Files
PlanetFleet/util.cpp
T
2024-07-28 16:42:39 +03:00

299 lines
12 KiB
C++
Executable File

#include <cmath>
#include <camera.h>
#include <root.h>
#include <vector.h>
#include <util.h>
#include <assetManager.h>
#include <stateManager.h>
#include <glm.hpp>
#include <ext.hpp>
#include <tinydir.h>
#include "util.h"
#include "defConfigs.h"
#include "gameManager.h"
#include "guiAppState.h"
#include "inGameAppState.h"
#include "mapEditorButton.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, 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<string> 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<string> 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<string> 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<string> readDir(string path, bool findFolders){
tinydir_dir dir;
tinydir_open_sorted(&dir, path.c_str());
vector<string> 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;
}
}