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Initial game state tracking
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parent
e04be824aa
commit
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59
tests/test_state.cpp
Normal file
59
tests/test_state.cpp
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@ -0,0 +1,59 @@
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#include <boost/test/unit_test.hpp>
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#include "test_globals.hpp"
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#include <State.hpp>
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BOOST_AUTO_TEST_SUITE(StateUnitTests)
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BOOST_AUTO_TEST_CASE(state_test_generic)
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{
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bool entered = false;
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bool exited = false;
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bool ticked = false;
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GenericState ls(
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[&](State*) { entered = true; },
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[&](State*, float) { ticked = true; },
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[&](State*) { exited = true; },
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[](State*, const sf::Event&){}
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);
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ls.enter();
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BOOST_CHECK( entered );
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ls.tick(1.f);
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BOOST_CHECK( ticked );
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ls.exit();
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BOOST_CHECK( exited );
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}
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BOOST_AUTO_TEST_CASE(state_test_switch)
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{
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bool entered = false;
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bool exited = false;
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bool ticked = false;
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GenericState ls(
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[&](State*) { entered = true; },
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[&](State*, float) { ticked = true; },
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[&](State*) { exited = true; },
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[](State*, const sf::Event&){}
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);
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StateManager::get().enter(&ls);
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BOOST_CHECK( entered );
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StateManager::get().tick(1.f);
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BOOST_CHECK( ticked );
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StateManager::get().exit();
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BOOST_CHECK( exited );
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}
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BOOST_AUTO_TEST_SUITE_END()
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@ -20,7 +20,7 @@ public:
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MenuEntry(const std::string& n) : name(n) {}
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float getHeight() { return 50.f; }
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float getHeight() { return 30.f; }
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virtual void draw(const sf::Font& font, sf::RenderWindow& window, sf::Vector2f& basis)
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{
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@ -29,7 +29,7 @@ public:
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t.setPosition(basis);
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t.setString(name);
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window.draw(t);
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basis.y += 50.f;
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basis.y += getHeight();
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}
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virtual void activate(sf::Vector2f click) = 0;
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109
viewer/State.hpp
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109
viewer/State.hpp
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@ -0,0 +1,109 @@
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#ifndef _GAME_STATE_HPP_
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#define _GAME_STATE_HPP_
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#include <functional>
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#include <queue>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include "MenuSystem.hpp"
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struct State
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{
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// Helper for global menu behaviour
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Menu* currentMenu;
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State()
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: currentMenu(nullptr) {}
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virtual void enter() = 0;
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virtual void exit() = 0;
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virtual void tick(float dt) = 0;
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virtual void draw(sf::RenderWindow& w)
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{
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if(currentMenu) {
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currentMenu->draw(w);
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}
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}
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void enterMenu(Menu* menu)
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{
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currentMenu = menu;
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}
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virtual void handleEvent(const sf::Event& e)
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{
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switch(e.type) {
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case sf::Event::MouseButtonReleased:
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if(currentMenu) {
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currentMenu->click(e.mouseButton.x, e.mouseButton.y);
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}
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break;
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default: break;
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};
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}
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};
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struct GenericState : public State
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{
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typedef std::function<void (State*)> StateChange;
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typedef std::function<void (State*, float)> Tick;
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typedef std::function<void (State*, const sf::Event&)> Event;
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StateChange enter_lambda;
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Tick tick_lambda;
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StateChange exit_lambda;
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Event event_lambda;
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GenericState(StateChange start, Tick think, StateChange end, Event event)
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: enter_lambda(start), tick_lambda(think),
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exit_lambda(end), event_lambda(event) {}
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virtual void enter() { enter_lambda(this); }
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virtual void exit() { exit_lambda(this); }
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virtual void tick(float dt) { tick_lambda(this, dt); }
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virtual void handleEvent(const sf::Event& event) {
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event_lambda(this, event);
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State::handleEvent(event);
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}
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};
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struct StateManager
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{
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static StateManager& get()
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{
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static StateManager m;
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return m;
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}
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std::deque<State*> states;
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void enter(State* state)
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{
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states.push_back(state);
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state->enter();
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}
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void tick(float dt)
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{
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states.back()->tick(dt);
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}
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void draw(sf::RenderWindow& w)
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{
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states.back()->draw(w);
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}
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void exit()
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{
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// TODO: Resole states being leaked.
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states.back()->exit();
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states.pop_back();
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if(states.back()) {
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states.back()->enter();
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}
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}
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};
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#endif
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149
viewer/main.cpp
149
viewer/main.cpp
@ -15,11 +15,13 @@
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#include <glm/gtc/type_ptr.hpp>
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#include "MenuSystem.hpp"
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#include "State.hpp"
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#include <SFML/Graphics.hpp>
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#include <memory>
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#include <sstream>
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#include <getopt.h>
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#include <boost/concept_check.hpp>
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constexpr int WIDTH = 800,
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HEIGHT = 600;
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@ -46,7 +48,7 @@ int debugMode = 0;
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sf::Font font;
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bool showControls = true;
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bool showControls = false;
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bool hitWorldRay(glm::vec3& hit, glm::vec3& normal, GTAObject** object = nullptr)
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{
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@ -73,6 +75,12 @@ bool hitWorldRay(glm::vec3& hit, glm::vec3& normal, GTAObject** object = nullptr
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return false;
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}
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void lockCursor(bool lock)
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{
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mouseGrabbed = lock;
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window.setMouseCursorVisible(! lock);
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}
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// Commands.
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std::map<std::string, std::function<void (std::string)>> Commands = {
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{"pedestrian-vehicle",
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@ -266,12 +274,6 @@ void handleGlobalEvent(sf::Event &event)
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{
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switch (event.type) {
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case sf::Event::KeyPressed:
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switch (event.key.code) {
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case sf::Keyboard::Escape:
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window.close();
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break;
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default: break;
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}
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break;
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case sf::Event::GainedFocus:
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inFocus = true;
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@ -297,8 +299,7 @@ void handleInputEvent(sf::Event &event)
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}
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break;
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case sf::Keyboard::M:
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mouseGrabbed = ! mouseGrabbed;
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window.setMouseCursorVisible(! mouseGrabbed);
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lockCursor(! mouseGrabbed);
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break;
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case sf::Keyboard::P:
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debugMode+=1;
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@ -383,7 +384,9 @@ void handleCommandEvent(sf::Event &event)
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command("object-info");
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break;
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break;
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default: break;
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}
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default: break;
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}
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}
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@ -631,6 +634,110 @@ void render()
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}
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}
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GenericState pauseState(
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[](State* self)
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{
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Menu *m = new Menu(font);
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m->offset = sf::Vector2f(50.f, 100.f);
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m->addEntry(Menu::lambda("Continue", [] { StateManager::get().exit(); }));
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m->addEntry(Menu::lambda("Options", [] { std::cout << "Options" << std::endl; }));
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m->addEntry(Menu::lambda("Exit", [] { window.close(); }));
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self->currentMenu = m;
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lockCursor(false);
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},
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[](State* self, float dt)
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{
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},
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[](State* self)
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{
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delete self->currentMenu;
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},
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[](State* self, const sf::Event& e)
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{
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switch(e.type) {
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case sf::Event::KeyPressed:
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switch(e.key.code) {
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case sf::Keyboard::Escape:
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StateManager::get().exit();
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break;
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default: break;
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}
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break;
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default: break;
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}
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}
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);
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GenericState gameState(
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[](State* self)
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{
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lockCursor(true);
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// TODO: create game state object
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// so we can track if we already
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// Started or not.
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if(! player) {
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command("player");
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}
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},
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[](State* self, float dt)
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{
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},
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[](State* self)
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{
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},
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[](State* self, const sf::Event& e)
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{
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switch(e.type) {
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case sf::Event::KeyPressed:
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switch(e.key.code) {
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case sf::Keyboard::Escape:
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StateManager::get().enter(&pauseState);
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break;
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default: break;
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}
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break;
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default: break;
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}
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}
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);
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GenericState menuState(
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[](State* self)
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{
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Menu *m = new Menu(font);
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m->offset = sf::Vector2f(50.f, 100.f);
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m->addEntry(Menu::lambda("Test", [] { StateManager::get().enter(&gameState); }));
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m->addEntry(Menu::lambda("Options", [] { std::cout << "Options" << std::endl; }));
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m->addEntry(Menu::lambda("Exit", [] { window.close(); }));
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self->currentMenu = m;
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lockCursor(false);
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},
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[](State* self, float dt)
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{
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},
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[](State* self)
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{
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delete self->currentMenu;
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},
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[](State* self, const sf::Event& e)
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{
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switch(e.type) {
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case sf::Event::KeyPressed:
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switch(e.key.code) {
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case sf::Keyboard::Escape:
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StateManager::get().exit();
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default: break;
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}
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break;
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default: break;
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}
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}
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);
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int main(int argc, char *argv[])
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{
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if (argc < 2) {
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@ -664,7 +771,7 @@ int main(int argc, char *argv[])
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sf::ContextSettings cs;
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cs.depthBits = 32;
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window.create(sf::VideoMode(w, h), "GTA3 Viewer", sf::Style::Close, cs);
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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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@ -672,29 +779,20 @@ int main(int argc, char *argv[])
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sf::Clock clock;
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/*Menu mainMenu(font);
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mainMenu.offset = sf::Vector2f(50.f, 100.f);
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mainMenu.addEntry(Menu::lambda("Test", [] { std::cout << "Test" << std::endl; }));
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mainMenu.addEntry(Menu::lambda("Options", [] { std::cout << "Options" << std::endl; }));
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mainMenu.addEntry(Menu::lambda("Exit", [] { window.close(); }));*/
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StateManager::get().enter(&menuState);
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float accum = 0.f;
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float ts = 1.f / 60.f;
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while (window.isOpen()) {
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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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handleGlobalEvent(event);
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handleCommandEvent(event);
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handleInputEvent(event);
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if(! mouseGrabbed) {
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switch(event.type) {
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case sf::Event::MouseButtonPressed:
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mainMenu.click(event.mouseButton.x, event.mouseButton.y);
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break;
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}
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}
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StateManager::get().states.back()->handleEvent(event);
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}
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accum += clock.restart().asSeconds();
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@ -705,8 +803,9 @@ int main(int argc, char *argv[])
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}
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render();
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mainMenu.draw(window);
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StateManager::get().draw(window);
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window.display();
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}
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