#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "util.h" #include "defConfigs.h" #include "gameManager.h" #include "concreteGuiManager.h" #include "guiAppState.h" #include "inGameAppState.h" #include "loadingAppState.h" #include "mapEditorButton.h" using namespace std; using namespace std::this_thread; using namespace std::chrono; using namespace glm; using namespace vb01; using namespace vb01Gui; namespace battleship{ using namespace configData; void handleLoadingGui(LoadingAppState *loadState){ ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton(); guiManager->readLuaScreenScript("loadingScreen.lua"); sol::state_view SOL_LUA_VIEW = generateView(); string vfxPrefix = SOL_LUA_VIEW["vfxPrefix"], gameObjPrefix = SOL_LUA_VIEW["gameObjPrefix"]; AssetManager *assetManager = AssetManager::getSingleton(); string path = GameManager::getSingleton()->getPath(); vector assets = vector{path + DEFAULT_TEXTURE}; assetManager->readDir(path + vfxPrefix, assets, true); assetManager->readDir(path + gameObjPrefix, assets, true); loadState->setLoadableAssets(assets); StateManager *stateManager = GameManager::getSingleton()->getStateManager(); stateManager->attachAppState(loadState); } void makeTitlescreenButtons(GuiAppState *state) { /* class SpButton : public Button { public: SpButton(GuiAppState *state, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", GLFW_KEY_S, separate) { this->state = state; } void onMouseOver(){ setColor(Vector4(.8, .8, .8, 1)); } void onMouseOff(){ setColor(Vector4(.6, .6, .6, 1)); } void onClick() { vector difficulties, factions; class PlayButton : public Button { public: PlayButton(Listbox **difficulties, Listbox **factions, Listbox *mapListbox, int lengths[2], Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", GLFW_KEY_P, separate) { this->state = ((GuiAppState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::GUI_STATE)); this->lengths[0] = lengths[0]; this->lengths[1] = lengths[1]; difficultiesListboxes = difficulties; factionsListboxes = factions; this->mapListbox = mapListbox; } void onClick() { GameManager *gm = GameManager::getSingleton(); std::vector difficulties, factions; for(int i = 0; i < lengths[0]; i++) difficulties.push_back(wstringToString(difficultiesListboxes[i]->getContents()[difficultiesListboxes[i]->getSelectedOption()])); for(int i = 0; i < lengths[1]; i++) factions.push_back(to_string(factionsListboxes[i]->getSelectedOption())); delete[] difficultiesListboxes; delete[] factionsListboxes; StateManager *stateManager = gm->getStateManager(); int selectedMap = mapListbox->getSelectedOption(); string mapName = wstringToString(mapListbox->getContents()[selectedMap]); stateManager->attachAppState(new InGameAppState(difficulties, factions, mapName)); state->removeAllListboxes(); state->removeButton("Back"); state->removeButton("Play"); } private: GuiAppState *state; Listbox **difficultiesListboxes, **factionsListboxes, *mapListbox = nullptr; int lengths[2]; }; class ReturnButton : public Button { public: ReturnButton(GuiAppState *state, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", GLFW_KEY_B, separate) { this->state = state; } void onClick() { state->removeAllCheckboxes(); state->removeAllListboxes(); state->removeAllSliders(); state->removeAllTextboxes(); makeTitlescreenButtons(state); state->removeButton("Play"); state->removeButton("Back"); } private: GuiAppState *state; }; GameManager *gm = GameManager::getSingleton(); Vector2 pos(gm->getWidth() / 8, gm->getHeight() / 8); difficulties.push_back("Easy"); difficulties.push_back("Medium"); difficulties.push_back("Hard"); factions.push_back("0"); factions.push_back("1"); string font = gm->getPath() + "Fonts/batang.ttf"; Listbox *cpuDifficulty = new Listbox(Vector2(pos.x, pos.y + 30), Vector2(100, 20), difficulties, 3, font); Listbox *cpuFaction = new Listbox(Vector2(pos.x + 110, pos.y + 30), Vector2(100, 20), factions, 2, font); Listbox *playerFaction = new Listbox(Vector2(pos.x + 110, pos.y), Vector2(100, 20), factions, 2, font); vector folders = readDir(gm->getPath() + "Models/Maps", true); int numMinDirs = 3; int numShowDirs = folders.size() < numMinDirs ? folders.size() : numMinDirs; Listbox *map = new Listbox(Vector2(pos.x + 110, pos.y + 100), Vector2(100, 20), folders, numShowDirs, font); Listbox **difficultyListboxes = new Listbox*[1]; Listbox **factionListboxes = new Listbox*[2]; difficultyListboxes[0] = cpuDifficulty; factionListboxes[0] = playerFaction; factionListboxes[1] = cpuFaction; int lengths[]{1, 2}; PlayButton *playButton = new PlayButton(difficultyListboxes, factionListboxes, map, lengths, Vector2(50, gm->getHeight() - 150), Vector2(140, 50), "Play", true); ReturnButton *returnButton = new ReturnButton(state, Vector2(200, gm->getHeight() - 150), Vector2(140, 50), "Back", true); state->addButton(playButton); state->addButton(returnButton); state->addListbox(cpuDifficulty); state->addListbox(cpuFaction); state->addListbox(playerFaction); state->addListbox(map); state->removeButton("Options"); state->removeButton("Exit"); state->removeButton("Singleplayer"); } private: GuiAppState *state; }; class MainMenuOptionsButton : public OptionsButton { public: MainMenuOptionsButton(GuiAppState *state, Vector2 pos, Vector2 size, string name, bool separate) : OptionsButton(pos, size, name, separate) { this->state = state; } void onClick() { ReturnButton *returnButton = new ReturnButton(state, Vector2(50, GameManager::getSingleton()->getHeight() - 150), Vector2(150, 50), "Back", true); state->addButton(returnButton); state->removeButton("Singleplayer"); state->removeButton("Exit"); OptionsButton::onClick(); } void onMouseOver(){ setColor(Vector4(.8, .8, .8, 1)); } void onMouseOff(){ setColor(Vector4(.6, .6, .6, 1)); } private: GuiAppState *state; class ReturnButton : public Button { public: ReturnButton(GuiAppState *state, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, separate) { this->state = state; } void onClick() { state->removeAllCheckboxes(); state->removeAllListboxes(); state->removeAllSliders(); state->removeAllTextboxes(); state->removeButton("Controls"); state->removeButton("Mouse"); state->removeButton("Video"); state->removeButton("Audio"); state->removeButton("Multiplayer"); GameManager *gm = GameManager::getSingleton(); SpButton *spButton = new SpButton(state, Vector2(gm->getWidth() / 16, gm->getHeight() / 12), Vector2(150, 40), "Singleplayer", true); MainMenuOptionsButton *optionsButton = new MainMenuOptionsButton(state, Vector2(gm->getWidth() / 16, gm->getHeight() / 12 * 2), Vector2(150, 40), "Options", true); state->addButton(optionsButton); ExitButton *exitButton = new ExitButton(Vector2(gm->getWidth() / 16, gm->getHeight() / 12 * 3), Vector2(150, 40)); state->addButton(spButton); state->addButton(exitButton); state->removeButton("Back"); } private: GuiAppState *state; }; }; GameManager *gm = GameManager::getSingleton(); string font = gm->getPath() + "Fonts/batang.ttf"; int width = gm->getWidth(), height = gm->getHeight(); Vector2 size = Vector2(150, 40); AssetManager::getSingleton()->load(font); SpButton *spButton = new SpButton(state, Vector2(width / 16, height / 12), size, "Singleplayer", true); MainMenuOptionsButton *optionsButton = new MainMenuOptionsButton(state, Vector2(width / 16, height / 12 * 2), size, "Options", true); MapEditorButton *editorButton = new MapEditorButton(Vector2(width / 16, height / 12 * 3), size); ExitButton *exitButton = new ExitButton(Vector2(width / 16, height / 12 * 4), size); state->addButton(spButton); state->addButton(optionsButton); state->addButton(editorButton); state->addButton(exitButton); */ } vector readDir(string path, bool findFolders){ tinydir_dir dir; tinydir_open_sorted(&dir, path.c_str()); vector files; for (int i = 0; i < dir.n_files; i++) { tinydir_file file; tinydir_readfile_n(&dir, &file, i); if (file.is_dir == findFolders && file.name[0] != '.') files.push_back(file.name); } tinydir_close(&dir); return files; } Vector3 spaceToScreen3d(Vector3 pos){ Root *root = Root::getSingleton(); Camera *cam = root->getCamera(); Vector3 dir = cam->getDirection(), up = cam->getUp(); Vector3 camPos = cam->getPosition(); mat4 view = lookAt(vec3(camPos.x, camPos.y, camPos.z), vec3(camPos.x + dir.x, camPos.y + dir.y, camPos.z + dir.z), vec3(up.x, up.y, up.z)); float fov = cam->getFov(), width = root->getWidth(), height = root->getHeight(), nearPlane = cam->getNearPlane(), farPlane = cam->getFarPlane(); mat4 proj = perspective(radians(fov), width / height, nearPlane, farPlane); vec4 ndcPos = proj * view * vec4(pos.x, pos.y, pos.z, 1); ndcPos.x /= ndcPos.w; ndcPos.y /= ndcPos.w; ndcPos.z /= ndcPos.w; return Vector3(0.5 * width * (1 + ndcPos.x), 0.5 * height * (1 - ndcPos.y), ndcPos.z); } Vector2 spaceToScreen(Vector3 pos){ Vector3 pos3d = spaceToScreen3d(pos); return Vector2(pos3d.x, pos3d.y); } Vector3 screenToSpace(Vector2 pos){ GameManager *gm = GameManager::getSingleton(); float midWidth = .5 * gm->getWidth(), midHeight = .5 * gm->getHeight(), horOffset, vertOffset; bool left, up; if(pos.x < midWidth){ left = true; horOffset = pos.x / midWidth - 1; } else{ left = false; horOffset = (pos.x - midWidth) / midWidth; } if(pos.y < midHeight){ up = true; vertOffset = 1 - pos.y / midHeight; } else{ up = false; vertOffset = -(pos.y - midHeight) / midHeight; } Camera *cam = Root::getSingleton()->getCamera(); float camNorm = cam->getNearPlane(); float tg = tan(radians(cam->getFov()) / 2), ar = midWidth / midHeight; float camHeight = camNorm * tg, camWidth = camHeight * ar; Vector3 posOffset = (cam->getLeft() * camWidth * horOffset + cam->getUp() * camHeight * vertOffset + cam->getDirection() * camNorm); return cam->getPosition() + posOffset; } }