From 26cb410b8e5bec177798049ec8bdba8c1b4f72c1 Mon Sep 17 00:00:00 2001 From: John McCardle Date: Sat, 12 Aug 2023 19:48:29 -0400 Subject: [PATCH] Cleanup: Remove UITestScene. I believe test functionality will be better expressed as Python scripts --- src/GameEngine.cpp | 4 +- src/UITestScene.cpp | 348 -------------------------------------------- src/UITestScene.h | 33 ----- 3 files changed, 2 insertions(+), 383 deletions(-) delete mode 100644 src/UITestScene.cpp delete mode 100644 src/UITestScene.h diff --git a/src/GameEngine.cpp b/src/GameEngine.cpp index e9d5df4..7fbbf86 100644 --- a/src/GameEngine.cpp +++ b/src/GameEngine.cpp @@ -1,6 +1,6 @@ #include "GameEngine.h" #include "MenuScene.h" -#include "UITestScene.h" +//#include "UITestScene.h" #include "ActionCode.h" #include "McRFPy_API.h" #include "PythonScene.h" @@ -15,7 +15,7 @@ GameEngine::GameEngine() //std::cout << "Constructing MenuScene" << std::endl; scenes["menu"] = new MenuScene(this); //std::cout << "Constructed MenuScene" < -#include - -sf::Texture texture; - -int texture_index = 0; -const int texture_size = 16, texture_width = 12, texture_height = 11; -const int texture_sprite_count = texture_width * texture_height; -sf::Sprite test_sprite; - -sf::SoundBuffer buffer; -sf::Sound sound; - -void setSpriteTexture(int ti) -{ - int tx = ti % texture_width, ty = ti / texture_width; - test_sprite.setTextureRect(sf::IntRect(tx * texture_size, ty * texture_size, texture_size, texture_size)); -} - -// random for this test -std::random_device rd; // Will be used to obtain a seed for the random number engine -std::mt19937 gen(rd()); // Standard mersenne_twister_engine seeded with rd() -std::uniform_int_distribution<> distrib(0, 10); -std::uniform_int_distribution<> coldistrib(64, 192); -std::uniform_real_distribution<> snoise(-3, 3); - -UITestScene::UITestScene(GameEngine* g) -: Scene(g), grid(10, 20, 16, 20, 20, 800, 520) -{ - // demo sprites from texture file - texture.loadFromFile("./assets/kenney_tinydungeon.png"); - texture.setSmooth(false); - - // Show one texture at a time - test_sprite.setTexture(texture); - test_sprite.setPosition(sf::Vector2f(20.0f, 20.0f)); - test_sprite.setScale(sf::Vector2f(4.0f, 4.0f)); - setSpriteTexture(0); - - - - // Test grid with random sprite noise - - //std::array ground = {0, 12, 24, 48, 42, 48, 49, 50, 51, -1, -1}; - std::array ground = {0, 0, 0, -1, -1, -1, -1, -1, -1, -1, 51}; - - for (int _x = 0; _x < 10; _x++) - for (int _y = 0; _y < 20; _y++) { - //grid.at(_x, _y).tilesprite = _y*11 + _x; - //if (!_x % 2 || _y == 0) grid.at(_x, _y).tilesprite = 121; - //else - auto &gridpoint = grid.at(_x, _y); - grid.at(_x, _y).tilesprite = ground[distrib(gen)]; - grid.at(_x, _y).color = sf::Color( - coldistrib(gen), 0, 0); - - } - - for (int _x = 0; _x < 10; _x++) - { - grid.at(_x, 0).tilesprite = 121; - grid.at(_x, 5).tilesprite = 123; - grid.at(_x, 9).tilesprite = 10; - } - - // Load sound - buffer.loadFromFile("./assets/boom.wav"); - sound.setBuffer(buffer); - - viewport = game->getView(); // scrolling view is identical to start - resolution = viewport.getSize(); - text.setFont(game->getFont()); - text.setString("Test"); - text.setCharacterSize(16); - - registerAction(ActionCode::KEY + sf::Keyboard::Num1, "show1"); - registerAction(ActionCode::KEY + sf::Keyboard::Num2, "show2"); - registerAction(ActionCode::KEY + sf::Keyboard::Num3, "show3"); - registerAction(ActionCode::MOUSEBUTTON + sf::Mouse::Left, "click"); - - registerAction(ActionCode::KEY + sf::Keyboard::Left, "left"); - registerAction(ActionCode::KEY + sf::Keyboard::Right, "right"); - registerAction(ActionCode::KEY + sf::Keyboard::Up, "up"); - registerAction(ActionCode::KEY + sf::Keyboard::Down, "down"); - registerAction(ActionCode::KEY + sf::Keyboard::Comma, "zoom_down"); - registerAction(ActionCode::KEY + sf::Keyboard::Period, "zoom_up"); - - registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_DEL, "wheel_up"); - registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_NEG + ActionCode::WHEEL_DEL, "wheel_down"); - - registerAction(ActionCode::KEY + sf::Keyboard::Num4, "sound_test"); - registerAction(ActionCode::KEY + sf::Keyboard::Q, "gridtests"); - - registerAction(0, "event"); - - UIMenu test_menu(game->getFont()); - UIMenu test_menu2(game->getFont()); - test_menu.visible = false; - test_menu.box.setSize(sf::Vector2f(350, 200)); - test_menu.add_caption("debug to stdout", 16, sf::Color(255, 255, 0)); - test_menu.add_button(Button(0, 0, 130, 40, sf::Color(0, 0, 192), sf::Color(0,0,0), "REPL", game->getFont(), "startrepl")); - - test_menu2.visible = true; - test_menu2.box.setPosition(150, 180); - - test_menu2.box.setFillColor(sf::Color(255, 0, 0)); - test_menu2.add_caption("1: show UI 1 (this)", 18, sf::Color(255, 255, 0)); - test_menu2.add_caption("2: show UI 2", 18, sf::Color(255, 255, 0)); - test_menu2.add_caption("3: hide UIs", 18, sf::Color(255, 255, 0)); - test_menu2.add_caption("> and <: zoom", 18, sf::Color(255, 255, 0)); - test_menu2.add_caption("arrows: pan", 18, sf::Color(255, 255, 0)); - test_menu2.add_caption("click: turn (buggy)", 18, sf::Color(255, 255, 0)); - test_menu2.next_button += 100; - - menus.push_back(test_menu); - menus.push_back(test_menu2); - - /* - test_ship.miner(); - test_ship.angle = 180.0; - test_ship.position.x = 250; - test_ship.position.y = 120; - */ - //std::cout << menus.size() << std::endl; - -} - - -void UITestScene::update() -{ - /* - if (abs(desired_angle - test_ship.angle) < 1) - { - test_ship.angle = desired_angle; - } else if (test_ship.angle < desired_angle) - { - test_ship.angle += 1; - } else if (test_ship.angle > desired_angle){ - test_ship.angle -= 1; - } - */ - - /* - // Too slow: updating every grid manually - // Restrict to visible squares... use noise for coherence? - for (int _x = 0; _x < grid.grid_x; _x++) - for (int _y = 0; _y < grid.grid_y; _y++) { - auto &square = grid.at(_x, _y); - square.color.r += snoise(gen); - if (square.color.r > 254) square.color.r = 254; - if (square.color.r < 1) square.color.r = 1; - } - */ - - entities.update(); - - // All fixed vector movement - for (auto e : entities.getEntities()) - { - //if(e->cPython) e->cPython->update(); - //e->cTransform->pos += e->cTransform->velocity; - //e->cShape->circle.setPosition(e->cTransform->pos.x, e->cTransform->pos.y); - } - -} - -void UITestScene::doButton(std::string b_action) -{ - if (!b_action.compare("startrepl")) - { - McRFPy_API::REPL(); - //std::cout << viewport.getSize().x << ", " << viewport.getSize().y << ": " - // << viewport.getCenter().x << ", " << viewport.getCenter().y << std::endl; - } -} - -void UITestScene::doAction(std::string name, std::string type) -{ - if (ACTIONONCE("show1")) - { - menus[0].visible = false; - menus[1].visible = true; - } - if (ACTIONONCE("show2")) - { - menus[0].visible = true; - menus[1].visible = false; - } - if (ACTIONONCE("show3")) - { - menus[0].visible = false; - menus[1].visible = false; - } - - if (ACTIONONCE("click")) - { - auto mousepos = sf::Mouse::getPosition(game->getWindow()); - bool ui_clicked = false; - for ( auto ui : menus) - { - if (!ui.visible) continue; - for (auto b : ui.buttons) - { - if (b.contains(mousepos)) { - std::cout << b.getAction() << std::endl; - doButton(b.getAction()); - ui_clicked = true; - } - } - } - if (!ui_clicked) { - for (auto pair : McRFPy_API::menus) { - if (!pair.second->visible) continue; - for (auto b : pair.second->buttons) - { - if (b.contains(mousepos)) { - std::cout << "(api) " << b.getAction() <getWindow()); - auto worldpos = game->getWindow().mapPixelToCoords(mousepos, viewport); - desired_angle = atan((1.0f * worldpos.y) / worldpos.x) * 180 / 3.14159 + 90.0f; - //std::cout << (1.0f * worldpos.y) / worldpos.x << " -> " << desired_angle << std::endl; - } - } - - if (ACTION("wheel_up", "start")) { - texture_index++; - if (texture_index >= texture_sprite_count) texture_index = 0; - setSpriteTexture(texture_index); - std::string caption = "Texture index: "; - caption += std::to_string(texture_index); - text.setString(caption); - - } - if (ACTION("wheel_down", "start")) { - texture_index--; - if (texture_index < 0) texture_index = texture_sprite_count - 1; - setSpriteTexture(texture_index); - std::string caption = "Texture index: "; - caption += std::to_string(texture_index); - text.setString(caption); - } - - if (ACTION("sound_test", "start")) { sound.play(); } - - if (ACTION("left", "start")) { - grid.center_x -= 1; - } - if (ACTION("right", "start")) { - grid.center_x += 1; - } - if (ACTION("up", "start")) { - grid.center_y -= 1; - } - if (ACTION("down", "start")) { - grid.center_y += 1; - } - if (ACTION("zoom_down", "start")) { - if (grid.zoom > 0.75f) grid.zoom -= 0.25f; - } - if (ACTION("zoom_up", "start")) { - if (grid.zoom < 5.0f) grid.zoom += 0.25f; - } - //std::cout << "viewport: " << viewport.getCenter().x << ", " << viewport.getCenter().y << std::endl; - // - - - if (type.compare("resize")) // get center coordinate from game coordinate viewport, apply to new window viewport, restore zoom level - { - auto center = viewport.getCenter(); - viewport = game->getView(); - viewport.setCenter(center); - viewport.zoom(zoom); - } - - if (ACTION("gridtests", "start")) { - - int tx, ty; - auto mousepos = sf::Mouse::getPosition(game->getWindow()); - /* - GridPoint* pgrid = grid.atScreenPixel(mousepos.x, mousepos.y, &tx, &ty); - std::cout << "\ntx: " << tx << " ty: " << ty << std::endl; - */ - grid.screenToGrid(mousepos.x, mousepos.y, tx, ty); - if (grid.inBounds(tx, ty)) { - auto gridsq = grid.at(tx, ty); - std::cout << "At (" << tx << ", " << ty << "): " << gridsq.tilesprite << " Center: (" << grid.center_x << ", " << grid.center_y << ")" << std::endl; - } - - } - - // after processing: set actionState - if (type.compare("start") == 0 && !actionState[name]) { actionState[name] = true; } - else if (type.compare("end") == 0 && actionState[name]) { actionState[name] = false; } -} - -void UITestScene::sRender() -{ - game->getWindow().clear(); - - // Scrolling Viewport Objects (under the UI) --- entities, etc. - game->getWindow().setView(viewport); - - for (auto e : entities.getEntities()) - { - //game->getWindow().draw(e->cShape->circle); - } - - //draw grid - grid.render(game->getWindow()); - - // Fixed position objects - game->getWindow().setView(game->getView()); - game->getWindow().draw(text); - - for ( auto ui : menus) - { - //std::cout << ui.buttons[0].getAction() << std::endl; - if (!ui.visible) continue; - ui.render(game->getWindow()); - - } - - // Python API menus - for (auto pair: McRFPy_API::menus) - { - if (!pair.second->visible) continue; - pair.second->render(game->getWindow()); - } - - // test Python sprite code - //McRFPy_API::executePyString("mcrfpy.drawSprite(123, 36, 10)"); - - // draw test sprite on top of everything - //game->getWindow().draw(test_sprite); - - game->getWindow().display(); -} - diff --git a/src/UITestScene.h b/src/UITestScene.h deleted file mode 100644 index 4621e41..0000000 --- a/src/UITestScene.h +++ /dev/null @@ -1,33 +0,0 @@ -#pragma once - -#include "Common.h" -#include "Scene.h" -#include "GameEngine.h" -#include "Button.h" -#include "UIMenu.h" -//#include "VectorShape.h" -#include "Grid.h" - -class UITestScene: public Scene -{ - sf::Text text; - EntityManager entities; - //Button test_button; - //UIMenu test_menu; - //UIMenu test_menu2; - std::vector menus; - //VectorShape test_ship; - float desired_angle = 0; - sf::View viewport; - float zoom = 1; - sf::Vector2f resolution; - int grid_spacing = 500; - Grid grid; - -public: - UITestScene(GameEngine*); - void update() override final; - void doAction(std::string, std::string) override final; - void doButton(std::string); - void sRender() override final; -};