2014-09-16 20:22:43 +02:00
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#include "RWGame.hpp"
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#include "State.hpp"
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#include "loadingstate.hpp"
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#include <engine/GameObject.hpp>
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#include <render/GameRenderer.hpp>
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#include <script/ScriptMachine.hpp>
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#include <data/CutsceneData.hpp>
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#include <ai/PlayerController.hpp>
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RWGame::RWGame(const std::string& gamepath)
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: engine(nullptr), inFocus(true),
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2014-12-16 04:30:51 +01:00
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accum(0.f), timescale(1.f)
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2014-09-16 20:22:43 +02:00
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{
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if(! font.loadFromFile(gamepath + "/DejaVuSansMono.ttf")) {
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std::cerr << "Failed to load font" << std::endl;
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}
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size_t w = GAME_WINDOW_WIDTH, h = GAME_WINDOW_HEIGHT;
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sf::ContextSettings cs;
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cs.depthBits = 32;
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window.create(sf::VideoMode(w, h), "", sf::Style::Default, cs);
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window.setVerticalSyncEnabled(true);
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window.setMouseCursorVisible(false);
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glewExperimental = GL_TRUE;
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glewInit();
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engine = new GameWorld(gamepath);
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// Initalize all the archives.
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engine->gameData.loadIMG("/models/gta3");
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engine->gameData.loadIMG("/models/txd");
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engine->gameData.loadIMG("/anim/cuts");
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/// @TODO expand this here.
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engine->load();
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engine->gameData.loadDynamicObjects(gamepath + "/data/object.dat");
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/// @TODO language choices.
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engine->gameData.loadGXT("english.gxt");
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StateManager::get().enter(new LoadingState(this));
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engine->logInfo("Started");
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}
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RWGame::~RWGame()
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{
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delete engine;
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}
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int RWGame::run()
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{
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clock.restart();
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// Loop until the window is closed or we run out of state.
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while (window.isOpen() && StateManager::get().states.size()) {
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sf::Event event;
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while (window.pollEvent(event)) {
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switch (event.type) {
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case sf::Event::GainedFocus:
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inFocus = true;
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break;
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case sf::Event::LostFocus:
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inFocus = false;
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break;
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case sf::Event::KeyPressed:
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globalKeyEvent(event);
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default: break;
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}
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StateManager::get().states.back()->handleEvent(event);
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}
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2014-12-11 19:11:36 +01:00
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if(! window.isOpen() )
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{
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break;
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}
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2014-09-16 20:22:43 +02:00
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accum += clock.restart().asSeconds() * timescale;
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while ( accum >= GAME_TIMESTEP ) {
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StateManager::get().tick(GAME_TIMESTEP);
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tick(GAME_TIMESTEP);
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accum -= GAME_TIMESTEP;
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}
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float alpha = accum / GAME_TIMESTEP;
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render(alpha);
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StateManager::get().draw(window);
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window.display();
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}
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return 0;
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}
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void RWGame::tick(float dt)
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{
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// Process the Engine's background work.
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engine->_work->update();
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static float clockAccumulator = 0.f;
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if (inFocus) {
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engine->gameTime += dt;
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clockAccumulator += dt;
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while( clockAccumulator >= 1.f ) {
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engine->state.minute ++;
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if( engine->state.minute >= 60 ) {
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engine->state.minute = 0;
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engine->state.hour ++;
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if( engine->state.hour >= 24 ) {
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engine->state.hour = 0;
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}
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}
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clockAccumulator -= 1.f;
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}
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for( GameObject* object : engine->objects ) {
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object->_updateLastTransform();
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object->tick(dt);
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}
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engine->destroyQueuedObjects();
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engine->state.texts.clear();
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engine->dynamicsWorld->stepSimulation(dt, 2, dt);
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if( engine->script ) {
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try {
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engine->script->execute(dt);
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}
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catch( SCMException& ex ) {
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std::cerr << ex.what() << std::endl;
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engine->logError( ex.what() );
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throw;
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}
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}
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}
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// render() needs two cameras to smoothly interpolate between ticks.
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lastCam = nextCam;
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nextCam = StateManager::get().states.back()->getCamera();
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}
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void RWGame::render(float alpha)
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{
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ViewCamera viewCam;
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if( engine->state.currentCutscene != nullptr && engine->state.cutsceneStartTime >= 0.f )
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{
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auto cutscene = engine->state.currentCutscene;
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float cutsceneTime = std::min(engine->gameTime - engine->state.cutsceneStartTime,
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cutscene->tracks.duration);
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cutsceneTime += GAME_TIMESTEP * alpha;
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glm::vec3 cameraPos = cutscene->tracks.getPositionAt(cutsceneTime),
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targetPos = cutscene->tracks.getTargetAt(cutsceneTime);
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float zoom = cutscene->tracks.getZoomAt(cutsceneTime);
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viewCam.frustum.fov = glm::radians(zoom);
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float tilt = cutscene->tracks.getRotationAt(cutsceneTime);
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auto direction = glm::normalize(targetPos - cameraPos);
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auto right = glm::normalize(glm::cross(glm::vec3(0.f, 0.f, 1.f), direction));
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auto up = glm::normalize(glm::cross(direction, right));
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glm::mat3 m;
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m[0][0] = direction.x;
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m[0][1] = right.x;
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m[0][2] = up.x;
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m[1][0] = direction.y;
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m[1][1] = right.y;
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m[1][2] = up.y;
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m[2][0] = direction.z;
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m[2][1] = right.z;
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m[2][2] = up.z;
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auto qtilt = glm::angleAxis(glm::radians(tilt), direction);
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cameraPos += cutscene->meta.sceneOffset;
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targetPos += cutscene->meta.sceneOffset;
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viewCam.position = cameraPos;
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viewCam.rotation = glm::inverse(glm::quat_cast(m)) * qtilt;
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}
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else
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{
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// There's no cutscene playing - use the camera returned by the State.
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viewCam.position = glm::mix(lastCam.position, nextCam.position, alpha);
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viewCam.rotation = glm::slerp(lastCam.rotation, nextCam.rotation, alpha);
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}
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viewCam.frustum.aspectRatio = window.getSize().x / (float) window.getSize().y;
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glEnable(GL_DEPTH_TEST);
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glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
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engine->renderer.renderWorld(viewCam, alpha);
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window.resetGLStates();
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std::stringstream ss;
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ss << std::setfill('0') << "Time: " << std::setw(2) << engine->getHour()
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<< ":" << std::setw(2) << engine->getMinute() << " (" << engine->gameTime << "s)\n";
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ss << "View: " << viewCam.position.x << " " << viewCam.position.y << " " << viewCam.position.z << "\n";
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ss << "Drawn " << engine->renderer.rendered << " / " << engine->renderer.culled << " Culled " << " " << engine->renderer.frames << " " << engine->renderer.geoms << "\n";
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if( engine->state.player ) {
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ss << "Activity: ";
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if( engine->state.player->getCurrentActivity() ) {
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ss << engine->state.player->getCurrentActivity()->name();
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}
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else {
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ss << "Idle";
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}
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ss << std::endl;
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}
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sf::Text text(ss.str(), font, 14);
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text.setPosition(10, 10);
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window.draw(text);
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while( engine->log.size() > 0 && engine->log.front().time + 10.f < engine->gameTime ) {
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engine->log.pop_front();
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}
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sf::Vector2f tpos(10.f, window.getSize().y - 30.f);
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text.setCharacterSize(14);
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for(auto it = engine->log.begin(); it != engine->log.end(); ++it) {
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text.setString(it->message);
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switch(it->type) {
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case GameWorld::LogEntry::Error:
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text.setColor(sf::Color::Red);
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break;
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case GameWorld::LogEntry::Warning:
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text.setColor(sf::Color::Yellow);
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break;
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default:
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text.setColor(sf::Color::White);
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break;
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}
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// Interpolate the color
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auto c = text.getColor();
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c.a = (engine->gameTime - it->time > 5.f) ? 255 - (((engine->gameTime - it->time) - 5.f)/5.f) * 255 : 255;
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text.setColor(c);
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text.setPosition(tpos);
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window.draw(text);
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tpos.y -= text.getLocalBounds().height;
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}
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/// @todo this should be done by GameRenderer? but it doesn't have any font support yet
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if( engine->gameTime < engine->state.osTextStart + engine->state.osTextTime ) {
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sf::Text messageText(engine->state.osTextString, font, 15);
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auto sz = window.getSize();
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auto b = messageText.getLocalBounds();
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float lowerBar = sz.y - sz.y * 0.1f;
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messageText.setPosition(sz.x / 2.f - std::round(b.width / 2.f), lowerBar - std::round(b.height / 2.f));
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window.draw(messageText);
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}
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for(auto& t : engine->state.texts) {
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sf::Text messageText(t.text, font, 15);
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glm::vec2 scpos(t.position.x, t.position.y);
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auto s = window.getSize();
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scpos /= glm::vec2(640.f, 480.f);
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scpos *= glm::vec2(s.x, s.y);
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messageText.setPosition(scpos.x, scpos.y);
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window.draw(messageText);
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}
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}
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void RWGame::globalKeyEvent(const sf::Event& event)
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{
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switch (event.key.code) {
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case sf::Keyboard::LBracket:
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engine->state.minute -= 30.f;
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break;
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case sf::Keyboard::RBracket:
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engine->state.minute += 30.f;
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break;
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2014-12-13 01:59:09 +01:00
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case sf::Keyboard::Num9:
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timescale *= 0.5f;
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break;
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case sf::Keyboard::Num0:
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timescale *= 2.0f;
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break;
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2014-09-16 20:22:43 +02:00
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}
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}
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