Cleanup: Remove UITestScene. I believe test functionality will be better expressed as Python scripts

This commit is contained in:
John McCardle 2023-08-12 19:48:29 -04:00
parent d09fc87499
commit 26cb410b8e
3 changed files with 2 additions and 383 deletions

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@ -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" <<std::endl;
scenes["play"] = new UITestScene(this);
//scenes["play"] = new UITestScene(this);
//api = new McRFPy_API(this);
McRFPy_API::game = this;

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@ -1,348 +0,0 @@
#include "UITestScene.h"
#include "ActionCode.h"
#include <math.h>
#include <random>
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<int, 11> ground = {0, 12, 24, 48, 42, 48, 49, 50, 51, -1, -1};
std::array<int, 11> 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() <<std::endl;
McRFPy_API::doAction(b.getAction());
ui_clicked = true;
}
}
}
}
if (!ui_clicked) {
auto mousepos = sf::Mouse::getPosition(game->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();
}

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@ -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<UIMenu> 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;
};