python callbacks, working on grid
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parent
2ec97dfb1c
commit
e295bfb742
176
src/Grid.cpp
176
src/Grid.cpp
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@ -44,53 +44,114 @@ Grid::Grid(int gx, int gy, int gs, int _x, int _y, int _w, int _h):
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sprite.setTexture(texture);
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}
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void Grid::screenToGrid(int sx, int sy, int& gx, int& gy) {
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float width_sq = box.getSize().x / (grid_size * zoom);
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float height_sq = box.getSize().y / (grid_size * zoom);
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float left_edge = center_x - (width_sq / 2.0);
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float right_edge = center_x + (width_sq / 2.0);
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float top_edge = center_y - (height_sq / 2.0);
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float bottom_edge = center_y + (height_sq / 2.0);
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float grid_px = zoom * grid_size;
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std::cout << "##############################" <<
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"\nscreen coord: (" << sx << ", " << sy << ")" << std::endl;
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sx -= box.getPosition().x;
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sy -= box.getPosition().y;
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std::cout << "box coord: (" << sx << ", " << sy << ")" << std::endl;
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float mouse_x_sq = sx / grid_px;
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float mouse_y_sq = sy / grid_px;
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float ans_x = mouse_x_sq + left_edge;
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float ans_y = mouse_y_sq + top_edge;
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gx = ans_x;
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gy = ans_y;
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std::cout <<
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"C: (" << center_x << ", " << center_y << ")" << std::endl <<
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"W: " << width_sq << " H: " << height_sq << std::endl <<
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"L: " << left_edge << " T: " << top_edge << std::endl <<
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"R: " << right_edge << " B: " << bottom_edge << std::endl <<
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"Grid Px: " << grid_px << "( zoom: " << zoom << ")" << std::endl <<
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"answer: G(" << ans_x << ", " << ans_y << ")" << std::endl <<
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"##############################" <<
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std::endl;
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}
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void Grid::render(sf::RenderWindow & window)
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{
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renderTexture.clear();
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//renderTexture.draw(box);
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// sprites that are visible according to zoom, center_x, center_y, and box width
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auto box_size = box.getSize();
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float view_width = box_size.x / (grid_size * zoom);
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float view_height = box_size.y / (grid_size * zoom);
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float width_sq = box.getSize().x / (grid_size * zoom);
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float height_sq = box.getSize().y / (grid_size * zoom);
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float left_edge = center_x - (width_sq / 2.0);
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float right_edge = center_x + (width_sq / 2.0);
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float top_edge = center_y - (height_sq / 2.0);
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float bottom_edge = center_y + (height_sq / 2.0);
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float top_offset = (center_y * grid_size) - box_size.y/2.0f;
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float left_offset = (center_x * grid_size) - box_size.x/2.0f;
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//auto box_size = box.getSize();
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//float view_width = box_size.x / (grid_size * zoom);
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//float view_height = box_size.y / (grid_size * zoom);
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//float top_offset = (center_y * grid_size) - box_size.y/2.0f;
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//float left_offset = (center_x * grid_size) - box_size.x/2.0f;
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sprite.setScale(sf::Vector2f(zoom, zoom));
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sf::RectangleShape r; // for colors and overlays
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r.setSize(sf::Vector2f(grid_size * zoom, grid_size * zoom));
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r.setOutlineThickness(0);
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auto box_pos = box.getPosition();
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//auto box_pos = box.getPosition();
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int x_start = std::floor(center_x - view_width/2.0f);
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int x_end = std::ceil(center_x + view_width/2.0f);
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int y_start = std::floor(center_y - view_height/2.0f);
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int y_end = std::ceil(center_y + view_height/2.0f);
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//int x_start = std::floor(center_x - view_width/2.0f);
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//int x_end = std::ceil(center_x + view_width/2.0f);
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//int y_start = std::floor(center_y - view_height/2.0f);
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//int y_end = std::ceil(center_y + view_height/2.0f);
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int x_limit = left_edge + width_sq + 1;
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if (x_limit > grid_x) x_limit = grid_x;
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for (int x = 0;
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x < grid_x; //x < view_width;
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x++)
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int y_limit = top_edge + height_sq + 1;
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if (y_limit > grid_y) y_limit = grid_y;
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for (float x = (left_edge >= 0 ? left_edge : 0);
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x < x_limit; //x < view_width;
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x+=1.0)
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{
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for (int y = 0;
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y < grid_y; //y < view_height;
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y++)
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for (float y = (top_edge >= 0 ? top_edge : 0);
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y < y_limit; //y < view_height;
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y+=1.0)
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{
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auto pixel_pos = sf::Vector2f(
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(x - left_edge) * (zoom * grid_size),
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(y - top_edge) * (zoom * grid_size));
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auto gridpoint = at(std::floor(x), std::floor(y));
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// convert grid's coordinate to pixel coords to draw
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//float window_x = (x_start + x) * grid_size * zoom;
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//float window_y = (y_start + y) * grid_size * zoom;
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float natural_x = x * grid_size * zoom;
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float natural_y = y * grid_size * zoom;
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sprite.setPosition(
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sf::Vector2f(natural_x - left_offset,
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natural_y - top_offset));
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//float natural_x = x * grid_size * zoom;
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//float natural_y = y * grid_size * zoom;
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sprite.setPosition(pixel_pos);
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//sf::Vector2f(natural_x - left_offset,
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// natural_y - top_offset));
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auto gridPoint = at(x, y);
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// color?
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//r.setPosition(sf::Vector2f(natural_x - left_offset,
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// natural_y - top_offset));
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r.setPosition(pixel_pos);
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r.setFillColor(gridpoint.color);
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renderTexture.draw(r);
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// tilesprite
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// if discovered but not visible, set opacity to 90%
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// if not discovered... just don't draw it?
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setSprite(at(x, y).tilesprite);
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if (gridpoint.tilesprite != -1) {
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setSprite(gridpoint.tilesprite);
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renderTexture.draw(sprite);
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}
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// overlay
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@ -100,6 +161,22 @@ void Grid::render(sf::RenderWindow & window)
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}
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// grid lines for testing & validation
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sf::Vertex line[] =
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{
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sf::Vertex(sf::Vector2f(0, 0), sf::Color::Red),
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sf::Vertex(box.getSize(), sf::Color::Red),
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};
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renderTexture.draw(line, 2, sf::Lines);
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sf::Vertex lineb[] =
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{
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sf::Vertex(sf::Vector2f(0, box.getSize().y), sf::Color::Blue),
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sf::Vertex(sf::Vector2f(box.getSize().x, 0), sf::Color::Blue),
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};
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renderTexture.draw(lineb, 2, sf::Lines);
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// render to window
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@ -111,3 +188,56 @@ GridPoint& Grid::at(int x, int y)
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{
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return points[y * grid_x + x];
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}
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GridPoint* Grid::atScreenPixel(int sx, int sy, int* gx=NULL, int* gy=NULL) {
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int _x, _y;
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screenToGrid(sx, sy, _x, _y);
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std::cout << "screenToGrid gave: (" << _x << ", " << _y << ")" << std::endl;
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auto p = box.getPosition();
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auto s = box.getSize();
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// debug render values
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int x_start = std::floor(center_x - s.x/2.0f);
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int x_end = std::ceil(center_x + s.x/2.0f);
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int y_start = std::floor(center_y - s.y/2.0f);
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int y_end = std::ceil(center_y + s.y/2.0f);
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std::cout << "Center: " << center_x << ", " << center_y << std::endl <<
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"Start grid: " << x_start << ", " << y_start << std::endl <<
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"End grid: " << x_end << ", " << y_end << std::endl;
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// check if the mouse is even over the grid
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if (sx < p.x || sx > p.x+s.x || sy < p.y || sy > p.y+s.y) {
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std::cout << "(" << sx << ", " << sy << ") not over grid" << std::endl;
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return NULL;
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}
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// get dx, dy to box's center
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int dx = sx - (s.x/2.0 + p.x),
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dy = sy - (s.y/2.0 + p.y);
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// divide dx, dy by (gridsize * zoom) to get # in boxes
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int gdx = dx / (grid_size * zoom),
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gdy = dy / (grid_size * zoom);
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int targetx = gdx + center_x,
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targety = gdy + center_y;
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// return
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if (gx) {
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*gx = targetx;
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}
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if (gy) {
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*gy = targety;
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}
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if (targetx >= 0 && targetx <= grid_x && targety >= 0 && targety <= grid_y) {
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return &points[targety * grid_x + targetx];
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}
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else {
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std::cout << "(" << sx << ", " << sy << ") not over actual grid content" << std::endl;
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return NULL;
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}
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}
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@ -35,4 +35,8 @@ public:
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void render(sf::RenderWindow&); // draw to screen
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GridPoint& at(int, int);
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void screenToGrid(int, int, int&, int&);
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GridPoint* atScreenPixel(int, int, int*, int*);
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};
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@ -6,6 +6,7 @@
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// static class members...?
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std::map<std::string, UIMenu*> McRFPy_API::menus;
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std::map<std::string, Grid*> McRFPy_API::grids;
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std::map<std::string, PyObject*> McRFPy_API::callbacks;
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static PyMethodDef mcrfpyMethods[] = {
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{"drawSprite", McRFPy_API::_drawSprite, METH_VARARGS,
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@ -32,6 +33,9 @@ static PyMethodDef mcrfpyMethods[] = {
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{"createTexture", McRFPy_API::_createTexture, METH_VARARGS,
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"Create a new texture (filename_str, grid_size, width, height) - grid_size is in pixels (only square sprites for now), width and height are in tiles"},
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{"registerPyAction", McRFPy_API::_registerPyAction, METH_VARARGS,
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"Register a callable Python object to correspond to an action string. (actionstr, callable)"},
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{NULL, NULL, 0, NULL}
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};
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@ -307,7 +311,7 @@ PyObject* McRFPy_API::_modMenu(PyObject* self, PyObject* args) {
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// jank, or dank? iterate over .captions, .buttons, .sprites to modify them
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// captions
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PyObject* captionlist = PyObject_GetAttrString(o, "captions");
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std::cout << PyUnicode_AsUTF8(PyObject_Repr(captionlist)) << std::endl;
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//std::cout << PyUnicode_AsUTF8(PyObject_Repr(captionlist)) << std::endl;
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for (int i = 0; i < menu->captions.size(); i++) {
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PyObject* captionobj = PyList_GetItem(captionlist, i);
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menu->captions[i].setString(
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@ -325,7 +329,7 @@ PyObject* McRFPy_API::_modMenu(PyObject* self, PyObject* args) {
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// buttons
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PyObject* buttonlist = PyObject_GetAttrString(o, "buttons");
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std::cout << PyUnicode_AsUTF8(PyObject_Repr(buttonlist)) << std::endl;
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//std::cout << PyUnicode_AsUTF8(PyObject_Repr(buttonlist)) << std::endl;
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for (int i = 0; i < menu->buttons.size(); i++) {
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PyObject* buttonobj = PyList_GetItem(buttonlist, i);
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menu->buttons[i].setPosition(sf::Vector2f(
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@ -338,7 +342,7 @@ PyObject* McRFPy_API::_modMenu(PyObject* self, PyObject* args) {
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);
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menu->buttons[i].setSize(sizevec);
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PyObject* btncolor = PyObject_GetAttrString(buttonobj, "bgcolor");
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std::cout << PyUnicode_AsUTF8(PyObject_Repr(btncolor)) << std::endl;
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//std::cout << PyUnicode_AsUTF8(PyObject_Repr(btncolor)) << std::endl;
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menu->buttons[i].setBackground(
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sf::Color(
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PyLong_AsLong(PyTuple_GetItem(btncolor, 0)),
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@ -346,24 +350,24 @@ PyObject* McRFPy_API::_modMenu(PyObject* self, PyObject* args) {
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PyLong_AsLong(PyTuple_GetItem(btncolor, 2))
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));
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PyObject* btxtcolor = PyObject_GetAttrString(buttonobj, "textcolor");
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std::cout << PyUnicode_AsUTF8(PyObject_Repr(btxtcolor)) << std::endl;
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//std::cout << PyUnicode_AsUTF8(PyObject_Repr(btxtcolor)) << std::endl;
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menu->buttons[i].setTextColor(
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sf::Color(
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PyLong_AsLong(PyTuple_GetItem(btxtcolor, 0)),
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PyLong_AsLong(PyTuple_GetItem(btxtcolor, 1)),
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PyLong_AsLong(PyTuple_GetItem(btxtcolor, 2))
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));
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std::cout << PyObject_Repr(PyObject_GetAttrString(buttonobj, "text")) << std::endl;
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//std::cout << PyObject_Repr(PyObject_GetAttrString(buttonobj, "text")) << std::endl;
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menu->buttons[i].caption.setString(
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PyUnicode_AsUTF8(PyObject_GetAttrString(buttonobj, "text")));
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std::cout << PyObject_Repr(PyObject_GetAttrString(buttonobj, "actioncode")) << std::endl;
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//std::cout << PyObject_Repr(PyObject_GetAttrString(buttonobj, "actioncode")) << std::endl;
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menu->buttons[i].action =
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PyUnicode_AsUTF8(PyObject_GetAttrString(buttonobj, "actioncode"));
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}
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// sprites
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PyObject* spriteslist = PyObject_GetAttrString(o, "sprites");
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std::cout << PyUnicode_AsUTF8(PyObject_Repr(spriteslist)) << std::endl;
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//std::cout << PyUnicode_AsUTF8(PyObject_Repr(spriteslist)) << std::endl;
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for (int i = 0; i < menu->sprites.size(); i++) {
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PyObject* spriteobj = PyList_GetItem(spriteslist, i);
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menu->sprites[i].texture_index =
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@ -461,3 +465,23 @@ int McRFPy_API::createTexture(std::string filename, int grid_size, int grid_widt
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return game->textures.size() - 1;
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}
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// python connection
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PyObject* McRFPy_API::_registerPyAction(PyObject *self, PyObject *args)
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{
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PyObject* callable;
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const char * actionstr;
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if (!PyArg_ParseTuple(args, "sO", &actionstr, &callable)) return NULL;
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callbacks[std::string(actionstr)] = callable;
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Py_INCREF(callable);
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// return None correctly
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Py_INCREF(Py_None);
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return Py_None;
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}
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void McRFPy_API::doAction(std::string actionstr) {
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if (callbacks.find(actionstr) == callbacks.end()) return;
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//std::cout << "Calling: " << PyUnicode_AsUTF8(PyObject_Repr(callbacks[actionstr])) << std::endl;
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PyObject_Call(callbacks[actionstr], PyTuple_New(0), NULL);
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}
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EntityManager entities; // this is also kinda good, entities not on the current grid can still act (like monsters following you through doors??)
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static std::map<std::string, Grid*> grids;
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static std::map<std::string, PyObject*> callbacks;
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// Jank Python Method Exposures
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static PyObject* _createMenu(PyObject*, PyObject*); // creates a new menu object in McRFPy_API::menus
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static PyObject* _listMenus(PyObject*, PyObject*);
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@ -66,6 +68,8 @@ public:
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//static PyObject* _createGrid(PyObject*, PyObject*);
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//static PyObject* _listGrids(PyObject*, PyObject*);
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static PyObject* _registerPyAction(PyObject*, PyObject*);
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// Jank Functionality
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static UIMenu* createMenu(int posx, int posy, int sizex, int sizey);
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static void createCaption(std::string menukey, std::string text, int fontsize, sf::Color textcolor);
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@ -75,6 +79,8 @@ public:
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//static void playSound(const char * filename);
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//static void playMusic(const char * filename);
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static void doAction(std::string);
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// McRFPy_API(GameEngine*);
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@ -13,16 +13,17 @@ UIMenu::UIMenu(sf::Font & _font)
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void UIMenu::render(sf::RenderWindow & window)
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{
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window.draw(box);
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for (auto& s: sprites) {
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auto _s = s.drawable();
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_s.move(box.getPosition());
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window.draw(_s);
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}
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for (auto& c : captions) {
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//auto s = std::string(c.getString());
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//std::cout << s << std::flush << std::endl;
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window.draw(c);
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}
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for (auto& b : buttons) { b.render(window); }
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for (auto& s: sprites) {
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auto _s = s.drawable();
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// TODO: s.move or whatever to make it's 0,0 relative to menu box
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window.draw(_s); }
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}
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void UIMenu::refresh()
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@ -19,8 +19,15 @@ void setSpriteTexture(int ti)
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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(150, 150, 16, 20, 20, 800, 520)
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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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||||
|
@ -32,21 +39,26 @@ UITestScene::UITestScene(GameEngine* g)
|
|||
test_sprite.setScale(sf::Vector2f(4.0f, 4.0f));
|
||||
setSpriteTexture(0);
|
||||
|
||||
// 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(84, 100);
|
||||
|
||||
|
||||
// Test grid with random sprite noise
|
||||
|
||||
for (int _x = 0; _x < 150; _x++)
|
||||
for (int _y = 0; _y < 150; _y++)
|
||||
//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
|
||||
grid.at(_x, _y).tilesprite = distrib(gen);
|
||||
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 < 30; _x++)
|
||||
}
|
||||
|
||||
for (int _x = 0; _x < 10; _x++)
|
||||
{
|
||||
grid.at(_x, 0).tilesprite = 121;
|
||||
grid.at(_x, 5).tilesprite = 123;
|
||||
|
@ -79,6 +91,7 @@ UITestScene::UITestScene(GameEngine* g)
|
|||
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");
|
||||
|
||||
|
@ -117,7 +130,7 @@ UITestScene::UITestScene(GameEngine* g)
|
|||
|
||||
void UITestScene::update()
|
||||
{
|
||||
|
||||
/*
|
||||
if (abs(desired_angle - test_ship.angle) < 1)
|
||||
{
|
||||
test_ship.angle = desired_angle;
|
||||
|
@ -127,6 +140,19 @@ void UITestScene::update()
|
|||
} 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();
|
||||
|
||||
|
@ -184,6 +210,20 @@ void UITestScene::doAction(std::string name, std::string type)
|
|||
}
|
||||
}
|
||||
}
|
||||
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);
|
||||
|
@ -242,6 +282,13 @@ void UITestScene::doAction(std::string name, std::string type)
|
|||
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;
|
||||
}
|
||||
|
||||
// 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; }
|
||||
|
@ -277,6 +324,7 @@ void UITestScene::sRender()
|
|||
// Python API menus
|
||||
for (auto pair: McRFPy_API::menus)
|
||||
{
|
||||
if (!pair.second->visible) continue;
|
||||
pair.second->render(game->getWindow());
|
||||
}
|
||||
|
||||
|
@ -284,7 +332,7 @@ void UITestScene::sRender()
|
|||
//McRFPy_API::executePyString("mcrfpy.drawSprite(123, 36, 10)");
|
||||
|
||||
// draw test sprite on top of everything
|
||||
game->getWindow().draw(test_sprite);
|
||||
//game->getWindow().draw(test_sprite);
|
||||
|
||||
game->getWindow().display();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue