quadrilateralcowboy/ui/gamelaserduckwindow.cpp
2020-06-12 14:06:25 -07:00

340 lines
6.3 KiB
C++

#include "../idlib/precompiled.h"
#pragma hdrstop
#include "../framework/Session_local.h"
#include "DeviceContext.h"
#include "Window.h"
#include "UserInterfaceLocal.h"
#include "gamelaserduckwindow.h"
#define BEAR_GRAVITY 240
#define BEAR_SIZE 24.f
#define BEAR_SHRINK_TIME 2000.f
#define MAX_WINDFORCE 100.f
/*
*****************************************************************************
* LaserDuckEntity
****************************************************************************
*/
LaserDuckEntity::LaserDuckEntity(idGameLaserDuckWindow* _game) {
game = _game;
visible = true;
entColor = colorWhite;
materialName = "";
material = NULL;
width = height = 8;
rotation = 0.f;
rotationSpeed = 0.f;
fadeIn = false;
fadeOut = false;
position.Zero();
velocity.Zero();
}
LaserDuckEntity::~LaserDuckEntity() {
}
/*
======================
LaserDuckEntity::WriteToSaveGame
======================
*/
void LaserDuckEntity::WriteToSaveGame( idFile *savefile ) {
game->WriteSaveGameString( materialName, savefile );
savefile->Write( &width, sizeof(width) );
savefile->Write( &height, sizeof(height) );
savefile->Write( &visible, sizeof(visible) );
savefile->Write( &entColor, sizeof(entColor) );
savefile->Write( &position, sizeof(position) );
savefile->Write( &rotation, sizeof(rotation) );
savefile->Write( &rotationSpeed, sizeof(rotationSpeed) );
savefile->Write( &velocity, sizeof(velocity) );
savefile->Write( &fadeIn, sizeof(fadeIn) );
savefile->Write( &fadeOut, sizeof(fadeOut) );
}
/*
======================
LaserDuckEntity::ReadFromSaveGame
======================
*/
void LaserDuckEntity::ReadFromSaveGame( idFile *savefile, idGameLaserDuckWindow* _game ) {
game = _game;
game->ReadSaveGameString( materialName, savefile );
SetMaterial( materialName );
savefile->Read( &width, sizeof(width) );
savefile->Read( &height, sizeof(height) );
savefile->Read( &visible, sizeof(visible) );
savefile->Read( &entColor, sizeof(entColor) );
savefile->Read( &position, sizeof(position) );
savefile->Read( &rotation, sizeof(rotation) );
savefile->Read( &rotationSpeed, sizeof(rotationSpeed) );
savefile->Read( &velocity, sizeof(velocity) );
savefile->Read( &fadeIn, sizeof(fadeIn) );
savefile->Read( &fadeOut, sizeof(fadeOut) );
}
/*
======================
LaserDuckEntity::SetMaterial
======================
*/
void LaserDuckEntity::SetMaterial(const char* name)
{
materialName = name;
material = declManager->FindMaterial( name );
material->SetSort( SS_GUI );
}
/*
======================
LaserDuckEntity::SetSize
======================
*/
void LaserDuckEntity::SetSize( float _width, float _height ) {
width = _width;
height = _height;
}
/*
======================
LaserDuckEntity::SetVisible
======================
*/
void LaserDuckEntity::SetVisible( bool isVisible ) {
visible = isVisible;
}
/*
======================
LaserDuckEntity::Update
======================
*/
void LaserDuckEntity::Update( float timeslice )
{
if ( !visible ) {
return;
}
// Fades
if ( fadeIn && entColor.w < 1.f ) {
entColor.w += 1 * timeslice;
if ( entColor.w >= 1.f ) {
entColor.w = 1.f;
fadeIn = false;
}
}
if ( fadeOut && entColor.w > 0.f ) {
entColor.w -= 1 * timeslice;
if ( entColor.w <= 0.f ) {
entColor.w = 0.f;
fadeOut = false;
}
}
// Move the entity
position += velocity * timeslice;
// Rotate Entity
rotation += rotationSpeed * timeslice;
}
/*
======================
LaserDuckEntity::Draw
======================
*/
void LaserDuckEntity::Draw(idDeviceContext *dc)
{
if ( visible )
{
dc->DrawMaterialRotated( position.x, position.y, width, height, material, entColor, 1.0f, 1.0f, DEG2RAD(rotation) );
}
}
idGameLaserDuckWindow::idGameLaserDuckWindow(idDeviceContext *d, idUserInterfaceLocal *g) : idWindow(d, g) {
dc = d;
gui = g;
CommonInit();
}
idGameLaserDuckWindow::idGameLaserDuckWindow(idUserInterfaceLocal *g) : idWindow(g) {
gui = g;
CommonInit();
}
idGameLaserDuckWindow::~idGameLaserDuckWindow() {
entities.DeleteContents(true);
}
void idGameLaserDuckWindow::WriteToSaveGame( idFile *savefile )
{
}
void idGameLaserDuckWindow::ReadFromSaveGame( idFile *savefile )
{
}
void idGameLaserDuckWindow::ResetGameState() {
gamerunning = false;
onNewGame = false;
}
void idGameLaserDuckWindow::CommonInit() {
LaserDuckEntity * ent;
// Precache sounds
//declManager->FindSound( "arcade_beargroan" );
//declManager->FindMaterial( "game/bearshoot/helicopter_broken" );
declManager->FindMaterial( "game/laserduck/duck" );
ResetGameState();
ent = new LaserDuckEntity( this );
duck = ent;
ent->SetMaterial( "game/laserduck/duck" );
ent->SetSize( BEAR_SIZE, BEAR_SIZE );
ent->SetVisible( true );
ent->position.x = 32;
ent->position.y = 32;
entities.Append( ent );
}
const char *idGameLaserDuckWindow::HandleEvent(const sysEvent_t *event, bool *updateVisuals)
{
int key = event->evValue;
// need to call this to allow proper focus and capturing on embedded children
const char *ret = idWindow::HandleEvent(event, updateVisuals);
if ( event->evType == SE_KEY )
{
if ( !event->evValue2 )
{
return ret;
}
if ( key == K_MOUSE1)
{
// Mouse was clicked
}
else
{
return ret;
}
}
return ret;
}
bool idGameLaserDuckWindow::ParseInternalVar(const char *_name, idParser *src) {
if ( idStr::Icmp(_name, "gamerunning") == 0 )
{
gamerunning = src->ParseBool();
return true;
}
if ( idStr::Icmp(_name, "onNewGame") == 0 )
{
onNewGame = src->ParseBool();
return true;
}
return idWindow::ParseInternalVar(_name, src);
}
idWinVar *idGameLaserDuckWindow::GetWinVarByName(const char *_name, bool winLookup, drawWin_t** owner)
{
idWinVar *retVar = NULL;
if ( idStr::Icmp(_name, "gamerunning") == 0 )
{
retVar = &gamerunning;
}
else if ( idStr::Icmp(_name, "onNewGame") == 0 )
{
retVar = &onNewGame;
}
if(retVar)
{
return retVar;
}
return idWindow::GetWinVarByName(_name, winLookup, owner);
}
void idGameLaserDuckWindow::PostParse()
{
idWindow::PostParse();
}
void idGameLaserDuckWindow::Draw(int time, float x, float y)
{
int i;
//Update the game every frame before drawing
UpdateGame();
for( i = entities.Num()-1; i >= 0; i-- )
{
entities[i]->Draw(dc);
}
}
const char *idGameLaserDuckWindow::Activate(bool activate)
{
return "";
}
void idGameLaserDuckWindow::UpdateButtons()
{
}
void idGameLaserDuckWindow::UpdateGame()
{
//this->duck->position.x = this->duck->position.x + 1;
}