Game main menu/retry scenes
This commit is contained in:
@@ -1052,6 +1052,13 @@ void openMapEditor(std::shared_ptr<SDLPP::Scene> &scene,
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} else {
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loadMap(scene, global_vars.mario, filename, global_vars.objects, true,
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MAP_WIDTH);
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for(int i = 0; i < global_vars.objects.size(); i++) {
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for(int j = 0; j < 16; j++) {
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if(global_vars.objects[i][j].hasCharacter() && global_vars.objects[i][j].getCharacterId() == MARIO_ID) {
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global_vars.mario_pos = {i,j};
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}
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}
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}
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}
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// map
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@@ -1368,4 +1375,4 @@ SceneStruct createEditorScene(std::shared_ptr<SDLPP::Renderer> &renderer) {
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mainMenuScene = createEditorMainMenuScene(renderer);
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// fileChoiceScene = createEditorFileChoiceScene(renderer);
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return ret;
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}
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}
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@@ -1,15 +1,10 @@
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#ifndef EDITOR_MAIN_HPP
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#define EDITOR_MAIN_HPP
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#ifndef EDITOR_SCENES_HPP
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#define EDITOR_SCENES_HPP
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#include "../../sdlpp/sdlpp_scene.hpp"
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#include "../gui/gui.hpp"
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#include <functional>
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struct SceneStruct {
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std::shared_ptr<SDLPP::Scene> scene;
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std::function<void(std::shared_ptr<SDLPP::Scene> &)> doInput;
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std::function<void(std::shared_ptr<SDLPP::Scene> &)> additionalRender;
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};
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#include "shared_scenes.hpp"
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extern std::mutex render_mutex;
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extern std::vector<SceneStruct> game_scenes;
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@@ -22,15 +17,5 @@ SceneStruct
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createEditorMainMenuScene(std::shared_ptr<SDLPP::Renderer> &renderer);
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SceneStruct
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createEditorFileChoiceScene(std::shared_ptr<SDLPP::Renderer> &renderer);
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// TODO move to a shared header
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SceneStruct createYesNoScene(std::shared_ptr<SDLPP::Renderer> renderer,
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const std::string &text,
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std::function<void(bool)> finalizer);
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SceneStruct createOkScene(std::shared_ptr<SDLPP::Renderer> renderer,
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const std::string &text,
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std::function<void()> finalizer);
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SceneStruct createLoadScene(std::shared_ptr<SDLPP::Renderer> renderer,
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const std::string &path,
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std::function<void(const std::string &)> finalizer);
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#endif
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@@ -0,0 +1,229 @@
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#include "editor_scenes.hpp"
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#include "../../sdlpp/sdlpp.hpp"
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#include "../../sdlpp/sdlpp_mouse.hpp"
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#include "../global_vars.hpp"
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#include "../objectids.hpp"
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#include "../editor_visitor.hpp"
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#include <functional>
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bool __update_scenes_main_menu = false;
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bool __quit_scenes_main_menu = false;
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bool __started_main_menu = false;
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uint64_t __cur_button_index_main_menu = -1;
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uint64_t __cur_button_index_main_menu_down = -1;
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std::vector<std::shared_ptr<Button>> __buttons_main_menu{};
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std::shared_ptr<SDLPP::RectangleRender> __mouse_main_menu{};
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extern void loadLevel(const std::string &level);
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void quitMainMenu() {
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g_quit = true;
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}
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void resumeMainMenu() {
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__quit_scenes_main_menu = true;
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}
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void quitMainMenuCallback(void * /*UNUSED*/, Button * /*UNUSED*/) {
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quitMainMenu();
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}
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void resumeMainMenuCallback(void * /*UNUSED*/, Button * /*UNUSED*/) {
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resumeMainMenu();
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}
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void resetGlobals() {
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__update_scenes_main_menu = false;
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__quit_scenes_main_menu = false;
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__started_main_menu = false;
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__cur_button_index_main_menu_down = -1;
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__mouse_main_menu.reset();
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__buttons_main_menu.clear();
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}
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void showLoadMenu(void */*UNUSED*/, Button */*UNUSED*/) {
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auto loadMenu = createLoadScene(__buttons_main_menu.back()->getRenderer(), "levels", loadLevel, false);
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std::lock_guard<std::mutex> lock(render_mutex);
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game_scenes.pop_back();
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resetGlobals();
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game_scenes.push_back(loadMenu);
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}
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void __updateSelectedButton_MainMenu(uint64_t new_index) {
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if (new_index != __cur_button_index_main_menu &&
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new_index != (uint64_t)-1) {
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__buttons_main_menu[new_index]->setHighlight();
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if (__cur_button_index_main_menu != (uint64_t)-1) {
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__buttons_main_menu[__cur_button_index_main_menu]
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->unsetHighlight();
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}
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__cur_button_index_main_menu = new_index;
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}
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}
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void handleKeyUpMainMenu(SDL_Keycode key, SDLPP::Scene & /*UNUSED*/) {
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switch (key) {
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case SDLK_ESCAPE:
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resumeMainMenu();
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break;
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case SDLK_DOWN:
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case SDLK_s:
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if(__cur_button_index_main_menu == __buttons_main_menu.size() - 1) {
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__updateSelectedButton_MainMenu(0);
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} else {
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__updateSelectedButton_MainMenu(__cur_button_index_main_menu + 1);
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}
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break;
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case SDLK_UP:
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case SDLK_w:
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if(__cur_button_index_main_menu == 0) {
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__updateSelectedButton_MainMenu(__buttons_main_menu.size() - 1);
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} else {
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__updateSelectedButton_MainMenu(__cur_button_index_main_menu - 1);
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}
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break;
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case SDLK_RETURN:
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if(__cur_button_index_main_menu >= 0 && __cur_button_index_main_menu < __buttons_main_menu.size()) {
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__buttons_main_menu[__cur_button_index_main_menu]
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->performFunction();
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}
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break;
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default:
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break;
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}
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}
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std::shared_ptr<SDLPP::Scene>
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createSceneMainMenu(std::shared_ptr<SDLPP::Renderer> &renderer, bool include_resume) {
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auto scene = std::make_shared<SDLPP::Scene>(renderer);
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auto bg = std::make_shared<SDLPP::RectangleRender>(0, 0, 10, 10, renderer,
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"#00000088", true);
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bg->setPermanent();
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bg->setId(1);
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scene->addObject(bg);
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__mouse_main_menu =
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std::make_shared<SDLPP::RectangleRender>(0.01, 0.01, 0, 0, renderer);
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__mouse_main_menu->setMinWidth(1);
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__mouse_main_menu->setMinHeight(1);
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__mouse_main_menu->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
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__mouse_main_menu->setId(EDITOR_MOUSE_ID);
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__mouse_main_menu->setColiderColor("#00FF00");
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__mouse_main_menu->addCollision(SDLPP::RectColider({ 0, 0 }, { 1, 1 }));
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scene->addObject(__mouse_main_menu);
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ButtonConfig default_button_theme{};
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default_button_theme.bg_color = "#FFFFFF88";
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default_button_theme.bg_color_highlight = "#FFFFFFBB";
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default_button_theme.bg_color_disabled = "#AAAAAA88";
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default_button_theme.font_color = "#000000";
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default_button_theme.font_color_highlight = "#000000";
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default_button_theme.font_color_disabled = "#555555";
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default_button_theme.font_outline_color = "#FFFFFF88";
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default_button_theme.font_outline_color_highlight = "#FFFFFFAA";
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default_button_theme.font_outline_color_disabled = "#787878";
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default_button_theme.outline = 0.1;
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// buttons
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if(include_resume) {
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__buttons_main_menu.emplace_back(std::make_shared<Button>(
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0.2, 0.25, 0.6, 0.1, renderer, "RESUME", default_button_theme,
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resumeMainMenuCallback, nullptr));
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__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
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SDLPP::OBJ_CENTER);
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__buttons_main_menu.back()->setPermanent();
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__buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() - 1);
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}
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__buttons_main_menu.emplace_back(std::make_shared<Button>(
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0.2, 0.4, 0.6, 0.1, renderer, "LOAD", default_button_theme,
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showLoadMenu, nullptr));
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__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
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SDLPP::OBJ_CENTER);
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__buttons_main_menu.back()->setPermanent();
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__buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() - 1);
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__buttons_main_menu.emplace_back(std::make_shared<Button>(
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0.2, 0.7, 0.6, 0.1, renderer, "QUIT", default_button_theme,
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quitMainMenuCallback, nullptr));
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__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
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SDLPP::OBJ_CENTER);
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__buttons_main_menu.back()->setPermanent();
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__buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() - 1);
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for (auto &button : __buttons_main_menu) {
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scene->addObject(button);
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}
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return scene;
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}
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void additionalRenderMainMenu(std::shared_ptr<SDLPP::Scene> & /*UNUSED*/) {
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if (__update_scenes_main_menu) {
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for (auto &_scene : game_scenes) {
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_scene.scene->updateSizeAndPosition();
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}
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if (__started_main_menu) {
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__update_scenes_main_menu = false;
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} else {
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__started_main_menu = true;
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}
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}
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if (__quit_scenes_main_menu) {
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game_scenes.pop_back();
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resetGlobals();
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}
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}
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void getMousePositionFlagsMainMenu(SDLPP::Scene &scene) {
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auto mouse = scene.getObjects({ EDITOR_MOUSE_ID })[0];
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// move mouse colider to mouse position
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mouse->setPos(SDLPP::Mouse::getMousePositionDouble(
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scene.getRenderer(), SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER));
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MouseVisitor visitor;
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scene.visitCollisions(*mouse, visitor);
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__updateSelectedButton_MainMenu(visitor.getCurButton());
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}
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void pollEventsMainMenu(std::shared_ptr<SDLPP::Scene> &scene) {
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SDL_Event event;
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while (SDLPP::getSDLEvent(event)) {
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switch (event.type) {
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case SDL_QUIT:
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quitMainMenu();
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break;
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case SDL_KEYUP:
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handleKeyUpMainMenu(event.key.keysym.sym, *scene);
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break;
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case SDL_WINDOWEVENT:
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if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
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__update_scenes_main_menu = true;
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}
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break;
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case SDL_MOUSEMOTION:
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getMousePositionFlagsMainMenu(*scene);
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break;
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case SDL_MOUSEBUTTONUP:
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if (__cur_button_index_main_menu_down ==
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__cur_button_index_main_menu &&
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__cur_button_index_main_menu != (uint64_t)-1) {
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__buttons_main_menu[__cur_button_index_main_menu]
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->performFunction();
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}
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break;
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case SDL_MOUSEBUTTONDOWN:
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// store current mouse flags in previous mouse flags
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__cur_button_index_main_menu_down = __cur_button_index_main_menu;
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break;
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default:
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break;
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}
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}
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}
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SceneStruct
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createGameMainMenuScene(std::shared_ptr<SDLPP::Renderer> &renderer, bool include_resume) {
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SceneStruct ret{};
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ret.scene = createSceneMainMenu(renderer, include_resume);
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ret.additionalRender = additionalRenderMainMenu;
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ret.doInput = pollEventsMainMenu;
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__update_scenes_main_menu = true;
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__updateSelectedButton_MainMenu(0);
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return ret;
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}
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@@ -0,0 +1,15 @@
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#ifndef GAME_SCENES_HPP
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#define GAME_SCENES_HPP
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#include "../../sdlpp/sdlpp_scene.hpp"
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#include "../gui/gui.hpp"
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#include <functional>
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#include "shared_scenes.hpp"
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extern std::mutex render_mutex;
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extern std::vector<SceneStruct> game_scenes;
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SceneStruct createGameMainMenuScene(std::shared_ptr<SDLPP::Renderer> &renderer, bool include_resume = true);
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SceneStruct createGameRetryScene(std::shared_ptr<SDLPP::Renderer> &renderer);
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#endif
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@@ -1,3 +1,5 @@
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#include <utility>
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#include "SDL2/SDL_keycode.h"
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#include "editor_scenes.hpp"
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#include "../../sdlpp/sdlpp.hpp"
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@@ -10,6 +12,7 @@
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bool __update_scenes_load_dialog = false;
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bool __quit_scenes_load_dialog = false;
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bool __started_load_dialog = false;
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bool __pop_at_finish_load_dialog = false;
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uint64_t __cur_button_index_load_dialog = -1;
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uint64_t __cur_button_index_load_dialog_down = -1;
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std::vector<std::shared_ptr<Button>> __buttons_load_dialog{};
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@@ -50,7 +53,7 @@ void __selectUpperButton() {
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if (__cur_button_index_load_dialog > 0) {
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__updateSelectedButton_LoadDialog(__cur_button_index_load_dialog - 1);
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if (__buttons_load_dialog[__cur_button_index_load_dialog]
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->getPos()
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->getPos()
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.getY() < 0.49) {
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__moveButtons(0.25);
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}
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@@ -172,6 +175,7 @@ void __resetGlobals_LoadDialog() {
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__update_scenes_load_dialog = false;
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__quit_scenes_load_dialog = false;
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__started_load_dialog = false;
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__pop_at_finish_load_dialog = false;
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__cur_button_index_load_dialog = -1;
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__cur_button_index_load_dialog_down = -1;
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__buttons_load_dialog.clear();
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@@ -192,7 +196,9 @@ void __additionalRender_LoadDialog(std::shared_ptr<SDLPP::Scene> & /*UNUSED*/) {
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}
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if (__quit_scenes_load_dialog) {
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__load_dialog_finalizer(__selected_level_load_dialog);
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game_scenes.pop_back();
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if(__pop_at_finish_load_dialog) {
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game_scenes.pop_back();
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}
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__resetGlobals_LoadDialog();
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}
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}
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@@ -256,8 +262,10 @@ void __pollEvents_LoadDialog(std::shared_ptr<SDLPP::Scene> &scene) {
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SceneStruct
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createLoadScene(std::shared_ptr<SDLPP::Renderer> renderer,
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const std::string &path,
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std::function<void(const std::string &)> finalizer) {
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__load_dialog_finalizer = finalizer;
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std::function<void(const std::string &)> finalizer,
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bool pop_at_finish) {
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__load_dialog_finalizer = std::move(finalizer);
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__pop_at_finish_load_dialog = pop_at_finish;
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SceneStruct ret{};
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ret.scene = createSceneLoadDialog(renderer, path);
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ret.additionalRender = __additionalRender_LoadDialog;
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@@ -0,0 +1,24 @@
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#ifndef SHARED_SCENES_HPP
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#define SHARED_SCENES_HPP
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#include "../../sdlpp/sdlpp_scene.hpp"
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#include <functional>
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struct SceneStruct {
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std::shared_ptr<SDLPP::Scene> scene;
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std::function<void(std::shared_ptr<SDLPP::Scene> &)> doInput;
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std::function<void(std::shared_ptr<SDLPP::Scene> &)> additionalRender;
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};
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SceneStruct createYesNoScene(std::shared_ptr<SDLPP::Renderer> renderer,
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const std::string &text,
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std::function<void(bool)> finalizer);
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SceneStruct createOkScene(std::shared_ptr<SDLPP::Renderer> renderer,
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const std::string &text,
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std::function<void()> finalizer);
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SceneStruct createLoadScene(std::shared_ptr<SDLPP::Renderer> renderer,
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const std::string &path,
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std::function<void(const std::string &)> finalizer,
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bool pop_at_finish = true);
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#endif
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Reference in New Issue
Block a user