Files
PlanetFleet/activeGameState.h
devZoGok 179f4c28ac factored out a state manager
using GameManager via a singleton
2021-10-30 08:09:30 +03:00

79 lines
3.4 KiB
C++
Executable File

#pragma once
#ifndef ACTIVE_GAME_STATE_H
#define ACTIVE_GAME_STATE_H
#include "gameManager.h"
#include <irrlicht.h>
#include "guiAppState.h"
#include "player.h"
#include "map.h"
namespace game{
namespace core{
class ActiveGameState : public AbstractAppState {
public:
ActiveGameState(GuiAppState*, content::Map*, std::vector<content::Player*> players, int);
~ActiveGameState();
void onAttachment();
void onDetachment();
void update();
void onAction(Bind, bool);
void onAnalog(Bind, double);
inline void setSelectingLaunchPoint(bool s){this->selectingGuidedMissileTarget=s;}
inline content::Player* getPlayer(){return mainPlayer;}
inline std::vector<content::Unit*>& getSelectedUnits(){return selectedUnits;}
inline std::vector<content::Unit*>& getUnitGroup(int i){return unitGroups[i];}
private:
class UnitButton : public gui::Button{
public:
UnitButton(ActiveGameState*,vector2di, vector2di, irr::core::stringw,int,int);
~UnitButton();
virtual void onClick();
virtual void onMouseOver();
virtual void onMouseAway();
private:
ActiveGameState *activeState;
int faction,unitId;
};
class UnitActionButton : public gui::Button{
public:
UnitActionButton(content::unitData::UNIT_TYPE, irr::core::vector2di, irr::core::vector2di, irr::core::stringw, irr::core::stringw);
~UnitActionButton();
virtual void onClick();
virtual void onMouseOver();
virtual void onMouseAway();
protected:
content::unitData::UNIT_TYPE type;
std::vector<content::Unit*> units;
ActiveGameState *activeState;
};
void renderGUIBorders();
void renderActionButtons();
void renderUnits(std::vector<content::Unit*>);
void updateVectors();
void updateSelectionBox();
void addPos();
void issueOrder(content::Order::TYPE, std::vector<irr::core::vector3df*>, bool);
void lookAround(bool);
GuiAppState *guiState;
content::Map *map;
std::vector<content::Player*> players;
content::Player *mainPlayer;
irr::scene::ICameraSceneNode* cam;
irr::core::vector3df camDir = irr::core::vector3df(0, 0, 1), camLeft = irr::core::vector3df(1, 0, 0), camUp = irr::core::vector3df(0, 1, 0);
irr::core::vector2d<s32> clickPoint, selectionBoxOrigin, selectionBoxEnd;
std::vector<irr::core::vector2d<s32>> unitScreenPosVec;
std::vector<vector3df*> orderPos;
std::vector<ILightSceneNode*> unitLightNodes;
std::vector<content::Unit*> unitGroups[9], selectedUnits;
UnitActionButton *actionButtons[4]{nullptr,nullptr,nullptr,nullptr};
bool isSelectionBox = false, shiftPressed=false, controlPressed = false, selectingPatrolPoints = false, selectingGuidedMissileTarget = false,lookingAround=false;
bool isInLineOfSight(irr::core::vector3df, float, content::Unit*);
int playerId, zooms = 0;
};
}
}
#endif