McRogueFace/src/UITestScene.cpp

182 lines
6.2 KiB
C++

#include "UITestScene.h"
#include "ActionCode.h"
#include "Resources.h"
UITestScene::UITestScene(GameEngine* g) : Scene(g)
{
registerAction(ActionCode::KEY + sf::Keyboard::Grave, "debug_menu");
text.setFont(game->getFont());
text.setString("UITest: surprised to be here? game.py raised an exception.");
text.setCharacterSize(24);
//registerAction(ActionCode::KEY + sf::Keyboard::Space, "start_game");
//registerAction(ActionCode::KEY + sf::Keyboard::Up, "up");
//registerAction(ActionCode::KEY + sf::Keyboard::Down, "down");
// note - you can't use the pointer to UI elements in constructor.
// The scene map is still being assigned to, so this object can't be looked up.
/*
auto ui = Resources::game->scene_ui("uitest");
if (ui)
{
std::cout << "Got back a UI vector from Resources::game.\n";
} else {
std::cout << "No UI vector was returned.\n";
}
*/
// Create a UI element or three?
auto e1 = std::make_shared<UIFrame>(100,150,400,400);
e1->box.setPosition(100, 150);
e1->box.setSize(sf::Vector2f(400,400));
e1->box.setFillColor(sf::Color(255, 0, 0));
//e1.fillColor(sf::Color(255,0,0));
//if (ui) ui->push_back(e1);
ui_elements->push_back(e1);
auto e1a = std::make_shared<UIFrame>(50,50,200,200);
e1a->box.setPosition(50, 50);
e1a->box.setSize(sf::Vector2f(200,200));
e1a->box.setFillColor(sf::Color(0, 255, 0));
//e1a.fillColor(sf::Color(0, 255, 0));
e1->children->push_back(e1a);
auto e1aa = std::make_shared<UIFrame>(5,5,100,100);
e1aa->box.setPosition(5, 5);
e1aa->box.setSize(sf::Vector2f(100,100));
e1aa->box.setFillColor(sf::Color(0, 0, 255));
//e1aa.fillColor(sf::Color(0, 0, 255));
e1a->children->push_back(e1aa);
auto e2 = std::make_shared<UICaption>();
e2->text.setFont(game->getFont());
e2->text.setString("Hello World.");
//e2.text.setColor(sf::Color(255, 255, 255));
e2->text.setPosition(50, 250);
//if (ui) ui->push_back(e2);
ui_elements->push_back(e2);
//ui_elements.push_back(&e1);
//ui_elements.push_back(&e2);
//t.loadFromFile("./assets/kenney_tinydungeon.png");
//t.setSmooth(false);
//auto* indextex = new IndexTexture(t, 16, 12, 11);
//Resources::game->textures.push_back(*indextex);
auto ptex = std::make_shared<PyTexture>("./assets/kenney_tinydungeon.png", 16, 16);
//std::cout << Resources::game->textures.size() << " textures loaded.\n";
auto e3 = std::make_shared<UISprite>(ptex, 84, sf::Vector2f(10, 10), 4.0);
// Make UISprite more like IndexSprite: this is bad
//e3->x = 10; e3->y = 10;
//e3->texture_index = 0;
//e3->sprite_index = 84;
//e3->scale = 4.0f;
//e3->update();
// This goes to show how inconvenient the default constructor is. It should be removed
//e3->itex = &Resources::game->textures[0];
//e3->sprite.setTexture(e3->itex->texture);
//e3->sprite_index = 84;
//e3->sprite.setTextureRect(e3->itex->spriteCoordinates(e3->sprite_index));
//e3->setPosition(10, 10);
//e3->setScale(4.0f);
e1aa->children->push_back(e3);
auto e4 = std::make_shared<UISprite>(
ptex, //indextex, //&Resources::game->textures[0],
85, sf::Vector2f(90, 10), 4.0);
e1aa->children->push_back(e4);
//std::cout << "UISprite built: " << e4->sprite.getPosition().x << " " << e4->sprite.getPosition().y << " " << e4->sprite.getScale().x << " " <<
// e4->sprite_index << " " << std::endl;
/*
// note - you can't use the pointer to UI elements in constructor.
// The scene map is still being assigned to, so this object can't be looked up.
if (ui)
std::cout << "pointer to ui_elements now shows size=" << ui->size() << std::endl;
*/
// UIGrid test: (in grid cells) ( in screen pixels )
// constructor args: w h texture x y w h
auto e5 = std::make_shared<UIGrid>(4, 4, ptex, sf::Vector2f(550, 150), sf::Vector2f(200, 200));
e5->zoom=2.0;
e5->points[0].color = sf::Color(255, 0, 0);
e5->points[1].tilesprite = 1;
e5->points[5].color = sf::Color(0, 255, 0);
e5->points[6].tilesprite = 2;
e5->points[10].color = sf::Color(0, 0, 255);
e5->points[11].tilesprite = 3;
e5->points[15].color = sf::Color(255, 255, 255);
ui_elements->push_back(e5);
//UIEntity test:
// asdf
// TODO - reimplement UISprite style rendering within UIEntity class. Entities don't have a screen pixel position, they have a grid position, and grid sets zoom when rendering them.
auto e5a = std::make_shared<UIEntity>(*e5); // this basic constructor sucks: sprite position + zoom are irrelevant for UIEntity.
e5a->grid = e5;
//auto e5as = UISprite(indextex, 85, sf::Vector2f(0, 0), 1.0);
//e5a->sprite = e5as; // will copy constructor even exist for UISprite...?
e5a->sprite = UISprite(ptex, 85, sf::Vector2f(0, 0), 1.0);
e5a->position = sf::Vector2f(1, 0);
e5->entities->push_back(e5a);
}
void UITestScene::update()
{
//std::cout << "MenuScene update" << std::endl;
}
void UITestScene::doAction(std::string name, std::string type)
{
//std::cout << "MenuScene doAction: " << name << ", " << type << std::endl;
//if (name.compare("start_game") == 0 and type.compare("start") == 0)
if(ACTION("start_game", "start"))
game->changeScene("py");
else if ACTIONONCE("debug_menu") {
McRFPy_API::REPL();
}
/*
else if(ACTIONONCE("up"))
game->getWindow().setSize(sf::Vector2u(1280, 800));
else if(ACTIONONCE("down"))
game->getWindow().setSize(sf::Vector2u(1024, 768));
*/
}
void UITestScene::render()
{
game->getWindow().clear();
game->getWindow().draw(text);
// draw all UI elements
//for (auto e: ui_elements)
//auto ui = Resources::game->scene_ui("uitest");
//if (ui)
auto vec = *ui_elements;
for (auto e: vec)
{
//std::cout << "Rendering element\n";
if (e)
e->render();
}
//e1.render(sf::Vector2f(0, 0));
//e1.render(sf::Vector2f(-100, -100));
game->getWindow().display();
//McRFPy_API::REPL();
}