3e9ff2b580
* Change the name of debug.h into config.h and use the new RESPATH define.
144 lines
2.9 KiB
C++
144 lines
2.9 KiB
C++
#include "../include/config.h"
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#include "../include/GuiLayers.h"
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#include "../include/Player.h"
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GuiLayer::GuiLayer(int id, GameObserver* _game):JGuiController(id, NULL){
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game = _game;
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modal = 0;
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hasFocus = false;
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}
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GuiLayer::~GuiLayer(){
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//TODO
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}
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int GuiLayer::getMaxId(){
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return mCount;
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}
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void GuiLayer::Update(float dt){
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for (int i=0;i<mCount;i++)
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if (mObjects[i]!=NULL)
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mObjects[i]->Update(dt);
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}
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void GuiLayer::resetObjects(){
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for (int i=0;i<mCount;i++)
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if (mObjects[i])
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delete mObjects[i];
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mCount = 0;
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mCurr = 0;
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}
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void GuiLayer::RenderMessageBackground(float x0, float y0, float width, int height){
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PIXEL_TYPE colors_up[] =
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{
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ARGB(0,255,255,255),
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ARGB(0,255,255,255),
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ARGB(128,255,255,255),
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ARGB(128,255,255,255)
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};
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PIXEL_TYPE colors_down[] =
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{
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ARGB(128,255,255,255),
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ARGB(128,255,255,255),
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ARGB(0,255,255,255),
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ARGB(0,255,255,255)
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};
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JRenderer * renderer = JRenderer::GetInstance();
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renderer->FillRect(x0,y0,width,height/2,colors_up);
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renderer->FillRect(x0,y0+height/2,width,height/2,colors_down);
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// mEngine->DrawLine(0,y0,SCREEN_WIDTH,y0,ARGB(128,255,255,255));
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// mEngine->DrawLine(0,y0+height,SCREEN_WIDTH,y0+height,ARGB(128,255,255,255));
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}
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void GuiLayer::RenderMessageBackground(float y0, int height){
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RenderMessageBackground(0,y0,SCREEN_WIDTH, height);
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}
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int GuiLayer::getIndexOf(JGuiObject * object){
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for (int i=0; i<mCount; i++){
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if (mObjects[i] == object)
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return i;
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}
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return -1;
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}
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JGuiObject * GuiLayer::getByIndex(int index){
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return mObjects[index];
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}
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GuiLayers::GuiLayers(){
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nbitems = 0;
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}
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GuiLayers::~GuiLayers(){
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LOG("==Destroying GuiLayers==");
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for (int i=0; i<nbitems; i++){
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delete objects[i];
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}
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LOG("==Destroying GuiLayers Successful==");
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}
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int GuiLayers::unstopableRenderInProgress(){
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for (int i=0; i<nbitems; i++){
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if (objects[i]->unstopableRenderInProgress())
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return 1;
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}
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return 0;
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}
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void GuiLayers::Add(GuiLayer * layer){
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if (nbitems >=MAX_GUI_LAYERS || nbitems < 0){
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LOG("OUT OF BOUND IN GuiLayers Add !!!");
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return;
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}
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objects[nbitems] = layer;
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nbitems++;
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}
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void GuiLayers::Remove(){
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nbitems --;
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}
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void GuiLayers::Update(float dt, Player * currentPlayer){
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int i;
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int isAI = currentPlayer->isAI();
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for (i=0; i<nbitems; i++){
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objects[i]->Update(dt);
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}
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u32 key;
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while ((key = JGE::GetInstance()->ReadButton()))
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{
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for (i=0; i<nbitems; i++){
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if (!isAI){
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if (0 != key)
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if (objects[i]->CheckUserInput(key))
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break;
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}
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}
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}
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if (isAI)
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currentPlayer->Act(dt);
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}
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void GuiLayers::Render(){
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bool focusMakesItThrough = true;
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for (int i = 0; i < nbitems; ++i)
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{
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objects[i]->hasFocus = focusMakesItThrough;
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if (objects[i]->modal) focusMakesItThrough = false;
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}
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for (int i=nbitems-1; i>=0; i--){
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objects[i]->Render();
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}
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}
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