Menu screen prototype, refactor

This commit is contained in:
MihailRis
2023-11-16 03:00:05 +03:00
parent 5af04e20d1
commit b03bcb5191
14 changed files with 267 additions and 52 deletions
+75 -1
View File
@@ -2,10 +2,13 @@
#include <iostream>
#include <memory>
#include <glm/glm.hpp>
#include <filesystem>
#include "../window/Camera.h"
#include "../window/Events.h"
#include "../window/input.h"
#include "../graphics/Shader.h"
#include "../assets/Assets.h"
#include "../world/Level.h"
#include "../world/World.h"
@@ -16,13 +19,84 @@
#include "world_render.h"
#include "hud.h"
#include "gui/GUI.h"
#include "gui/panels.h"
#include "gui/controls.h"
#include "../engine.h"
#include "../files/engine_files.h"
#include "../util/stringutil.h"
using std::wstring;
using glm::vec3;
using glm::vec4;
using std::shared_ptr;
using std::filesystem::directory_iterator;
using namespace gui;
MenuScreen::MenuScreen(Engine* engine_) : Screen(engine_) {
Panel* panel = new Panel(vec2(400, 200), vec4(5.0f), 1.0f);
panel->color(vec4(0.0f));
panel->setCoord(vec2(10, 10));
{
Button* button = new Button(L"Continue", vec4(12.0f, 10.0f, 12.0f, 10.0f));
button->listenAction([this, panel](GUI*) {
EngineSettings& settings = engine->getSettings();
World* world = new World("world", enginefs::get_worlds_folder()/"world", 42, settings);
vec3 playerPosition = vec3(0, 64, 0);
Camera* camera = new Camera(playerPosition, radians(90.0f));
Player* player = new Player(playerPosition, 4.0f, camera);
engine->setScreen(new LevelScreen(engine, world->loadLevel(player, settings)));
});
panel->add(shared_ptr<UINode>(button));
}
// ATTENTION: FUNCTIONALITY INCOMPLETE ZONE
/*Panel* worldsPanel = new Panel(vec2(390, 200), vec4(5.0f));
worldsPanel->color(vec4(0.1f));
for (auto const& entry : directory_iterator(enginefs::get_worlds_folder())) {
std::string name = entry.path().filename();
Button* button = new Button(util::str2wstr_utf8(name), vec4(10.0f, 8.0f, 10.0f, 8.0f));
button->color(vec4(0.5f));
button->listenAction([this, panel, name](GUI*) {
EngineSettings& settings = engine->getSettings();
World* world = new World(name, enginefs::get_worlds_folder()/name, 42, settings);
vec3 playerPosition = vec3(0, 64, 0);
Camera* camera = new Camera(playerPosition, radians(90.0f));
Player* player = new Player(playerPosition, 4.0f, camera);
engine->setScreen(new LevelScreen(engine, world->loadLevel(player, settings)));
});
worldsPanel->add(shared_ptr<UINode>(button));
}
panel->add(shared_ptr<UINode>(worldsPanel));*/
{
Button* button = new Button(L"Quit", vec4(12.0f, 10.0f, 12.0f, 10.0f));
button->listenAction([this](GUI*) {
Window::setShouldClose(true);
});
panel->add(shared_ptr<UINode>(button));
}
this->panel = shared_ptr<UINode>(panel);
engine->getGUI()->add(this->panel);
}
MenuScreen::~MenuScreen() {
engine->getGUI()->remove(panel);
}
void MenuScreen::update(float delta) {
}
void MenuScreen::draw(float delta) {
panel->setCoord((Window::size() - panel->size()) / 2.0f);
Window::clear();
Window::setBgColor(vec3(0.2f, 0.2f, 0.2f));
}
LevelScreen::LevelScreen(Engine* engine, Level* level) : Screen(engine), level(level) {
worldRenderer = new WorldRenderer(level, engine->getAssets());
hud = new HudRenderer(engine->getGUI(), level, engine->getAssets());
hud = new HudRenderer(engine, level);
}
LevelScreen::~LevelScreen() {