shooter/engine/Screen.cpp

170 lines
4.7 KiB
C++
Executable File

//
// Created by Иван Ильин on 14.01.2021.
//
#include "Screen.h"
#include "utils/Time.h"
#include <utility>
#include "utils/Log.h"
#include "ResourceManager.h"
#include <cstdio>
void Screen::open(int screenWidth, int screenHeight, const std::string &name, bool verticalSync, sf::Color background, sf::Uint32 style) {
this->name = name;
w = screenWidth;
h = screenHeight;
this->background = background;
sf::ContextSettings settings;
settings.antialiasingLevel = 8;
window.create(sf::VideoMode(w, h), name, style, settings);
window.setVerticalSyncEnabled(verticalSync);
}
void Screen::display() {
sf::Event event{};
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) {
window.close();
}
}
std::string title = name + " (" + std::to_string(Time::fps()) + " fps)";
window.setTitle(title);
window.display();
}
void Screen::clear() {
window.clear(background);
}
void Screen::triangle(const Triangle& triangle)
{
if(vm == Frame || vm == Borders || vm == Xray || vm == Clipped || vm == Transparency || vm == Normals) {
sf::Vertex lines[4] =
{
sf::Vertex(sf::Vector2f(triangle[0].x(), triangle[0].y()), sf::Color(0, 0, 0, 255)),
sf::Vertex(sf::Vector2f(triangle[1].x(), triangle[1].y()), sf::Color(0, 0, 0, 255)),
sf::Vertex(sf::Vector2f(triangle[2].x(), triangle[2].y()), sf::Color(0, 0, 0, 255)),
sf::Vertex(sf::Vector2f(triangle[0].x(), triangle[0].y()), sf::Color(0, 0, 0, 255))
};
window.draw(lines, 4, sf::LineStrip);
}
if(vm == Frame || vm == Xray)
return; // no texture when we turn on Frame or Xray mode
sf::Vertex tris[3] =
{
sf::Vertex(sf::Vector2f(triangle[0].x(), triangle[0].y()), triangle.color),
sf::Vertex(sf::Vector2f(triangle[1].x(), triangle[1].y()), triangle.color),
sf::Vertex(sf::Vector2f(triangle[2].x(), triangle[2].y()), triangle.color)
};
window.draw(tris, 3, sf::Triangles);
}
void Screen::title(const std::string& title)
{
name = title;
}
bool Screen::isOpen() {
return window.isOpen();
}
void Screen::close() {
window.close();
}
bool Screen::isKeyPressed(sf::Keyboard::Key key) {
return sf::Keyboard::isKeyPressed(key);
}
Point4D Screen::getMousePosition() const {
sf::Vector2<int> pos = sf::Mouse::getPosition(window);
return Point4D(pos.x, pos.y, 0, 0);
}
Point4D Screen::getMouseDisplacement() const {
sf::Vector2<int> disp = sf::Mouse::getPosition(window) - sf::Vector2<int>(w/2, h/2);
setMouseInCenter();
return Point4D(disp.x, disp.y, 0, 0);
}
void Screen::setMouseInCenter() const {
sf::Mouse::setPosition({ w / 2, h / 2 }, window);
}
void Screen::setMouseCursorVisible(bool visible) {
window.setMouseCursorVisible(visible);
}
void Screen::keyboardControl() {
// Check all input after this condition please
if (!window.hasFocus())
return;
if(isKeyTapped(sf::Keyboard::Num1))
setMode(ViewMode::Default);
if(isKeyTapped(sf::Keyboard::Num2))
setMode(ViewMode::Borders);
if(isKeyTapped(sf::Keyboard::Num3))
setMode(ViewMode::Transparency);
if(isKeyTapped(sf::Keyboard::Num4))
setMode(ViewMode::Frame);
if(isKeyTapped(sf::Keyboard::Num5))
setMode(ViewMode::Xray);
if(isKeyTapped(sf::Keyboard::Num6))
setMode(ViewMode::Clipped);
if(isKeyTapped(sf::Keyboard::Num7))
setMode(ViewMode::Normals);
}
bool Screen::isKeyTapped(sf::Keyboard::Key key) {
if (!Screen::isKeyPressed(key))
return false;
if(tappedKeys.count(key) == 0) {
tappedKeys.emplace(key, Time::time());
return true;
} else if((Time::time() - tappedKeys[key]) > 0.2) {
tappedKeys[key] = Time::time();
return true;
}
return false;
}
bool Screen::isButtonPressed(sf::Mouse::Button button) {
return sf::Mouse::isButtonPressed(button);
}
bool Screen::isButtonTapped(sf::Mouse::Button button) {
if (!Screen::isButtonPressed(button))
return false;
if(tappedButtons.count(button) == 0) {
tappedButtons.emplace(button, Time::time());
return true;
} else if((Time::time() - tappedButtons[button]) > 0.2) {
tappedButtons[button] = Time::time();
return true;
}
return false;
}
void Screen::debugText(const std::string& text) {
sf::Text t;
t.setFont(*ResourceManager::loadFont(font));
t.setString(text);
t.setCharacterSize(30);
t.setFillColor(sf::Color::Black);
t.setPosition(10, 10);
window.draw(t);
}