#include #include #include #include #include #include #include #include #include "util.h" #include "gameManager.h" #include "guiAppState.h" #include "inGameAppState.h" using namespace std; using namespace glm; using namespace vb01; using namespace vb01Gui; namespace battleship{ using namespace configData; void makeTitlescreenButtons(GuiAppState *state) { class SpButton : public Button { public: SpButton(GuiAppState *state, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, PATH + "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, int lengths[2], Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, PATH + "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; } 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(); stateManager->attachAppState(new InGameAppState(difficulties, factions)); state->removeAllListboxes(); state->removeButton("Back"); state->removeButton("Play"); } private: GuiAppState *state; Listbox **difficultiesListboxes, **factionsListboxes; int lengths[2]; }; class ReturnButton : public Button { public: ReturnButton(GuiAppState *state, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, PATH + "Fonts/batang.ttf", GLFW_KEY_B, separate) { this->state = state; } void onClick() { state->removeAllCheckboxes(); state->removeAllListboxes(); state->removeAllSliders(); state->removeAllTextboxes(); //GameManager::getSingleton()->detachAllBitmapTexts(); 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"); /* gm->attachBitmapText(new BitmapText("Difficulty", vector2d(pos.X, pos.Y - 20), font)); gm->attachBitmapText(new BitmapText("Faction", vector2d(pos.X + 110, pos.Y - 20), font)); gm->attachBitmapText(new BitmapText("Player", vector2d(pos.X - 40, pos.Y), font)); gm->attachBitmapText(new BitmapText("CPU", vector2d(pos.X - 20, pos.Y + 30), font)); */ string font = PATH + "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); 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, 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->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, PATH + "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), "Exit", true); state->addButton(spButton); state->addButton(exitButton); state->removeButton("Back"); } private: GuiAppState *state; }; }; GameManager *gm = GameManager::getSingleton(); string font = PATH + "Fonts/batang.ttf"; 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); ExitButton *exitButton = new ExitButton(Vector2(gm->getWidth() / 16, gm->getHeight() / 12 * 3), Vector2(150, 40), "Exit", true); state->addButton(spButton); state->addButton(optionsButton); state->addButton(exitButton); } Vector2 spaceToScreen(Vector3 pos){ mat4 model = translate(mat4(1.f), vec3(pos.x, pos.y, pos.z)); 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 * model * vec4(0, 0, 0, 1); ndcPos.x /= ndcPos.w; ndcPos.y /= ndcPos.w; return Vector2(0.5 * width * (1 + ndcPos.x), 0.5 * height * (1 - ndcPos.y)); } Vector3 screenToSpace(Vector2 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 * model * vec4(0, 0, 0, 1); ndcPos.x /= ndcPos.w; ndcPos.y /= ndcPos.w; screenPos = Vector2(0.5 * width * (1 + ndcPos.x), 0.5 * height * (1 - ndcPos.y)); return screenPos; */ } /* bool isWithinRect(vector3df c1,vector3df c2, vector3df p, vector3df dir){ float mainAngle=getAngleBetween(c1-c2,dir); float mainHyp=(c1-c2).getLength(); float mainWidth=cos(mainAngle)*mainHyp,mainLength=sin(mainAngle)*mainHyp; vector3df center=(c2-c1)/2+c1; float angle=getAngleBetween(center-p,dir); float hyp=(center-p).getLength(); float width=cos(angle)*hyp,length=sin(angle)*hyp; return width<=mainWidth/2&&length<=mainLength/2?true:false; } bool isWithinCuboid(vector3df c0, vector3df c1,vector3df c2,vector3df c3, vector3df p0){ vector3df aVec=c1-c0,bVec=c2-c0,cVec=c3-c0,pVec=p0-c0; float a=aVec.getLength(),b=bVec.getLength(),c=cVec.getLength(),p=pVec.getLength(); float aAngle=getAngleBetween(pVec,aVec); float bAngle=getAngleBetween(pVec,bVec); float cAngle=getAngleBetween(pVec,cVec); bool withinA=aAngle<=PI/2&&p*cos(aAngle)<=a; bool withinB=bAngle<=PI/2&&p*cos(bAngle)<=b; bool withinC=cAngle<=PI/2&&p*cos(cAngle)<=c; return withinA&&withinB&&withinC; } */ }