Cleanup: Remove UITestScene. I believe test functionality will be better expressed as Python scripts
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d09fc87499
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@ -1,6 +1,6 @@
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#include "GameEngine.h"
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#include "MenuScene.h"
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#include "UITestScene.h"
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//#include "UITestScene.h"
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#include "ActionCode.h"
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#include "McRFPy_API.h"
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#include "PythonScene.h"
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@ -15,7 +15,7 @@ GameEngine::GameEngine()
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//std::cout << "Constructing MenuScene" << std::endl;
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scenes["menu"] = new MenuScene(this);
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//std::cout << "Constructed MenuScene" <<std::endl;
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scenes["play"] = new UITestScene(this);
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//scenes["play"] = new UITestScene(this);
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//api = new McRFPy_API(this);
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McRFPy_API::game = this;
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@ -1,348 +0,0 @@
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#include "UITestScene.h"
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#include "ActionCode.h"
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#include <math.h>
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#include <random>
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sf::Texture texture;
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int texture_index = 0;
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const int texture_size = 16, texture_width = 12, texture_height = 11;
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const int texture_sprite_count = texture_width * texture_height;
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sf::Sprite test_sprite;
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sf::SoundBuffer buffer;
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sf::Sound sound;
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void setSpriteTexture(int ti)
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{
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int tx = ti % texture_width, ty = ti / texture_width;
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test_sprite.setTextureRect(sf::IntRect(tx * texture_size, ty * texture_size, texture_size, texture_size));
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}
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// random for this test
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std::random_device rd; // Will be used to obtain a seed for the random number engine
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std::mt19937 gen(rd()); // Standard mersenne_twister_engine seeded with rd()
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std::uniform_int_distribution<> distrib(0, 10);
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std::uniform_int_distribution<> coldistrib(64, 192);
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std::uniform_real_distribution<> snoise(-3, 3);
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UITestScene::UITestScene(GameEngine* g)
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: Scene(g), grid(10, 20, 16, 20, 20, 800, 520)
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{
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// demo sprites from texture file
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texture.loadFromFile("./assets/kenney_tinydungeon.png");
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texture.setSmooth(false);
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// Show one texture at a time
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test_sprite.setTexture(texture);
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test_sprite.setPosition(sf::Vector2f(20.0f, 20.0f));
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test_sprite.setScale(sf::Vector2f(4.0f, 4.0f));
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setSpriteTexture(0);
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// Test grid with random sprite noise
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//std::array<int, 11> ground = {0, 12, 24, 48, 42, 48, 49, 50, 51, -1, -1};
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std::array<int, 11> ground = {0, 0, 0, -1, -1, -1, -1, -1, -1, -1, 51};
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for (int _x = 0; _x < 10; _x++)
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for (int _y = 0; _y < 20; _y++) {
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//grid.at(_x, _y).tilesprite = _y*11 + _x;
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//if (!_x % 2 || _y == 0) grid.at(_x, _y).tilesprite = 121;
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//else
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auto &gridpoint = grid.at(_x, _y);
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grid.at(_x, _y).tilesprite = ground[distrib(gen)];
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grid.at(_x, _y).color = sf::Color(
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coldistrib(gen), 0, 0);
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}
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for (int _x = 0; _x < 10; _x++)
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{
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grid.at(_x, 0).tilesprite = 121;
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grid.at(_x, 5).tilesprite = 123;
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grid.at(_x, 9).tilesprite = 10;
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}
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// Load sound
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buffer.loadFromFile("./assets/boom.wav");
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sound.setBuffer(buffer);
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viewport = game->getView(); // scrolling view is identical to start
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resolution = viewport.getSize();
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text.setFont(game->getFont());
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text.setString("Test");
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text.setCharacterSize(16);
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registerAction(ActionCode::KEY + sf::Keyboard::Num1, "show1");
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registerAction(ActionCode::KEY + sf::Keyboard::Num2, "show2");
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registerAction(ActionCode::KEY + sf::Keyboard::Num3, "show3");
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registerAction(ActionCode::MOUSEBUTTON + sf::Mouse::Left, "click");
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registerAction(ActionCode::KEY + sf::Keyboard::Left, "left");
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registerAction(ActionCode::KEY + sf::Keyboard::Right, "right");
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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::Comma, "zoom_down");
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registerAction(ActionCode::KEY + sf::Keyboard::Period, "zoom_up");
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registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_DEL, "wheel_up");
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registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_NEG + ActionCode::WHEEL_DEL, "wheel_down");
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registerAction(ActionCode::KEY + sf::Keyboard::Num4, "sound_test");
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registerAction(ActionCode::KEY + sf::Keyboard::Q, "gridtests");
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registerAction(0, "event");
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UIMenu test_menu(game->getFont());
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UIMenu test_menu2(game->getFont());
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test_menu.visible = false;
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test_menu.box.setSize(sf::Vector2f(350, 200));
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test_menu.add_caption("debug to stdout", 16, sf::Color(255, 255, 0));
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test_menu.add_button(Button(0, 0, 130, 40, sf::Color(0, 0, 192), sf::Color(0,0,0), "REPL", game->getFont(), "startrepl"));
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test_menu2.visible = true;
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test_menu2.box.setPosition(150, 180);
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test_menu2.box.setFillColor(sf::Color(255, 0, 0));
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test_menu2.add_caption("1: show UI 1 (this)", 18, sf::Color(255, 255, 0));
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test_menu2.add_caption("2: show UI 2", 18, sf::Color(255, 255, 0));
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test_menu2.add_caption("3: hide UIs", 18, sf::Color(255, 255, 0));
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test_menu2.add_caption("> and <: zoom", 18, sf::Color(255, 255, 0));
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test_menu2.add_caption("arrows: pan", 18, sf::Color(255, 255, 0));
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test_menu2.add_caption("click: turn (buggy)", 18, sf::Color(255, 255, 0));
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test_menu2.next_button += 100;
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menus.push_back(test_menu);
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menus.push_back(test_menu2);
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/*
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test_ship.miner();
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test_ship.angle = 180.0;
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test_ship.position.x = 250;
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test_ship.position.y = 120;
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*/
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//std::cout << menus.size() << std::endl;
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}
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void UITestScene::update()
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{
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/*
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if (abs(desired_angle - test_ship.angle) < 1)
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{
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test_ship.angle = desired_angle;
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} else if (test_ship.angle < desired_angle)
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{
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test_ship.angle += 1;
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} else if (test_ship.angle > desired_angle){
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test_ship.angle -= 1;
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}
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*/
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/*
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// Too slow: updating every grid manually
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// Restrict to visible squares... use noise for coherence?
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for (int _x = 0; _x < grid.grid_x; _x++)
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for (int _y = 0; _y < grid.grid_y; _y++) {
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auto &square = grid.at(_x, _y);
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square.color.r += snoise(gen);
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if (square.color.r > 254) square.color.r = 254;
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if (square.color.r < 1) square.color.r = 1;
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}
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*/
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entities.update();
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// All fixed vector movement
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for (auto e : entities.getEntities())
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{
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//if(e->cPython) e->cPython->update();
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//e->cTransform->pos += e->cTransform->velocity;
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//e->cShape->circle.setPosition(e->cTransform->pos.x, e->cTransform->pos.y);
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}
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}
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void UITestScene::doButton(std::string b_action)
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{
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if (!b_action.compare("startrepl"))
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{
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McRFPy_API::REPL();
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//std::cout << viewport.getSize().x << ", " << viewport.getSize().y << ": "
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// << viewport.getCenter().x << ", " << viewport.getCenter().y << std::endl;
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}
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}
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void UITestScene::doAction(std::string name, std::string type)
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{
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if (ACTIONONCE("show1"))
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{
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menus[0].visible = false;
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menus[1].visible = true;
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}
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if (ACTIONONCE("show2"))
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{
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menus[0].visible = true;
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menus[1].visible = false;
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}
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if (ACTIONONCE("show3"))
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{
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menus[0].visible = false;
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menus[1].visible = false;
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}
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if (ACTIONONCE("click"))
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{
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auto mousepos = sf::Mouse::getPosition(game->getWindow());
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bool ui_clicked = false;
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for ( auto ui : menus)
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{
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if (!ui.visible) continue;
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for (auto b : ui.buttons)
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{
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if (b.contains(mousepos)) {
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std::cout << b.getAction() << std::endl;
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doButton(b.getAction());
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ui_clicked = true;
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}
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}
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}
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if (!ui_clicked) {
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for (auto pair : McRFPy_API::menus) {
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if (!pair.second->visible) continue;
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for (auto b : pair.second->buttons)
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{
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if (b.contains(mousepos)) {
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std::cout << "(api) " << b.getAction() <<std::endl;
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McRFPy_API::doAction(b.getAction());
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ui_clicked = true;
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}
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}
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}
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}
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if (!ui_clicked) {
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auto mousepos = sf::Mouse::getPosition(game->getWindow());
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auto worldpos = game->getWindow().mapPixelToCoords(mousepos, viewport);
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desired_angle = atan((1.0f * worldpos.y) / worldpos.x) * 180 / 3.14159 + 90.0f;
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//std::cout << (1.0f * worldpos.y) / worldpos.x << " -> " << desired_angle << std::endl;
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}
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}
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if (ACTION("wheel_up", "start")) {
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texture_index++;
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if (texture_index >= texture_sprite_count) texture_index = 0;
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setSpriteTexture(texture_index);
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std::string caption = "Texture index: ";
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caption += std::to_string(texture_index);
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text.setString(caption);
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}
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if (ACTION("wheel_down", "start")) {
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texture_index--;
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if (texture_index < 0) texture_index = texture_sprite_count - 1;
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setSpriteTexture(texture_index);
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std::string caption = "Texture index: ";
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caption += std::to_string(texture_index);
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text.setString(caption);
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}
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if (ACTION("sound_test", "start")) { sound.play(); }
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if (ACTION("left", "start")) {
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grid.center_x -= 1;
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}
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if (ACTION("right", "start")) {
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grid.center_x += 1;
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}
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if (ACTION("up", "start")) {
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grid.center_y -= 1;
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}
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if (ACTION("down", "start")) {
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grid.center_y += 1;
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}
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if (ACTION("zoom_down", "start")) {
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if (grid.zoom > 0.75f) grid.zoom -= 0.25f;
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}
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if (ACTION("zoom_up", "start")) {
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if (grid.zoom < 5.0f) grid.zoom += 0.25f;
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}
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//std::cout << "viewport: " << viewport.getCenter().x << ", " << viewport.getCenter().y << std::endl;
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//
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if (type.compare("resize")) // get center coordinate from game coordinate viewport, apply to new window viewport, restore zoom level
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{
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auto center = viewport.getCenter();
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viewport = game->getView();
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viewport.setCenter(center);
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viewport.zoom(zoom);
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}
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if (ACTION("gridtests", "start")) {
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int tx, ty;
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auto mousepos = sf::Mouse::getPosition(game->getWindow());
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/*
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GridPoint* pgrid = grid.atScreenPixel(mousepos.x, mousepos.y, &tx, &ty);
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std::cout << "\ntx: " << tx << " ty: " << ty << std::endl;
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*/
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grid.screenToGrid(mousepos.x, mousepos.y, tx, ty);
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if (grid.inBounds(tx, ty)) {
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auto gridsq = grid.at(tx, ty);
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std::cout << "At (" << tx << ", " << ty << "): " << gridsq.tilesprite << " Center: (" << grid.center_x << ", " << grid.center_y << ")" << std::endl;
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}
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}
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// after processing: set actionState
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if (type.compare("start") == 0 && !actionState[name]) { actionState[name] = true; }
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else if (type.compare("end") == 0 && actionState[name]) { actionState[name] = false; }
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}
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void UITestScene::sRender()
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{
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game->getWindow().clear();
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// Scrolling Viewport Objects (under the UI) --- entities, etc.
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game->getWindow().setView(viewport);
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for (auto e : entities.getEntities())
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{
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//game->getWindow().draw(e->cShape->circle);
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}
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//draw grid
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grid.render(game->getWindow());
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// Fixed position objects
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game->getWindow().setView(game->getView());
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game->getWindow().draw(text);
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for ( auto ui : menus)
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{
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//std::cout << ui.buttons[0].getAction() << std::endl;
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if (!ui.visible) continue;
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ui.render(game->getWindow());
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}
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// Python API menus
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for (auto pair: McRFPy_API::menus)
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{
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if (!pair.second->visible) continue;
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pair.second->render(game->getWindow());
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}
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// test Python sprite code
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//McRFPy_API::executePyString("mcrfpy.drawSprite(123, 36, 10)");
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// draw test sprite on top of everything
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//game->getWindow().draw(test_sprite);
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game->getWindow().display();
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}
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@ -1,33 +0,0 @@
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#pragma once
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#include "Common.h"
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#include "Scene.h"
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#include "GameEngine.h"
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#include "Button.h"
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#include "UIMenu.h"
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//#include "VectorShape.h"
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#include "Grid.h"
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class UITestScene: public Scene
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{
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sf::Text text;
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EntityManager entities;
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//Button test_button;
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//UIMenu test_menu;
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//UIMenu test_menu2;
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std::vector<UIMenu> menus;
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//VectorShape test_ship;
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float desired_angle = 0;
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sf::View viewport;
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float zoom = 1;
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sf::Vector2f resolution;
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int grid_spacing = 500;
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Grid grid;
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public:
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UITestScene(GameEngine*);
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void update() override final;
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void doAction(std::string, std::string) override final;
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void doButton(std::string);
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void sRender() override final;
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};
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