Vehicle selection!
This commit is contained in:
+1
-1
Submodule assets updated: fe035e74bd...d5991da346
+1
-5
@@ -139,11 +139,7 @@ template <typename ContextType>
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void EventBroker::UnsubscribeAll()
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{
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const std::string contextTypeName = typeid(ContextType).name();
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auto contextIt = m_ContextRelays.find(contextTypeName);
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if (contextIt != m_ContextRelays.end())
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{
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m_ContextRelays.erase(contextIt);
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}
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m_ContextRelays.erase(contextTypeName);
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}
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#endif // MessageRelay_h__
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+31
-7
@@ -33,14 +33,14 @@ public:
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, m_Name("UIParent")
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, m_Layer(0)
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, m_Hidden(false)
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{ }
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{ Initialize(); }
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// Create a frame as a child
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Frame(Frame* parent, std::string name)
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: m_Name(name)
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, m_Layer(0)
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, m_Hidden(false)
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{ SetParent(std::shared_ptr<Frame>(parent)); }
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{ SetParent(std::shared_ptr<Frame>(parent)); Initialize(); }
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::RenderQueue RenderQueue;
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@@ -89,7 +89,10 @@ public:
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}
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int Right() const override
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{
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return Left() + Width;
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if (m_Parent)
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return std::min(m_Parent->Right(), Left() + Width);
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else
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return Left() + Width;
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}
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int Top() const override
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{
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@@ -100,14 +103,26 @@ public:
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}
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int Bottom() const override
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{
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return Top() + Height;
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if (m_Parent)
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return std::min(m_Parent->Bottom(), Top() + Height);
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else
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return Top() + Height;
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}
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Rectangle AbsoluteRectangle()
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{
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return Rectangle(Left(), Top(), Width, Height);
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int left = Left();
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int top = Top();
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int width = Right() - left;
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int height = Bottom() - top;
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return Rectangle(left, top, width, height);
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}
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virtual bool OnKeyDown(const Events::KeyDown &event) { return false; }
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virtual bool OnKeyUp(const Events::KeyUp &event) { return false; }
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//virtual bool OnMouseDown(const Events::KeyDown &event) { }
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//virtual bool OnMouseUp(const Events::KeyDown &event) { }
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void UpdateLayered(double dt)
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{
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if (this->Hidden())
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@@ -137,7 +152,7 @@ public:
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return;
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// Draw ourselves
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renderer->SetViewport(AbsoluteRectangle());
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renderer->SetScissor(AbsoluteRectangle());
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this->Draw(renderer);
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// Draw children
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@@ -150,7 +165,7 @@ public:
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if (child->Hidden())
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continue;
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Rectangle rect = child->AbsoluteRectangle();
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renderer->SetViewport(rect);
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renderer->SetScissor(rect);
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child->Draw(renderer);
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}
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}
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@@ -170,6 +185,15 @@ protected:
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typedef std::multimap<std::string, std::shared_ptr<Frame>> Children_t; // name -> frame
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std::map<int, Children_t> m_Children; // layer -> Children_t
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private:
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EventRelay<Frame, Events::KeyDown> m_EKeyDown;
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EventRelay<Frame, Events::KeyUp> m_EKeyUp;
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void Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Frame::OnKeyDown);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Frame::OnKeyUp);
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}
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};
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}
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+3
-1
@@ -6,6 +6,7 @@
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#include "GUI/Viewport.h"
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#include "GUI/TextureFrame.h"
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#include "GUI/PlayerHUD.h"
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#include "VehicleSelection.h"
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#include "GameWorld.h"
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@@ -26,7 +27,8 @@ public:
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vp1 = new Viewport(worldFrame, "Viewport1", m_World);
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vp1->X = 0;
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vp1->Width = 640;
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new PlayerHUD(vp1, "PlayerHUD", m_World, 1);
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//new PlayerHUD(vp1, "PlayerHUD", m_World, 1);
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new VehicleSelection(vp1, "VehicleSelection", m_World, 1);
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vp2 = new Viewport(worldFrame, "Viewport2", m_World);
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vp2->X = vp1->Right();
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+3
-3
@@ -1,9 +1,9 @@
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#include "GUI/Frame.h"
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#include "GUI/HealthOverlay.h"
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#ifndef GUI_PlayerHUD_h__
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#define GUI_PlayerHUD_h__
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#include "GUI/Frame.h"
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#include "GUI/HealthOverlay.h"
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namespace GUI
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{
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+48
-5
@@ -13,7 +13,10 @@ public:
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TextureFrame(Frame* parent, std::string name)
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: Frame(parent, name)
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, m_Texture(nullptr)
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, m_FadeTexture(nullptr)
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, m_Color(glm::vec4(1.f, 1.f, 1.f, 1.f))
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, m_FadeDuration(0.f)
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, m_CurrentFade(1.f)
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{ }
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void Draw(std::shared_ptr<Renderer> renderer) override
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@@ -22,13 +25,28 @@ public:
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return;
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RenderQueue.Clear();
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SpriteJob job;
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job.TextureID = m_Texture->ResourceID;
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job.Texture = *m_Texture;
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job.Color = m_Color;
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RenderQueue.Add(job);
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// Main texture
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{
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SpriteJob job;
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job.TextureID = m_Texture->ResourceID;
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job.Texture = *m_Texture;
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job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
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RenderQueue.Add(job);
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}
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// Texture while fading
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if (m_FadeTexture && m_CurrentFade < 1)
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{
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SpriteJob job;
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job.TextureID = m_FadeTexture->ResourceID;
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job.Texture = *m_FadeTexture;
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job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a);
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RenderQueue.Add(job);
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}
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renderer->SetCamera(nullptr);
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renderer->SetViewport(Rectangle(Left(), Top(), Width, Height));
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renderer->DrawFrame(RenderQueue);
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}
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@@ -38,12 +56,37 @@ public:
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m_Texture = ResourceManager->Load<::Texture>("Texture", resourceName);
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}
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void FadeToTexture(std::string resourceName, double duration)
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{
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m_FadeTexture = m_Texture;
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SetTexture(resourceName);
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m_FadeDuration = duration;
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m_CurrentFade = 0.f;
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}
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void Update(double dt) override
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{
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if (m_CurrentFade < 1)
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{
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m_CurrentFade += dt / m_FadeDuration;
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if (m_CurrentFade > 1)
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{
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m_FadeTexture = nullptr;
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m_CurrentFade = 1;
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m_FadeDuration = 0;
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}
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}
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}
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glm::vec4 Color() const { return m_Color; }
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void SetColor(glm::vec4 val) { m_Color = val; }
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protected:
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::Texture* m_Texture;
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::Texture* m_FadeTexture;
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glm::vec4 m_Color;
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float m_FadeDuration;
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float m_CurrentFade;
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};
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@@ -0,0 +1,106 @@
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#ifndef GUI_VehicleSelection_h__
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#define GUI_VehicleSelection_h__
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#include "GUI/Frame.h"
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#include "GUI/HealthOverlay.h"
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namespace GUI
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{
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class VehicleSelection : public Frame
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{
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public:
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VehicleSelection(Frame* parent, std::string name, std::shared_ptr<World> world, int playerID)
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: Frame(parent, name)
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, m_World(world)
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, m_PlayerID(playerID)
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{
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m_CurrentSelection = 0;
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m_CurrentCoordinate = -m_SelectionCoordinates[0] + glm::vec2(Width / 2.f, Height / 2.f);
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m_TargetCoordinate = m_CurrentCoordinate;
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m_CurrentSize = m_SelectionSizes[0];
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m_TargetSize = m_CurrentSize;
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m_CurrentAlpha = 0.f;
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m_Background = new TextureFrame(this, "VehicleSelectImage1");
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m_Background->X = m_CurrentCoordinate.x;
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m_Background->Y = m_CurrentCoordinate.y;
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m_Background->Width = m_CurrentSize.x;
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m_Background->Height = m_CurrentSize.y;
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m_Background->SetTexture("Textures/GUI/VehicleSelection/1.png");
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}
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bool OnKeyUp(const Events::KeyUp &event) override
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{
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if (event.KeyCode == GLFW_KEY_LEFT)
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{
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m_CurrentSelection--;
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}
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else if (event.KeyCode == GLFW_KEY_RIGHT)
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{
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m_CurrentSelection++;
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}
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m_CurrentSelection = (m_CurrentSelection < 0) ? 0 : ((m_CurrentSelection > 3) ? 3 : m_CurrentSelection);
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std::stringstream ss;
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ss << "Textures/GUI/VehicleSelection/" << m_CurrentSelection + 1 << ".png";
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m_Background->FadeToTexture(ss.str(), 1.f);
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glm::vec2 coord = -m_SelectionCoordinates[m_CurrentSelection];
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m_TargetCoordinate = coord + glm::vec2(Width / 2.f, Height / 2.f);
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glm::vec2 size = m_SelectionSizes[m_CurrentSelection];
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m_TargetSize = size;
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return true;
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}
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void Update(double dt) override
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{
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glm::vec2 posDiff = m_TargetCoordinate - m_CurrentCoordinate;
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m_CurrentCoordinate += posDiff * 2.f * (float)dt;
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glm::vec2 sizeDiff = m_TargetSize - m_CurrentSize;
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m_CurrentSize += sizeDiff * 3.f * (float)dt;
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m_CurrentAlpha += (1 - m_CurrentAlpha) * 3.f * (float)dt;
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m_Background->X = m_CurrentCoordinate.x;
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m_Background->Y = m_CurrentCoordinate.y;
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m_Background->Width = m_CurrentSize.x;
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m_Background->Height = m_CurrentSize.y;
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}
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protected:
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std::shared_ptr<World> m_World;
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int m_PlayerID;
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int m_CurrentSelection;
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static glm::vec2 m_SelectionCoordinates[4];
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static glm::vec2 m_SelectionSizes[4];
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glm::vec2 m_CurrentCoordinate;
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glm::vec2 m_TargetCoordinate;
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glm::vec2 m_CurrentSize;
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glm::vec2 m_TargetSize;
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float m_CurrentAlpha;
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TextureFrame* m_Background;
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};
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glm::vec2 VehicleSelection::m_SelectionCoordinates[4] = {
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glm::vec2(339, 506),
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glm::vec2(639, 377),
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glm::vec2(1249, 399),
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glm::vec2(1535, 628)
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};
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glm::vec2 VehicleSelection::m_SelectionSizes[4] = {
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glm::vec2(1632, 918),
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glm::vec2(1793, 1009),
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glm::vec2(1793, 1009),
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glm::vec2(1854, 1043)
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};
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}
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#endif // GUI_VehicleSelection_h__
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@@ -65,6 +65,7 @@ public:
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return;
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renderer->SetCamera(m_Camera);
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renderer->SetViewport(AbsoluteRectangle());
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renderer->DrawWorld(m_Parent->RenderQueue);
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}
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+2
-2
@@ -260,7 +260,7 @@ void Renderer::DrawFrame(RenderQueue &rq)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
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@@ -364,7 +364,7 @@ void Renderer::DrawWorld(RenderQueue &rq)
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*/
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
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glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
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//glViewport(0, 0, m_Width, m_Height);
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// Clear G-buffer
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@@ -48,6 +48,11 @@ public:
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m_Viewport = viewport;
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}
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void SetScissor(const Rectangle &scissor)
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{
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m_Scissor = scissor;
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}
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void SetCamera(std::shared_ptr<Camera> camera)
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{
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m_Camera = camera;
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@@ -109,6 +114,7 @@ private:
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std::unordered_map<int, std::shared_ptr<Camera>> m_Cameras;
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Rectangle m_Viewport;
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Rectangle m_Scissor;
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std::shared_ptr<Camera> m_Camera;
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struct Light
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@@ -198,6 +198,7 @@
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<ClInclude Include="..\..\src\GUI\GameFrame.h" />
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<ClInclude Include="..\..\src\GUI\HealthOverlay.h" />
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<ClInclude Include="..\..\src\GUI\PlayerHUD.h" />
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<ClInclude Include="..\..\src\GUI\VehicleSelection.h" />
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<ClInclude Include="..\..\src\GUI\WorldFrame.h" />
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<ClInclude Include="..\..\src\GUI\TextureFrame.h" />
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<ClInclude Include="..\..\src\GUI\Viewport.h" />
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@@ -482,6 +482,9 @@
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<ClInclude Include="..\..\src\Systems\WheelPairSystem.h">
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<Filter>Physics\Systems</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\GUI\VehicleSelection.h">
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<Filter>GUI</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\..\src\Shaders\Fragment2.glsl">
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Reference in New Issue
Block a user