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# include "UITestScene.h"
# include "ActionCode.h"
# include "Resources.h"
UITestScene : : UITestScene ( GameEngine * g ) : Scene ( g )
{
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registerAction ( ActionCode : : KEY + sf : : Keyboard : : Grave , " debug_menu " ) ;
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text . setFont ( game - > getFont ( ) ) ;
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text . setString ( " UITest: surprised to be here? game.py raised an exception. " ) ;
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text . setCharacterSize ( 24 ) ;
//registerAction(ActionCode::KEY + sf::Keyboard::Space, "start_game");
//registerAction(ActionCode::KEY + sf::Keyboard::Up, "up");
//registerAction(ActionCode::KEY + sf::Keyboard::Down, "down");
// note - you can't use the pointer to UI elements in constructor.
// The scene map is still being assigned to, so this object can't be looked up.
/*
auto ui = Resources : : game - > scene_ui ( " uitest " ) ;
if ( ui )
{
std : : cout < < " Got back a UI vector from Resources::game. \n " ;
} else {
std : : cout < < " No UI vector was returned. \n " ;
}
*/
// Create a UI element or three?
auto e1 = std : : make_shared < UIFrame > ( 100 , 150 , 400 , 400 ) ;
e1 - > box . setPosition ( 100 , 150 ) ;
e1 - > box . setSize ( sf : : Vector2f ( 400 , 400 ) ) ;
e1 - > box . setFillColor ( sf : : Color ( 255 , 0 , 0 ) ) ;
//e1.fillColor(sf::Color(255,0,0));
//if (ui) ui->push_back(e1);
ui_elements - > push_back ( e1 ) ;
auto e1a = std : : make_shared < UIFrame > ( 50 , 50 , 200 , 200 ) ;
e1a - > box . setPosition ( 50 , 50 ) ;
e1a - > box . setSize ( sf : : Vector2f ( 200 , 200 ) ) ;
e1a - > box . setFillColor ( sf : : Color ( 0 , 255 , 0 ) ) ;
//e1a.fillColor(sf::Color(0, 255, 0));
e1 - > children - > push_back ( e1a ) ;
auto e1aa = std : : make_shared < UIFrame > ( 5 , 5 , 100 , 100 ) ;
e1aa - > box . setPosition ( 5 , 5 ) ;
e1aa - > box . setSize ( sf : : Vector2f ( 100 , 100 ) ) ;
e1aa - > box . setFillColor ( sf : : Color ( 0 , 0 , 255 ) ) ;
//e1aa.fillColor(sf::Color(0, 0, 255));
e1a - > children - > push_back ( e1aa ) ;
auto e2 = std : : make_shared < UICaption > ( ) ;
e2 - > text . setFont ( game - > getFont ( ) ) ;
e2 - > text . setString ( " Hello World. " ) ;
//e2.text.setColor(sf::Color(255, 255, 255));
e2 - > text . setPosition ( 50 , 250 ) ;
//if (ui) ui->push_back(e2);
ui_elements - > push_back ( e2 ) ;
//ui_elements.push_back(&e1);
//ui_elements.push_back(&e2);
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//t.loadFromFile("./assets/kenney_tinydungeon.png");
//t.setSmooth(false);
//auto* indextex = new IndexTexture(t, 16, 12, 11);
//Resources::game->textures.push_back(*indextex);
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auto ptex = std : : make_shared < PyTexture > ( " ./assets/kenney_tinydungeon.png " , 16 , 16 ) ;
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//std::cout << Resources::game->textures.size() << " textures loaded.\n";
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auto e3 = std : : make_shared < UISprite > ( ptex , 84 , sf : : Vector2f ( 10 , 10 ) , 4.0 ) ;
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// Make UISprite more like IndexSprite: this is bad
//e3->x = 10; e3->y = 10;
//e3->texture_index = 0;
//e3->sprite_index = 84;
//e3->scale = 4.0f;
//e3->update();
// This goes to show how inconvenient the default constructor is. It should be removed
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//e3->itex = &Resources::game->textures[0];
//e3->sprite.setTexture(e3->itex->texture);
//e3->sprite_index = 84;
//e3->sprite.setTextureRect(e3->itex->spriteCoordinates(e3->sprite_index));
//e3->setPosition(10, 10);
//e3->setScale(4.0f);
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e1aa - > children - > push_back ( e3 ) ;
auto e4 = std : : make_shared < UISprite > (
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ptex , //indextex, //&Resources::game->textures[0],
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85 , sf : : Vector2f ( 90 , 10 ) , 4.0 ) ;
e1aa - > children - > push_back ( e4 ) ;
//std::cout << "UISprite built: " << e4->sprite.getPosition().x << " " << e4->sprite.getPosition().y << " " << e4->sprite.getScale().x << " " <<
// e4->sprite_index << " " << std::endl;
/*
// note - you can't use the pointer to UI elements in constructor.
// The scene map is still being assigned to, so this object can't be looked up.
if ( ui )
std : : cout < < " pointer to ui_elements now shows size= " < < ui - > size ( ) < < std : : endl ;
*/
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// UIGrid test: (in grid cells) ( in screen pixels )
// constructor args: w h texture x y w h
auto e5 = std : : make_shared < UIGrid > ( 4 , 4 , ptex , sf : : Vector2f ( 550 , 150 ) , sf : : Vector2f ( 200 , 200 ) ) ;
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e5 - > zoom = 2.0 ;
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e5 - > points [ 0 ] . color = sf : : Color ( 255 , 0 , 0 ) ;
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e5 - > points [ 1 ] . tilesprite = 1 ;
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e5 - > points [ 5 ] . color = sf : : Color ( 0 , 255 , 0 ) ;
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e5 - > points [ 6 ] . tilesprite = 2 ;
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e5 - > points [ 10 ] . color = sf : : Color ( 0 , 0 , 255 ) ;
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e5 - > points [ 11 ] . tilesprite = 3 ;
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e5 - > points [ 15 ] . color = sf : : Color ( 255 , 255 , 255 ) ;
ui_elements - > push_back ( e5 ) ;
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//UIEntity test:
// asdf
// TODO - reimplement UISprite style rendering within UIEntity class. Entities don't have a screen pixel position, they have a grid position, and grid sets zoom when rendering them.
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auto e5a = std : : make_shared < UIEntity > ( * e5 ) ; // this basic constructor sucks: sprite position + zoom are irrelevant for UIEntity.
e5a - > grid = e5 ;
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//auto e5as = UISprite(indextex, 85, sf::Vector2f(0, 0), 1.0);
//e5a->sprite = e5as; // will copy constructor even exist for UISprite...?
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e5a - > sprite = UISprite ( ptex , 85 , sf : : Vector2f ( 0 , 0 ) , 1.0 ) ;
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e5a - > position = sf : : Vector2f ( 1 , 0 ) ;
e5 - > entities - > push_back ( e5a ) ;
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}
void UITestScene : : update ( )
{
//std::cout << "MenuScene update" << std::endl;
}
void UITestScene : : doAction ( std : : string name , std : : string type )
{
//std::cout << "MenuScene doAction: " << name << ", " << type << std::endl;
//if (name.compare("start_game") == 0 and type.compare("start") == 0)
if ( ACTION ( " start_game " , " start " ) )
game - > changeScene ( " py " ) ;
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else if ACTIONONCE ( " debug_menu " ) {
McRFPy_API : : REPL ( ) ;
}
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/*
else if ( ACTIONONCE ( " up " ) )
game - > getWindow ( ) . setSize ( sf : : Vector2u ( 1280 , 800 ) ) ;
else if ( ACTIONONCE ( " down " ) )
game - > getWindow ( ) . setSize ( sf : : Vector2u ( 1024 , 768 ) ) ;
*/
}
void UITestScene : : sRender ( )
{
game - > getWindow ( ) . clear ( ) ;
game - > getWindow ( ) . draw ( text ) ;
// draw all UI elements
//for (auto e: ui_elements)
//auto ui = Resources::game->scene_ui("uitest");
//if (ui)
auto vec = * ui_elements ;
for ( auto e : vec )
{
//std::cout << "Rendering element\n";
if ( e )
e - > render ( ) ;
}
//e1.render(sf::Vector2f(0, 0));
//e1.render(sf::Vector2f(-100, -100));
game - > getWindow ( ) . display ( ) ;
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//McRFPy_API::REPL();
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}