Switched UIFrame and Scene to store their UIDrawables in shared_ptr to vector, instead of directly to vector. Every object that can be exposed to Python has to be safely shareable so it doesn't become a segfault, and that includes the UIDrawable collections AND the UIDrawable members. So we get the terrifying type for collections of child elements: 'std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>>'. May I be forgiven for my sins
This commit is contained in:
parent
a41d3d4a54
commit
0ef0a5d506
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@ -121,7 +121,7 @@ void GameEngine::sUserInput()
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}
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}
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}
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}
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std::vector<std::shared_ptr<UIDrawable>>* GameEngine::scene_ui(std::string target)
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std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> GameEngine::scene_ui(std::string target)
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{
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{
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/*
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/*
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// facts about maps
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// facts about maps
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@ -136,5 +136,5 @@ std::vector<std::shared_ptr<UIDrawable>>* GameEngine::scene_ui(std::string targe
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std::cout << "scenes[target]: " << (long)(scenes[target]) << std::endl;
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std::cout << "scenes[target]: " << (long)(scenes[target]) << std::endl;
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*/
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*/
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if (scenes.count(target) == 0) return NULL;
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if (scenes.count(target) == 0) return NULL;
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return &scenes[target]->ui_elements;
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return scenes[target]->ui_elements;
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}
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}
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@ -42,6 +42,6 @@ public:
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std::vector<sf::SoundBuffer> sfxbuffers;
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std::vector<sf::SoundBuffer> sfxbuffers;
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sf::Music music;
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sf::Music music;
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sf::Sound sfx;
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sf::Sound sfx;
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std::vector<std::shared_ptr<UIDrawable>>* scene_ui(std::string scene);
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std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> scene_ui(std::string scene);
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};
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};
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@ -1,7 +1,12 @@
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#include "Scene.h"
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#include "Scene.h"
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#include "UI.h"
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//Scene::Scene() { game = 0; std::cout << "WARN: default Scene constructor called. (game = " << game << ")" << std::endl;};
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//Scene::Scene() { game = 0; std::cout << "WARN: default Scene constructor called. (game = " << game << ")" << std::endl;};
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Scene::Scene(GameEngine* g) { game = g; }
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Scene::Scene(GameEngine* g)
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{
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game = g;
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ui_elements = std::make_shared<std::vector<std::shared_ptr<UIDrawable>>>();
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}
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void Scene::registerAction(int code, std::string name)
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void Scene::registerAction(int code, std::string name)
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{
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{
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actions[code] = name;
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actions[code] = name;
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@ -33,4 +38,4 @@ bool Scene::registerActionInjected(int code, std::string name)
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bool Scene::unregisterActionInjected(int code, std::string name)
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bool Scene::unregisterActionInjected(int code, std::string name)
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{
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{
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return false;
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return false;
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}
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}
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@ -39,6 +39,6 @@ public:
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virtual bool registerActionInjected(int, std::string);
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virtual bool registerActionInjected(int, std::string);
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virtual bool unregisterActionInjected(int, std::string);
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virtual bool unregisterActionInjected(int, std::string);
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std::vector<std::shared_ptr<UIDrawable>> ui_elements;
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std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> ui_elements;
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};
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};
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@ -10,6 +10,7 @@ void UIDrawable::render()
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UIFrame::UIFrame():
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UIFrame::UIFrame():
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x(0), y(0), w(0), h(0), outline(0)
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x(0), y(0), w(0), h(0), outline(0)
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{
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{
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children = std::make_shared<std::vector<std::shared_ptr<UIDrawable>>>();
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/*
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/*
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pyOutlineColor = NULL;
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pyOutlineColor = NULL;
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pyFillColor = NULL;
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pyFillColor = NULL;
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@ -21,6 +22,7 @@ x(0), y(0), w(0), h(0), outline(0)
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UIFrame::UIFrame(float _x, float _y, float _w, float _h):
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UIFrame::UIFrame(float _x, float _y, float _w, float _h):
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x(_x), y(_y), w(_w), h(_h), outline(0)
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x(_x), y(_y), w(_w), h(_h), outline(0)
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{
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{
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children = std::make_shared<std::vector<std::shared_ptr<UIDrawable>>>();
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/*
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/*
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pyOutlineColor = NULL;
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pyOutlineColor = NULL;
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pyFillColor = NULL;
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pyFillColor = NULL;
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@ -31,6 +33,7 @@ x(_x), y(_y), w(_w), h(_h), outline(0)
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UIFrame::~UIFrame()
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UIFrame::~UIFrame()
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{
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{
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children.reset();
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/*
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/*
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if (pyOutlineColor) Py_DECREF(pyOutlineColor);
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if (pyOutlineColor) Py_DECREF(pyOutlineColor);
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else if (_outlineColor) delete _outlineColor;
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else if (_outlineColor) delete _outlineColor;
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@ -64,7 +67,7 @@ void UIFrame::render(sf::Vector2f offset)
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//if (_outlineColor) { box.setOutlineColor(outlineColor()); }
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//if (_outlineColor) { box.setOutlineColor(outlineColor()); }
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//box.setOutlineThickness(outline);
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//box.setOutlineThickness(outline);
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//Resources::game->getWindow().draw(box);
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//Resources::game->getWindow().draw(box);
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for (auto drawable : children) {
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for (auto drawable : *children) {
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drawable->render(offset + box.getPosition());
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drawable->render(offset + box.getPosition());
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}
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}
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}
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}
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4
src/UI.h
4
src/UI.h
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@ -38,7 +38,7 @@ public:
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//Simulate RectangleShape
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//Simulate RectangleShape
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float x, y, w, h, outline;
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float x, y, w, h, outline;
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std::vector<std::shared_ptr<UIDrawable>> children;
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std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> children;
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void render(sf::Vector2f) override final;
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void render(sf::Vector2f) override final;
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void move(sf::Vector2f);
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void move(sf::Vector2f);
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@ -391,7 +391,7 @@ namespace mcrfpydef {
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"outline=" << box.getOutlineThickness() << ", " <<
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"outline=" << box.getOutlineThickness() << ", " <<
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"fill_color=(" << (int)fc.r << ", " << (int)fc.g << ", " << (int)fc.b << ", " << (int)fc.a <<"), " <<
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"fill_color=(" << (int)fc.r << ", " << (int)fc.g << ", " << (int)fc.b << ", " << (int)fc.a <<"), " <<
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"outlinecolor=(" << (int)oc.r << ", " << (int)oc.g << ", " << (int)oc.b << ", " << (int)oc.a <<"), " <<
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"outlinecolor=(" << (int)oc.r << ", " << (int)oc.g << ", " << (int)oc.b << ", " << (int)oc.a <<"), " <<
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self->data->children.size() << " child" << (self->data->children.size() == 1 ? "" : "ren") << " objects" <<
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self->data->children->size() << " child objects" <<
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")>";
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")>";
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}
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}
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std::string repr_str = ss.str();
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std::string repr_str = ss.str();
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@ -13,6 +13,9 @@ UITestScene::UITestScene(GameEngine* g) : Scene(g)
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//registerAction(ActionCode::KEY + sf::Keyboard::Up, "up");
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//registerAction(ActionCode::KEY + sf::Keyboard::Up, "up");
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//registerAction(ActionCode::KEY + sf::Keyboard::Down, "down");
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//registerAction(ActionCode::KEY + sf::Keyboard::Down, "down");
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// note - you can't use the pointer to UI elements in constructor.
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// The scene map is still being assigned to, so this object can't be looked up.
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/*
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auto ui = Resources::game->scene_ui("uitest");
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auto ui = Resources::game->scene_ui("uitest");
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if (ui)
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if (ui)
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{
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{
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} else {
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} else {
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std::cout << "No UI vector was returned.\n";
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std::cout << "No UI vector was returned.\n";
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}
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}
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*/
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// Create a UI element or three?
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// Create a UI element or three?
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auto e1 = std::make_shared<UIFrame>(100,150,400,400);
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auto e1 = std::make_shared<UIFrame>(100,150,400,400);
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e1->box.setFillColor(sf::Color(255, 0, 0));
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e1->box.setFillColor(sf::Color(255, 0, 0));
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//e1.fillColor(sf::Color(255,0,0));
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//e1.fillColor(sf::Color(255,0,0));
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//if (ui) ui->push_back(e1);
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//if (ui) ui->push_back(e1);
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ui_elements.push_back(e1);
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ui_elements->push_back(e1);
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auto e1a = std::make_shared<UIFrame>(50,50,200,200);
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auto e1a = std::make_shared<UIFrame>(50,50,200,200);
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e1a->box.setPosition(50, 50);
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e1a->box.setPosition(50, 50);
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e1a->box.setSize(sf::Vector2f(200,200));
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e1a->box.setSize(sf::Vector2f(200,200));
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e1a->box.setFillColor(sf::Color(0, 255, 0));
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e1a->box.setFillColor(sf::Color(0, 255, 0));
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//e1a.fillColor(sf::Color(0, 255, 0));
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//e1a.fillColor(sf::Color(0, 255, 0));
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e1->children.push_back(e1a);
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e1->children->push_back(e1a);
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auto e1aa = std::make_shared<UIFrame>(5,5,100,100);
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auto e1aa = std::make_shared<UIFrame>(5,5,100,100);
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e1aa->box.setPosition(5, 5);
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e1aa->box.setPosition(5, 5);
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e1aa->box.setSize(sf::Vector2f(100,100));
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e1aa->box.setSize(sf::Vector2f(100,100));
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e1aa->box.setFillColor(sf::Color(0, 0, 255));
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e1aa->box.setFillColor(sf::Color(0, 0, 255));
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//e1aa.fillColor(sf::Color(0, 0, 255));
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//e1aa.fillColor(sf::Color(0, 0, 255));
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e1a->children.push_back(e1aa);
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e1a->children->push_back(e1aa);
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auto e2 = std::make_shared<UICaption>();
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auto e2 = std::make_shared<UICaption>();
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e2->text.setFont(game->getFont());
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e2->text.setFont(game->getFont());
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e2->text.setPosition(50, 250);
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e2->text.setPosition(50, 250);
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//if (ui) ui->push_back(e2);
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//if (ui) ui->push_back(e2);
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ui_elements.push_back(e2);
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ui_elements->push_back(e2);
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//ui_elements.push_back(&e1);
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//ui_elements.push_back(&e1);
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//ui_elements.push_back(&e2);
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//ui_elements.push_back(&e2);
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/*
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// note - you can't use the pointer to UI elements in constructor.
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// The scene map is still being assigned to, so this object can't be looked up.
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if (ui)
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if (ui)
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std::cout << "pointer to ui_elements now shows size=" << ui->size() << std::endl;
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std::cout << "pointer to ui_elements now shows size=" << ui->size() << std::endl;
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*/
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}
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}
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void UITestScene::update()
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void UITestScene::update()
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//for (auto e: ui_elements)
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//for (auto e: ui_elements)
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//auto ui = Resources::game->scene_ui("uitest");
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//auto ui = Resources::game->scene_ui("uitest");
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//if (ui)
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//if (ui)
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for (auto e: ui_elements)
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auto vec = *ui_elements;
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for (auto e: vec)
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{
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{
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//std::cout << "Rendering element\n";
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//std::cout << "Rendering element\n";
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if (e)
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if (e)
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