Menu screen prototype, refactor
This commit is contained in:
+19
-11
@@ -3,33 +3,35 @@
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#include "panels.h"
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#include <iostream>
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#include <algorithm>
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#include "../../assets/Assets.h"
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#include "../../graphics/Batch2D.h"
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#include "../../graphics/Shader.h"
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#include "../../window/Events.h"
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#include "../../window/input.h"
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#include "../../window/Camera.h"
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using std::shared_ptr;
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using namespace gui;
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GUI::GUI() {
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container = new Container(vec2(0, 0), vec2(Window::width, Window::height));
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uicamera = new Camera(vec3(), Window::height);
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uicamera->perspective = false;
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uicamera->flipped = true;
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}
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GUI::~GUI() {
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delete uicamera;
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delete container;
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}
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void GUI::act(float delta) {
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for (IntervalEvent& event : intervalEvents) {
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event.timer += delta;
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if (event.timer > event.interval) {
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event.callback();
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event.timer = fmod(event.timer, event.interval);
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}
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}
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container->size(vec2(Window::width, Window::height));
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container->act(delta);
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int mx = Events::x;
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int my = Events::y;
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@@ -77,6 +79,12 @@ void GUI::act(float delta) {
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}
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void GUI::draw(Batch2D* batch, Assets* assets) {
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uicamera->fov = Window::height;
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Shader* uishader = assets->getShader("ui");
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uishader->use();
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uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
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batch->begin();
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container->draw(batch, assets);
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}
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@@ -93,6 +101,6 @@ void GUI::add(shared_ptr<UINode> panel) {
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container->add(panel);
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}
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void GUI::interval(float interval, ontimeout callback) {
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intervalEvents.push_back({callback, interval, 0.0f});
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}
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void GUI::remove(std::shared_ptr<UINode> panel) {
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container->remove(panel);
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}
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+3
-10
@@ -8,6 +8,7 @@
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class Batch2D;
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class Assets;
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class Camera;
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/*
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Some info about padding and margin.
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@@ -44,19 +45,12 @@ namespace gui {
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class UINode;
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class Container;
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typedef std::function<void()> ontimeout;
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struct IntervalEvent {
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ontimeout callback;
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float interval;
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float timer;
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};
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class GUI {
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Container* container;
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std::shared_ptr<UINode> hover = nullptr;
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std::shared_ptr<UINode> pressed = nullptr;
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std::shared_ptr<UINode> focus = nullptr;
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std::vector<IntervalEvent> intervalEvents;
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Camera* uicamera;
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public:
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GUI();
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~GUI();
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@@ -67,8 +61,7 @@ namespace gui {
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void act(float delta);
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void draw(Batch2D* batch, Assets* assets);
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void add(std::shared_ptr<UINode> panel);
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void interval(float interval, ontimeout callback);
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void remove(std::shared_ptr<UINode> panel);
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};
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}
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@@ -35,6 +35,7 @@ namespace gui {
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UINode(glm::vec2 coord, glm::vec2 size);
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public:
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virtual ~UINode();
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virtual void act(float delta) {};
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virtual void draw(Batch2D* batch, Assets* assets) = 0;
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virtual void visible(bool flag);
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@@ -29,6 +29,20 @@ shared_ptr<UINode> Container::getAt(vec2 pos, shared_ptr<UINode> self) {
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return UINode::getAt(pos, self);
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}
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void Container::act(float delta) {
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for (IntervalEvent& event : intervalEvents) {
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event.timer += delta;
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if (event.timer > event.interval) {
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event.callback();
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event.timer = fmod(event.timer, event.interval);
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}
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}
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for (auto node : nodes) {
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if (node->visible())
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node->act(delta);
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}
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}
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void Container::draw(Batch2D* batch, Assets* assets) {
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vec2 coord = calcCoord();
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vec2 size = this->size();
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@@ -50,6 +64,18 @@ void Container::add(shared_ptr<UINode> node) {
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refresh();
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}
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void Container::remove(shared_ptr<UINode> selected) {
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selected->setParent(nullptr);
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nodes.erase(std::remove_if(nodes.begin(), nodes.end(), [selected](const shared_ptr<UINode> node) {
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return node == selected;
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}), nodes.end());
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refresh();
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}
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void Container::listenInterval(float interval, ontimeout callback) {
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intervalEvents.push_back({callback, interval, 0.0f});
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}
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Panel::Panel(vec2 size, glm::vec4 padding, float interval, bool resizing)
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: Container(vec2(), size), padding(padding), interval(interval), resizing_(resizing) {
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color_ = vec4(0.0f, 0.0f, 0.0f, 0.75f);
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@@ -10,18 +10,29 @@ class Batch2D;
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class Assets;
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namespace gui {
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typedef std::function<void()> ontimeout;
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struct IntervalEvent {
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ontimeout callback;
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float interval;
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float timer;
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};
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enum class Orientation { vertical, horizontal };
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class Container : public UINode {
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protected:
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std::vector<std::shared_ptr<UINode>> nodes;
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std::vector<IntervalEvent> intervalEvents;
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public:
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Container(glm::vec2 coord, glm::vec2 size);
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virtual void act(float delta) override;
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virtual void drawBackground(Batch2D* batch, Assets* assets) {};
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virtual void draw(Batch2D* batch, Assets* assets);
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virtual void draw(Batch2D* batch, Assets* assets) override;
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virtual std::shared_ptr<UINode> getAt(glm::vec2 pos, std::shared_ptr<UINode> self) override;
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virtual void add(std::shared_ptr<UINode> node);
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virtual void remove(std::shared_ptr<UINode> node);
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void listenInterval(float interval, ontimeout callback);
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};
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class Panel : public Container {
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+17
-11
@@ -28,6 +28,8 @@
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#include "gui/panels.h"
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#include "gui/UINode.h"
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#include "gui/GUI.h"
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#include "screens.h"
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#include "../engine.h"
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using std::wstring;
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using std::shared_ptr;
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@@ -42,18 +44,18 @@ inline Label* create_label(gui::wstringsupplier supplier) {
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return label;
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}
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HudRenderer::HudRenderer(GUI* gui, Level* level, Assets* assets) : level(level), assets(assets), guiController(gui) {
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HudRenderer::HudRenderer(Engine* engine, Level* level) : level(level), assets(engine->getAssets()), guiController(engine->getGUI()) {
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batch = new Batch2D(1024);
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uicamera = new Camera(vec3(), Window::height);
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uicamera->perspective = false;
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uicamera->flipped = true;
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gui->interval(1.0f, [this]() {
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Panel* panel = new Panel(vec2(200, 200), vec4(5.0f), 1.0f);
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panel->listenInterval(1.0f, [this]() {
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fpsString = std::to_wstring(fpsMax)+L" / "+std::to_wstring(fpsMin);
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fpsMin = fps;
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fpsMax = fps;
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});
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Panel* panel = new Panel(vec2(200, 200), vec4(5.0f), 1.0f);
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panel->setCoord(vec2(10, 10));
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panel->add(shared_ptr<Label>(create_label([this](){
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return L"chunks: "+std::to_wstring(this->level->chunks->chunksCount);
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@@ -102,9 +104,9 @@ HudRenderer::HudRenderer(GUI* gui, Level* level, Assets* assets) : level(level),
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panel->add(shared_ptr<UINode>(sub));
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}
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panel->refresh();
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debugPanel = panel;
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debugPanel = shared_ptr<UINode>(panel);
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pauseMenu = new Panel(vec2(350, 200));
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Panel* pauseMenu = new Panel(vec2(350, 200));
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pauseMenu->color(vec4(0.0f));
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{
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Button* button = new Button(L"Continue", vec4(12.0f, 10.0f, 12.0f, 12.0f));
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@@ -114,17 +116,21 @@ HudRenderer::HudRenderer(GUI* gui, Level* level, Assets* assets) : level(level),
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pauseMenu->add(shared_ptr<UINode>(button));
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}
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{
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Button* button = new Button(L"Save and Quit", vec4(12.0f, 10.0f, 12.0f, 12.0f));
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button->listenAction([this](GUI*){
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Window::setShouldClose(true);
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Button* button = new Button(L"Save and Quit to Menu", vec4(12.0f, 10.0f, 12.0f, 12.0f));
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button->listenAction([this, engine](GUI*){
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this->pauseMenu->visible(false);
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engine->setScreen(new MenuScreen(engine));
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});
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pauseMenu->add(shared_ptr<UINode>(button));
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}
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guiController->add(shared_ptr<UINode>(debugPanel));
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guiController->add(shared_ptr<UINode>(pauseMenu));
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this->pauseMenu = std::shared_ptr<gui::UINode>(pauseMenu);
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guiController->add(this->debugPanel);
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guiController->add(this->pauseMenu);
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}
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HudRenderer::~HudRenderer() {
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guiController->remove(debugPanel);
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guiController->remove(pauseMenu);
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delete batch;
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delete uicamera;
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}
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@@ -216,7 +222,7 @@ void HudRenderer::drawInventory(Player* player) {
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void HudRenderer::draw(){
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debugPanel->visible(level->player->debug);
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pauseMenu->visible(pause);
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pauseMenu->setCoord(vec2(Window::width/2.0f, Window::height/2.0f) - pauseMenu->size() / 2.0f);
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pauseMenu->setCoord((Window::size() - pauseMenu->size()) / 2.0f);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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+7
-5
@@ -2,6 +2,7 @@
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#define SRC_HUD_H_
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#include <string>
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#include <memory>
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class Batch2D;
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class Camera;
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@@ -9,10 +10,11 @@ class Level;
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class Assets;
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class Player;
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class Level;
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class Engine;
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namespace gui {
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class GUI;
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class Panel;
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class UINode;
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}
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class HudRenderer {
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@@ -27,13 +29,13 @@ class HudRenderer {
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std::wstring fpsString;
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bool occlusion;
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bool inventoryOpen = false;
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bool pause = true;
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bool pause = false;
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gui::Panel* debugPanel;
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gui::Panel* pauseMenu;
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std::shared_ptr<gui::UINode> debugPanel;
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std::shared_ptr<gui::UINode> pauseMenu;
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gui::GUI* guiController;
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public:
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HudRenderer(gui::GUI* gui, Level* level, Assets* assets);
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HudRenderer(Engine* engine, Level* level);
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~HudRenderer();
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void drawInventory(Player* player);
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void draw();
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@@ -2,10 +2,13 @@
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#include <iostream>
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#include <memory>
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#include <glm/glm.hpp>
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#include <filesystem>
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#include "../window/Camera.h"
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#include "../window/Events.h"
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#include "../window/input.h"
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#include "../graphics/Shader.h"
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#include "../assets/Assets.h"
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#include "../world/Level.h"
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#include "../world/World.h"
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@@ -16,13 +19,84 @@
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#include "world_render.h"
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#include "hud.h"
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#include "gui/GUI.h"
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#include "gui/panels.h"
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#include "gui/controls.h"
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#include "../engine.h"
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#include "../files/engine_files.h"
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#include "../util/stringutil.h"
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using std::wstring;
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using glm::vec3;
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using glm::vec4;
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using std::shared_ptr;
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using std::filesystem::directory_iterator;
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using namespace gui;
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MenuScreen::MenuScreen(Engine* engine_) : Screen(engine_) {
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Panel* panel = new Panel(vec2(400, 200), vec4(5.0f), 1.0f);
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panel->color(vec4(0.0f));
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panel->setCoord(vec2(10, 10));
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{
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Button* button = new Button(L"Continue", vec4(12.0f, 10.0f, 12.0f, 10.0f));
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button->listenAction([this, panel](GUI*) {
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EngineSettings& settings = engine->getSettings();
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World* world = new World("world", enginefs::get_worlds_folder()/"world", 42, settings);
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vec3 playerPosition = vec3(0, 64, 0);
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Camera* camera = new Camera(playerPosition, radians(90.0f));
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Player* player = new Player(playerPosition, 4.0f, camera);
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engine->setScreen(new LevelScreen(engine, world->loadLevel(player, settings)));
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});
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panel->add(shared_ptr<UINode>(button));
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}
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// ATTENTION: FUNCTIONALITY INCOMPLETE ZONE
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/*Panel* worldsPanel = new Panel(vec2(390, 200), vec4(5.0f));
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worldsPanel->color(vec4(0.1f));
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for (auto const& entry : directory_iterator(enginefs::get_worlds_folder())) {
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std::string name = entry.path().filename();
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Button* button = new Button(util::str2wstr_utf8(name), vec4(10.0f, 8.0f, 10.0f, 8.0f));
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button->color(vec4(0.5f));
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button->listenAction([this, panel, name](GUI*) {
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EngineSettings& settings = engine->getSettings();
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World* world = new World(name, enginefs::get_worlds_folder()/name, 42, settings);
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vec3 playerPosition = vec3(0, 64, 0);
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Camera* camera = new Camera(playerPosition, radians(90.0f));
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Player* player = new Player(playerPosition, 4.0f, camera);
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engine->setScreen(new LevelScreen(engine, world->loadLevel(player, settings)));
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});
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worldsPanel->add(shared_ptr<UINode>(button));
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}
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panel->add(shared_ptr<UINode>(worldsPanel));*/
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{
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Button* button = new Button(L"Quit", vec4(12.0f, 10.0f, 12.0f, 10.0f));
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button->listenAction([this](GUI*) {
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Window::setShouldClose(true);
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});
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panel->add(shared_ptr<UINode>(button));
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}
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this->panel = shared_ptr<UINode>(panel);
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engine->getGUI()->add(this->panel);
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}
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MenuScreen::~MenuScreen() {
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engine->getGUI()->remove(panel);
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}
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void MenuScreen::update(float delta) {
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}
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void MenuScreen::draw(float delta) {
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panel->setCoord((Window::size() - panel->size()) / 2.0f);
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Window::clear();
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Window::setBgColor(vec3(0.2f, 0.2f, 0.2f));
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}
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LevelScreen::LevelScreen(Engine* engine, Level* level) : Screen(engine), level(level) {
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worldRenderer = new WorldRenderer(level, engine->getAssets());
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hud = new HudRenderer(engine->getGUI(), level, engine->getAssets());
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hud = new HudRenderer(engine, level);
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}
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LevelScreen::~LevelScreen() {
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@@ -1,6 +1,7 @@
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#ifndef FRONTEND_SCREENS_H_
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#define FRONTEND_SCREENS_H_
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#include <memory>
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#include "../settings.h"
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class Assets;
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@@ -8,6 +9,11 @@ class Level;
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class WorldRenderer;
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class HudRenderer;
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class Engine;
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class Camera;
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namespace gui {
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class UINode;
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}
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/* Screen is a mainloop state */
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@@ -21,6 +27,16 @@ public:
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virtual void draw(float delta) = 0;
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};
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class MenuScreen : public Screen {
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std::shared_ptr<gui::UINode> panel;
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public:
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MenuScreen(Engine* engine);
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~MenuScreen();
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void update(float delta) override;
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void draw(float delta) override;
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};
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class LevelScreen : public Screen {
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Level* level;
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WorldRenderer* worldRenderer;
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Reference in New Issue
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