -22,10 +23,10 @@ namespace battleship{
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virtual void update(){}
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virtual void onAction(Mapping::Bind, bool){}
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virtual void onAnalog(Mapping::Bind, double){}
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/*
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virtual void onRawKeyPress(irr::SEvent::SKeyInput){}
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virtual void onRawMousePress(irr::SEvent::SMouseInput){}
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*/
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virtual void onRawKeyPress(vb01::u8){}
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virtual void onRawMousePress(vb01::u8){}
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virtual void onRawJoystickAxis(vb01::u8, float){}
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virtual void onRawJoystickKeyPress(vb01::u8){}
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private:
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bool attached = false;
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std::vector<Mapping*> attachedKeys;
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+10
-14
@@ -97,28 +97,24 @@ namespace battleship{
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}
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}
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/*
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for(int i=0;i<350;i++){
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if(glfwGetKey(window,i))
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a->onRawKeyButton(i);
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else if(glfwGetMouseButton(window,i))
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a->onRawMouseButton(i);
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for(int i = 0; i < 350; i++){
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if(glfwGetKey(window, i))
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a->onRawKeyPress(i);
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else if(glfwGetMouseButton(window, i))
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a->onRawMousePress(i);
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}
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*/
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glfwSetCursorPosCallback(window,foo);
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/*
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if(glfwJoystickPresent(GLFW_JOYSTICK_1)){
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for(int i=0;i<numAxis;i++)
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if(abs(axis[i])==1)
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a->onRawJoystickAxis(i,axis[i]);
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for(int i = 0; i < numAxis; i++)
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if(abs(axis[i]) == 1)
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a->onRawJoystickAxis(i, axis[i]);
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for(int i=0;i<numButtons;i++)
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for(int i = 0; i < numButtons; i++)
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if(buttons[i])
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a->onRawJoystickButton(i);
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a->onRawJoystickKeyPress(i);
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}
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*/
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}
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}
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}
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+12
-10
@@ -205,20 +205,22 @@ namespace battleship{
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}
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}
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/*
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void GuiAppState::onRawKeyPress(SEvent::SKeyInput event){
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updateControlsListbox(event.Key);
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void GuiAppState::onRawKeyPress(u8 trigger){
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Button *button = nullptr;
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for(Button *b : buttons)
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if(b->getTrigger() == trigger){
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button = b;
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break;
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}
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if(button)
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button->onClick();
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}
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void GuiAppState::onRawMousePress(SEvent::SMouseInput event){
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int trigger=0;
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if(event.isMiddlePressed())
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trigger=1;
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else if(event.isRightPressed())
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trigger=2;
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void GuiAppState::onRawMousePress(u8 trigger){
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updateControlsListbox(trigger);
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}
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*/
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Textbox* GuiAppState::getOpenTextbox() {
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Textbox* t = nullptr;
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+2
-4
@@ -45,10 +45,8 @@ namespace battleship{
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private:
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virtual void onAction(Mapping::Bind, bool);
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virtual void onAnalog(Mapping::Bind, double);
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/*
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virtual void onRawKeyPress(irr::SEvent::SKeyInput);
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virtual void onRawMousePress(irr::SEvent::SMouseInput);
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*/
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virtual void onRawKeyPress(vb01::u8);
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virtual void onRawMousePress(vb01::u8);
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vb01Gui::Textbox* getOpenTextbox();
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vb01Gui::Listbox* getOpenListbox();
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void attachBindKeys();
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@@ -18,7 +18,7 @@ namespace battleship{
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class SpButton : public Button {
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public:
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SpButton(GuiAppState *state, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, PATH + "Fonts/batang.ttf", -1, separate) {
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SpButton(GuiAppState *state, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, PATH + "Fonts/batang.ttf", GLFW_KEY_S, separate) {
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this->state = state;
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}
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@@ -35,7 +35,7 @@ namespace battleship{
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class PlayButton : public Button {
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public:
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PlayButton(Listbox **difficulties, Listbox **factions, int lengths[2], Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, PATH + "Fonts/batang.ttf", -1, separate) {
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PlayButton(Listbox **difficulties, Listbox **factions, int lengths[2], Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, PATH + "Fonts/batang.ttf", GLFW_KEY_P, separate) {
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this->state = ((GuiAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::GUI_STATE));
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this->lengths[0]=lengths[0];
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this->lengths[1]=lengths[1];
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@@ -74,7 +74,7 @@ namespace battleship{
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class ReturnButton : public Button {
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public:
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ReturnButton(GuiAppState *state, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, PATH + "Fonts/batang.ttf", -1, separate) {
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ReturnButton(GuiAppState *state, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, PATH + "Fonts/batang.ttf", GLFW_KEY_B, separate) {
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this->state = state;
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}
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@@ -93,7 +93,6 @@ namespace battleship{
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};
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GameManager *gm = GameManager::getSingleton();
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//IGUIFont *font = gm->getDevice()->getGUIEnvironment()->getFont(PATH + "Fonts/fonthaettenschweiler.bmp");
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Vector2 pos(gm->getWidth() / 8, gm->getHeight() / 8);
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difficulties.push_back("Easy");
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difficulties.push_back("Medium");
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@@ -112,9 +111,11 @@ namespace battleship{
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Listbox *playerFaction = new Listbox(Vector2(pos.x + 110, pos.y), Vector2(100, 20), factions, 2, font);
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Listbox **difficultyListboxes=new Listbox*[1];
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Listbox **factionListboxes=new Listbox*[2];
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difficultyListboxes[0]=cpuDifficulty;
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factionListboxes[0]=playerFaction;
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factionListboxes[1]=cpuFaction;
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int lengths[]{1,2};
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PlayButton *playButton = new PlayButton(difficultyListboxes, factionListboxes, lengths, Vector2(50, gm->getHeight() - 150), Vector2(140, 50), "Play", true);
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ReturnButton *returnButton = new ReturnButton(state, Vector2(200, gm->getHeight() - 150), Vector2(140, 50), "Back", true);
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