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This commit is contained in:
@@ -23,27 +23,27 @@ Renderer::~Renderer() {
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}
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void Renderer::UpdateIsometricView() {
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float isometricEased = utils::EaseInOutExpo(m_IsometricShade);
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m_WorldShader->Start();
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m_WorldShader->SetIsometricView(isometricEased);
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m_EntityShader->Start();
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m_EntityShader->SetIsometricView(isometricEased);
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float isometricEased = utils::EaseInOutExpo(m_IsometricShade);
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m_WorldShader->Start();
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m_WorldShader->SetIsometricView(isometricEased);
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m_EntityShader->Start();
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m_EntityShader->SetIsometricView(isometricEased);
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}
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void Renderer::InitShaders() {
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m_WorldShader = std::make_unique<shader::WorldShader>();
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m_WorldShader->LoadShader();
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m_EntityShader = std::make_unique<shader::EntityShader>();
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m_EntityShader->LoadShader();
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SetIsometricView(true);
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UpdateIsometricView();
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m_WorldShader = std::make_unique<shader::WorldShader>();
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m_WorldShader->LoadShader();
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m_EntityShader = std::make_unique<shader::EntityShader>();
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m_EntityShader->LoadShader();
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SetIsometricView(true);
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UpdateIsometricView();
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}
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// TODO : change loader check
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bool Renderer::Init() {
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#if __has_include(<glbinding/glbinding.h>)
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glbinding::initialize();
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glbinding::initialize();
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#elif __has_include(<GL/glew.h>)
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glewInit();
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#elif __has_include(<glad/glad.h>)
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@@ -53,96 +53,96 @@ bool Renderer::Init() {
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#elif __has_include(<glbinding/Binding.h>)
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glbinding::Binding::initialize();
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#endif
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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InitShaders();
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return true;
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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InitShaders();
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return true;
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}
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void Renderer::RenderVAO(const GL::VertexArray& vao) {
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m_WorldShader->Start();
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vao.Bind();
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glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(vao.GetVertexCount()));
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vao.Unbind();
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m_WorldShader->Start();
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vao.Bind();
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glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(vao.GetVertexCount()));
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vao.Unbind();
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}
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void Renderer::RenderModel(const Model& model) {
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m_EntityShader->Start();
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m_EntityShader->SetModelPos(model.positon);
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model.vao->Bind();
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glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(model.vao->GetVertexCount()));
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model.vao->Unbind();
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m_EntityShader->Start();
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m_EntityShader->SetModelPos(model.positon);
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model.vao->Bind();
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glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(model.vao->GetVertexCount()));
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model.vao->Unbind();
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}
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void Renderer::UpdateIsometricFade() {
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static std::uint64_t lastTime = utils::GetTime();
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if (m_IsometricShade != static_cast<float>(m_IsometricView)) {
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float step = static_cast<float>(utils::GetTime() - lastTime) / 1000.0f * m_AnimationSpeed;
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if (m_IsometricShade < m_IsometricView) {
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m_IsometricShade += step;
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} else {
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m_IsometricShade -= step;
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}
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m_IsometricShade = std::min(m_IsometricShade, 1.0f);
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m_IsometricShade = std::max(m_IsometricShade, 0.0f);
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UpdateIsometricView();
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}
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lastTime = utils::GetTime();
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static std::uint64_t lastTime = utils::GetTime();
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if (m_IsometricShade != static_cast<float>(m_IsometricView)) {
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float step = static_cast<float>(utils::GetTime() - lastTime) / 1000.0f * m_AnimationSpeed;
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if (m_IsometricShade < m_IsometricView) {
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m_IsometricShade += step;
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} else {
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m_IsometricShade -= step;
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}
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m_IsometricShade = std::min(m_IsometricShade, 1.0f);
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m_IsometricShade = std::max(m_IsometricShade, 0.0f);
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UpdateIsometricView();
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}
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lastTime = utils::GetTime();
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}
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void Renderer::Prepare() {
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(m_BackgroundColor.r, m_BackgroundColor.g, m_BackgroundColor.b, 0);
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UpdateIsometricFade();
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(m_BackgroundColor.r, m_BackgroundColor.g, m_BackgroundColor.b, 0);
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UpdateIsometricFade();
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}
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void Renderer::Resize(int width, int height) {
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m_WorldShader->Start();
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m_WorldShader->SetAspectRatio(static_cast<float>(width) / height);
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m_EntityShader->Start();
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m_EntityShader->SetAspectRatio(static_cast<float>(width) / height);
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glViewport(0, 0, width, height);
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m_WorldShader->Start();
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m_WorldShader->SetAspectRatio(static_cast<float>(width) / height);
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m_EntityShader->Start();
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m_EntityShader->SetAspectRatio(static_cast<float>(width) / height);
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glViewport(0, 0, width, height);
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}
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void Renderer::SetZoom(float zoom) {
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m_WorldShader->Start();
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m_WorldShader->SetZoom(zoom);
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m_EntityShader->Start();
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m_EntityShader->SetZoom(zoom);
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m_WorldShader->Start();
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m_WorldShader->SetZoom(zoom);
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m_EntityShader->Start();
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m_EntityShader->SetZoom(zoom);
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}
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void Renderer::SetCamMovement(const Vec2f& mov) {
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m_CamPos.x += mov.x * (1 - m_IsometricView) + (0.5 * mov.x - mov.y) * m_IsometricView;
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m_CamPos.y += -mov.y * (1 - m_IsometricView) + (-0.5 * mov.x - mov.y) * m_IsometricView;
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SetCamPos(m_CamPos);
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m_CamPos.x += mov.x * (1 - m_IsometricView) + (0.5 * mov.x - mov.y) * m_IsometricView;
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m_CamPos.y += -mov.y * (1 - m_IsometricView) + (-0.5 * mov.x - mov.y) * m_IsometricView;
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SetCamPos(m_CamPos);
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}
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void Renderer::SetCamPos(const Vec2f& newPos) {
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m_CamPos = newPos;
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m_WorldShader->Start();
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m_WorldShader->SetCamPos(newPos);
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m_EntityShader->Start();
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m_EntityShader->SetCamPos(newPos);
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m_CamPos = newPos;
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m_WorldShader->Start();
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m_WorldShader->SetCamPos(newPos);
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m_EntityShader->Start();
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m_EntityShader->SetCamPos(newPos);
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}
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void Renderer::SetIsometricView(bool isometric) {
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m_IsometricView = isometric;
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m_IsometricView = isometric;
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}
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Vec2f Renderer::GetCursorWorldPos(const Vec2f& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight) {
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float isometricEased = utils::EaseInOutExpo(m_IsometricShade);
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float isometricEased = utils::EaseInOutExpo(m_IsometricShade);
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float relativeX = (cursorPos.x / windowWidth * 2) - 1;
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float relativeY = (cursorPos.y / windowHeight * 2) - 1;
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float relativeX = (cursorPos.x / windowWidth * 2) - 1;
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float relativeY = (cursorPos.y / windowHeight * 2) - 1;
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float deltaX = relativeX * aspectRatio / zoom;
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float deltaY = relativeY / zoom;
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float deltaX = relativeX * aspectRatio / zoom;
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float deltaY = relativeY / zoom;
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float worldX = m_CamPos.x + deltaX * (1 - isometricEased) + (0.5 * deltaX + deltaY) * isometricEased;
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float worldY = m_CamPos.y + deltaY * (1 - isometricEased) + (-0.5 * deltaX + deltaY) * isometricEased;
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float worldX = m_CamPos.x + deltaX * (1 - isometricEased) + (0.5 * deltaX + deltaY) * isometricEased;
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float worldY = m_CamPos.y + deltaY * (1 - isometricEased) + (-0.5 * deltaX + deltaY) * isometricEased;
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return { worldX, worldY };
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return { worldX, worldY };
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}
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@@ -5,49 +5,49 @@ namespace td {
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namespace render {
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void VertexCache::AddData(std::uint64_t index, std::vector<float> positions, std::vector<float> colors) {
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m_Indexes.insert({ index, {positions, colors} });
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m_VertexCount += colors.size(); // one color per vertex
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m_Indexes.insert({ index, {positions, colors} });
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m_VertexCount += colors.size(); // one color per vertex
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}
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void VertexCache::RemoveData(std::uint64_t index) {
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auto it = m_Indexes.find(index);
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if (it != m_Indexes.end()) {
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m_Indexes.erase(it);
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m_VertexCount -= it->second.color.size(); // one color per vertex
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}
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auto it = m_Indexes.find(index);
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if (it != m_Indexes.end()) {
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m_Indexes.erase(it);
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m_VertexCount -= it->second.color.size(); // one color per vertex
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}
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}
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void VertexCache::Clear() {
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m_Indexes.clear();
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m_VertexCount = 0;
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m_Indexes.clear();
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m_VertexCount = 0;
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}
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void VertexCache::UpdateVertexArray() {
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m_VertexArray = std::make_unique<GL::VertexArray>(m_VertexCount); // one color per vertex
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m_VertexArray = std::make_unique<GL::VertexArray>(m_VertexCount); // one color per vertex
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Vector positions;
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positions.reserve(m_VertexCount * 2);
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Vector positions;
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positions.reserve(m_VertexCount * 2);
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Vector colors;
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colors.reserve(m_VertexCount);
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Vector colors;
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colors.reserve(m_VertexCount);
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for (auto it = m_Indexes.begin(); it != m_Indexes.end(); it++) {
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const DataIndex& data = it->second;
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for (auto it = m_Indexes.begin(); it != m_Indexes.end(); it++) {
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const DataIndex& data = it->second;
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positions.insert(positions.end(), data.position.begin(), data.position.end());
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colors.insert(colors.end(), data.color.begin(), data.color.end());
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}
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positions.insert(positions.end(), data.position.begin(), data.position.end());
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colors.insert(colors.end(), data.color.begin(), data.color.end());
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}
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GL::VertexBuffer positionsBuffer(positions, 2);
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positionsBuffer.AddVertexAttribPointer(0, 2, 0);
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GL::VertexBuffer positionsBuffer(positions, 2);
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positionsBuffer.AddVertexAttribPointer(0, 2, 0);
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GL::VertexBuffer colorsBuffer(colors, 1);
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colorsBuffer.AddVertexAttribPointer(1, 1, 0);
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GL::VertexBuffer colorsBuffer(colors, 1);
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colorsBuffer.AddVertexAttribPointer(1, 1, 0);
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m_VertexArray->Bind();
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m_VertexArray->BindVertexBuffer(positionsBuffer);
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m_VertexArray->BindVertexBuffer(colorsBuffer);
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m_VertexArray->Unbind();
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m_VertexArray->Bind();
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m_VertexArray->BindVertexBuffer(positionsBuffer);
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m_VertexArray->BindVertexBuffer(colorsBuffer);
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m_VertexArray->Unbind();
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}
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} // namespace render
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@@ -12,118 +12,118 @@ namespace td {
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namespace render {
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ImVec4 WorldRenderer::GetImGuiTeamColor(game::TeamColor color) {
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switch (color) {
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case td::game::TeamColor::None:
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break;
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case td::game::TeamColor::Red:
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return ImVec4(1, 0, 0, 1);
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case td::game::TeamColor::Blue:
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return ImVec4(0, 0, 1, 1);
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}
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return ImVec4(1, 1, 1, 1);
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switch (color) {
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case td::game::TeamColor::None:
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break;
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case td::game::TeamColor::Red:
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return ImVec4(1, 0, 0, 1);
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case td::game::TeamColor::Blue:
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return ImVec4(0, 0, 1, 1);
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}
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return ImVec4(1, 1, 1, 1);
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}
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void WorldRenderer::LoadModels() {
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utils::LOGD("World Created !");
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m_WorldVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadWorldModel(m_World)));
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m_MobVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadMobModel()));
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m_SelectTileVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadTileSelectModel()));
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utils::LOGD(utils::format("Vertex Count : %u", m_WorldVao->GetVertexCount()));
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utils::LOGD("World Created !");
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m_WorldVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadWorldModel(m_World)));
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m_MobVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadMobModel()));
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m_SelectTileVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadTileSelectModel()));
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utils::LOGD(utils::format("Vertex Count : %u", m_WorldVao->GetVertexCount()));
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}
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WorldRenderer::WorldRenderer(game::World* world, client::ClientGame* client) : m_Client(client), m_Renderer(m_Client->GetRenderer()), m_World(world), m_Zoom(0.1) {
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m_Renderer->SetZoom(m_Zoom);
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m_Renderer->SetCamMovement({});
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m_TowerPlacePopup = std::make_unique<gui::TowerPlacePopup>(m_Client->GetClient());
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m_MobTooltip = std::make_unique<gui::MobTooltip>(m_Client->GetClient());
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m_CastleTooltip = std::make_unique<gui::CastleTooltip>(m_Client->GetClient());
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m_Client->GetWorldClient().GetWorldNotifier().BindListener(this);
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m_Renderer->SetZoom(m_Zoom);
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m_Renderer->SetCamMovement({});
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m_TowerPlacePopup = std::make_unique<gui::TowerPlacePopup>(m_Client->GetClient());
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m_MobTooltip = std::make_unique<gui::MobTooltip>(m_Client->GetClient());
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m_CastleTooltip = std::make_unique<gui::CastleTooltip>(m_Client->GetClient());
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m_Client->GetWorldClient().GetWorldNotifier().BindListener(this);
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}
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void WorldRenderer::UpdateCursorPos() {
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m_CursorPos = GetCursorWorldPos();
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m_CursorPos = GetCursorWorldPos();
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}
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void WorldRenderer::Update() {
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if (m_WorldVao == nullptr)
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return;
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ImGuiIO& io = ImGui::GetIO();
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if (io.MouseDown[0] && !ImGui::IsAnyItemActive()) {
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ImVec2 mouseDelta = ImGui::GetIO().MouseDelta;
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const float relativeX = mouseDelta.x / (float)Display::GetWindowWidth() * 2;
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const float relativeY = mouseDelta.y / (float)Display::GetWindowHeight() * 2;
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MoveCam(relativeX, relativeY, Display::GetAspectRatio());
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}
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if (io.MouseWheel != 0) {
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ChangeZoom(io.MouseWheel);
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}
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UpdateCursorPos();
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if (ImGui::IsMouseClicked(0)) {
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if (!m_PopupOpened) {
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m_HoldCursorPos = { io.MousePos.x, io.MousePos.y };
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} else {
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m_PopupOpened = false;
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}
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}
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if (m_WorldVao == nullptr)
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return;
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ImGuiIO& io = ImGui::GetIO();
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if (io.MouseDown[0] && !ImGui::IsAnyItemActive()) {
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ImVec2 mouseDelta = ImGui::GetIO().MouseDelta;
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const float relativeX = mouseDelta.x / (float)Display::GetWindowWidth() * 2;
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const float relativeY = mouseDelta.y / (float)Display::GetWindowHeight() * 2;
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MoveCam(relativeX, relativeY, Display::GetAspectRatio());
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}
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if (io.MouseWheel != 0) {
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ChangeZoom(io.MouseWheel);
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}
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UpdateCursorPos();
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if (ImGui::IsMouseClicked(0)) {
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if (!m_PopupOpened) {
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m_HoldCursorPos = { io.MousePos.x, io.MousePos.y };
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} else {
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m_PopupOpened = false;
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}
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}
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if (ImGui::IsMouseDoubleClicked(1)) RemoveTower();
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if (ImGui::IsMouseDoubleClicked(1)) RemoveTower();
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}
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void WorldRenderer::RemoveTower() {
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Vec2f cursorPos = GetCursorWorldPos();
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Vec2f cursorPos = GetCursorWorldPos();
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game::TowerPtr clickedTower = m_World->GetTower(cursorPos);
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game::TowerPtr clickedTower = m_World->GetTower(cursorPos);
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if (clickedTower != nullptr) {
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m_Client->GetClient()->RemoveTower(clickedTower->GetID());
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}
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if (clickedTower != nullptr) {
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m_Client->GetClient()->RemoveTower(clickedTower->GetID());
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}
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}
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void WorldRenderer::RenderWorld() const {
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m_Renderer->RenderVAO(*m_WorldVao);
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m_Renderer->RenderVAO(*m_WorldVao);
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}
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void WorldRenderer::RenderMobs() const {
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for (game::MobPtr mob : m_World->GetMobList()) {
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Renderer::Model model;
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model.vao = m_MobVao.get();
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model.positon = { mob->GetCenterX(), mob->GetCenterY() };
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m_Renderer->RenderModel(model);
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}
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for (game::MobPtr mob : m_World->GetMobList()) {
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Renderer::Model model;
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model.vao = m_MobVao.get();
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model.positon = { mob->GetCenterX(), mob->GetCenterY() };
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m_Renderer->RenderModel(model);
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}
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}
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void WorldRenderer::RenderTowers() const {
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if (!m_TowersCache.IsEmpty())
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m_Renderer->RenderVAO(m_TowersCache.GetVertexArray());
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if (!m_TowersCache.IsEmpty())
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m_Renderer->RenderVAO(m_TowersCache.GetVertexArray());
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}
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void WorldRenderer::RenderTileSelect() const {
|
||||
if (ImGui::IsAnyItemHovered()) return;
|
||||
if (ImGui::IsAnyItemHovered()) return;
|
||||
|
||||
if (m_MobTooltip->IsShown() || m_CastleTooltip->IsShown()) return;
|
||||
if (m_MobTooltip->IsShown() || m_CastleTooltip->IsShown()) return;
|
||||
|
||||
Renderer::Model tileSelectModel;
|
||||
tileSelectModel.vao = m_SelectTileVao.get();
|
||||
tileSelectModel.positon = { std::floor(m_CursorPos.x), std::floor(m_CursorPos.y) };
|
||||
Renderer::Model tileSelectModel;
|
||||
tileSelectModel.vao = m_SelectTileVao.get();
|
||||
tileSelectModel.positon = { std::floor(m_CursorPos.x), std::floor(m_CursorPos.y) };
|
||||
|
||||
m_Renderer->RenderModel(tileSelectModel);
|
||||
m_Renderer->RenderModel(tileSelectModel);
|
||||
}
|
||||
|
||||
void WorldRenderer::RenderPopups() {
|
||||
m_TowerPlacePopup->Render();
|
||||
RenderTowerUpgradePopup();
|
||||
m_TowerPlacePopup->Render();
|
||||
RenderTowerUpgradePopup();
|
||||
}
|
||||
|
||||
void WorldRenderer::Render() {
|
||||
if (m_WorldVao == nullptr)
|
||||
return;
|
||||
RenderWorld();
|
||||
RenderMobs();
|
||||
RenderTowers();
|
||||
RenderTileSelect();
|
||||
RenderTooltips();
|
||||
RenderPopups();
|
||||
DetectClick();
|
||||
if (m_WorldVao == nullptr)
|
||||
return;
|
||||
RenderWorld();
|
||||
RenderMobs();
|
||||
RenderTowers();
|
||||
RenderTileSelect();
|
||||
RenderTooltips();
|
||||
RenderPopups();
|
||||
DetectClick();
|
||||
}
|
||||
|
||||
WorldRenderer::~WorldRenderer() {
|
||||
@@ -131,174 +131,174 @@ WorldRenderer::~WorldRenderer() {
|
||||
}
|
||||
|
||||
void WorldRenderer::RenderTooltips() const {
|
||||
RenderMobTooltip();
|
||||
RenderCastleTooltip();
|
||||
RenderMobTooltip();
|
||||
RenderCastleTooltip();
|
||||
}
|
||||
|
||||
void WorldRenderer::MoveCam(float relativeX, float relativeY, float aspectRatio) {
|
||||
if (m_WorldVao == nullptr)
|
||||
return;
|
||||
float movementX = -relativeX / m_Zoom * aspectRatio;
|
||||
float movementY = relativeY / m_Zoom;
|
||||
m_Renderer->SetCamMovement({ movementX, movementY });
|
||||
if (m_WorldVao == nullptr)
|
||||
return;
|
||||
float movementX = -relativeX / m_Zoom * aspectRatio;
|
||||
float movementY = relativeY / m_Zoom;
|
||||
m_Renderer->SetCamMovement({ movementX, movementY });
|
||||
}
|
||||
|
||||
void WorldRenderer::ChangeZoom(float zoomStep) {
|
||||
if (m_WorldVao == nullptr)
|
||||
return;
|
||||
static float sensibility = 1.5f;
|
||||
if (zoomStep < 0) {
|
||||
m_Zoom /= -zoomStep * sensibility;
|
||||
} else {
|
||||
m_Zoom *= zoomStep * sensibility;
|
||||
}
|
||||
m_Renderer->SetZoom(m_Zoom);
|
||||
m_Renderer->SetCamMovement({});
|
||||
if (m_WorldVao == nullptr)
|
||||
return;
|
||||
static float sensibility = 1.5f;
|
||||
if (zoomStep < 0) {
|
||||
m_Zoom /= -zoomStep * sensibility;
|
||||
} else {
|
||||
m_Zoom *= zoomStep * sensibility;
|
||||
}
|
||||
m_Renderer->SetZoom(m_Zoom);
|
||||
m_Renderer->SetCamMovement({});
|
||||
}
|
||||
|
||||
void WorldRenderer::Click() {
|
||||
const game::TowerPtr tower = m_Client->GetWorld().GetTower(GetClickWorldPos());
|
||||
m_TowerPlacePopup->SetClickPos(GetClickWorldPos());
|
||||
if (tower != nullptr) { // there is a tower here
|
||||
ImGui::OpenPopup("TowerUpgrade");
|
||||
} else if (m_Client->GetWorld().CanPlaceLittleTower(GetClickWorldPos(), m_Client->GetPlayer()->GetID())) {
|
||||
ImGui::OpenPopup("TowerPlace");
|
||||
}
|
||||
const game::TowerPtr tower = m_Client->GetWorld().GetTower(GetClickWorldPos());
|
||||
m_TowerPlacePopup->SetClickPos(GetClickWorldPos());
|
||||
if (tower != nullptr) { // there is a tower here
|
||||
ImGui::OpenPopup("TowerUpgrade");
|
||||
} else if (m_Client->GetWorld().CanPlaceLittleTower(GetClickWorldPos(), m_Client->GetPlayer()->GetID())) {
|
||||
ImGui::OpenPopup("TowerPlace");
|
||||
}
|
||||
}
|
||||
|
||||
void WorldRenderer::SetCamPos(float camX, float camY) {
|
||||
m_CamPos = { camX, camY };
|
||||
m_Renderer->SetCamPos(m_CamPos);
|
||||
m_CamPos = { camX, camY };
|
||||
m_Renderer->SetCamPos(m_CamPos);
|
||||
}
|
||||
|
||||
void WorldRenderer::RenderTowerUpgradePopup() {
|
||||
if (ImGui::BeginPopup("TowerUpgrade")) {
|
||||
m_PopupOpened = true;
|
||||
game::TowerPtr tower = m_Client->GetWorld().GetTower(GetClickWorldPos());
|
||||
if (tower == nullptr) {
|
||||
ImGui::EndPopup();
|
||||
return;
|
||||
}
|
||||
ImGui::Text("Tower : %s", game::TowerFactory::GetTowerName(tower->GetType()).c_str());
|
||||
if (ImGui::BeginPopup("TowerUpgrade")) {
|
||||
m_PopupOpened = true;
|
||||
game::TowerPtr tower = m_Client->GetWorld().GetTower(GetClickWorldPos());
|
||||
if (tower == nullptr) {
|
||||
ImGui::EndPopup();
|
||||
return;
|
||||
}
|
||||
ImGui::Text("Tower : %s", game::TowerFactory::GetTowerName(tower->GetType()).c_str());
|
||||
|
||||
for (int y = 0; y < 3; y++) { // path: 0 -> top 1 -> middle 2 -> bottom
|
||||
for (int x = 0; x < 4; x++) { // level: 1, 2, 3, 4
|
||||
for (int y = 0; y < 3; y++) { // path: 0 -> top 1 -> middle 2 -> bottom
|
||||
for (int x = 0; x < 4; x++) { // level: 1, 2, 3, 4
|
||||
|
||||
if (x > 0)
|
||||
ImGui::SameLine();
|
||||
if (x > 0)
|
||||
ImGui::SameLine();
|
||||
|
||||
std::uint8_t currentLevel = x + 1;
|
||||
game::TowerPath currentPath = game::TowerPath(y);
|
||||
std::uint8_t currentLevel = x + 1;
|
||||
game::TowerPath currentPath = game::TowerPath(y);
|
||||
|
||||
const game::TowerStats* towerStats = game::GetTowerStats(tower->GetType(), { currentLevel, currentPath });
|
||||
game::TowerPath towerPath = tower->GetLevel().GetPath();
|
||||
const game::TowerStats* towerStats = game::GetTowerStats(tower->GetType(), { currentLevel, currentPath });
|
||||
game::TowerPath towerPath = tower->GetLevel().GetPath();
|
||||
|
||||
bool disabled = towerStats == nullptr;
|
||||
bool disabled = towerStats == nullptr;
|
||||
|
||||
int towerLevel = tower->GetLevel().GetLevel();
|
||||
int towerLevel = tower->GetLevel().GetLevel();
|
||||
|
||||
bool alreadyUpgraded = currentLevel <= towerLevel;
|
||||
bool canUpgrade = (towerLevel + 1) == currentLevel;
|
||||
bool alreadyUpgraded = currentLevel <= towerLevel;
|
||||
bool canUpgrade = (towerLevel + 1) == currentLevel;
|
||||
|
||||
if (canUpgrade && towerPath != game::TowerPath::Base) {
|
||||
if (currentPath != towerPath) {
|
||||
canUpgrade = false;
|
||||
}
|
||||
}
|
||||
if (canUpgrade && towerPath != game::TowerPath::Base) {
|
||||
if (currentPath != towerPath) {
|
||||
canUpgrade = false;
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::PushID(x * 4 + y);
|
||||
if (disabled) {
|
||||
ImGui::BeginDisabled();
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
|
||||
ImGui::Button("", ImVec2(100, 100));
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::EndDisabled();
|
||||
} else if (alreadyUpgraded) {
|
||||
ImGui::BeginDisabled();
|
||||
ImGui::Button("Already", ImVec2(100, 100));
|
||||
ImGui::EndDisabled();
|
||||
} else if (canUpgrade) {
|
||||
if (ImGui::Button("Upgrade", ImVec2(100, 100))) {
|
||||
m_Client->GetClient()->UpgradeTower(tower->GetID(), { currentLevel, currentPath });
|
||||
}
|
||||
} else {
|
||||
ImGui::BeginDisabled();
|
||||
ImGui::Button("Locked", ImVec2(100, 100));
|
||||
ImGui::EndDisabled();
|
||||
}
|
||||
ImGui::PopID();
|
||||
}
|
||||
}
|
||||
ImGui::PushID(x * 4 + y);
|
||||
if (disabled) {
|
||||
ImGui::BeginDisabled();
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
|
||||
ImGui::Button("", ImVec2(100, 100));
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::EndDisabled();
|
||||
} else if (alreadyUpgraded) {
|
||||
ImGui::BeginDisabled();
|
||||
ImGui::Button("Already", ImVec2(100, 100));
|
||||
ImGui::EndDisabled();
|
||||
} else if (canUpgrade) {
|
||||
if (ImGui::Button("Upgrade", ImVec2(100, 100))) {
|
||||
m_Client->GetClient()->UpgradeTower(tower->GetID(), { currentLevel, currentPath });
|
||||
}
|
||||
} else {
|
||||
ImGui::BeginDisabled();
|
||||
ImGui::Button("Locked", ImVec2(100, 100));
|
||||
ImGui::EndDisabled();
|
||||
}
|
||||
ImGui::PopID();
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
}
|
||||
|
||||
void WorldRenderer::DetectClick() {
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (ImGui::IsMouseReleased(0) && !ImGui::IsAnyItemHovered() && !ImGui::IsAnyItemFocused()) {
|
||||
Vec2f cursorPos = { io.MousePos.x, io.MousePos.y };
|
||||
if (cursorPos == m_HoldCursorPos) {
|
||||
m_LastClicked = m_HoldCursorPos;
|
||||
Click();
|
||||
}
|
||||
}
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (ImGui::IsMouseReleased(0) && !ImGui::IsAnyItemHovered() && !ImGui::IsAnyItemFocused()) {
|
||||
Vec2f cursorPos = { io.MousePos.x, io.MousePos.y };
|
||||
if (cursorPos == m_HoldCursorPos) {
|
||||
m_LastClicked = m_HoldCursorPos;
|
||||
Click();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void WorldRenderer::RenderMobTooltip() const {
|
||||
if (ImGui::IsAnyItemHovered()) return;
|
||||
if (ImGui::IsAnyItemHovered()) return;
|
||||
|
||||
DetectMobHovering();
|
||||
m_MobTooltip->Render();
|
||||
DetectMobHovering();
|
||||
m_MobTooltip->Render();
|
||||
}
|
||||
|
||||
void WorldRenderer::RenderCastleTooltip() const {
|
||||
if (ImGui::IsAnyItemHovered()) return;
|
||||
if (ImGui::IsAnyItemHovered()) return;
|
||||
|
||||
DetectCastleHovering();
|
||||
m_CastleTooltip->Render();
|
||||
DetectCastleHovering();
|
||||
m_CastleTooltip->Render();
|
||||
}
|
||||
|
||||
void WorldRenderer::DetectMobHovering() const {
|
||||
Vec2f cursorWorldPos = GetCursorWorldPos();
|
||||
for (game::MobPtr mob : m_World->GetMobList()) {
|
||||
if (mob->CollidesWith({ cursorWorldPos.x, cursorWorldPos.y })) {
|
||||
m_MobTooltip->SetMob(mob.get());
|
||||
return;
|
||||
}
|
||||
}
|
||||
m_MobTooltip->SetMob(nullptr);
|
||||
Vec2f cursorWorldPos = GetCursorWorldPos();
|
||||
for (game::MobPtr mob : m_World->GetMobList()) {
|
||||
if (mob->CollidesWith({ cursorWorldPos.x, cursorWorldPos.y })) {
|
||||
m_MobTooltip->SetMob(mob.get());
|
||||
return;
|
||||
}
|
||||
}
|
||||
m_MobTooltip->SetMob(nullptr);
|
||||
}
|
||||
|
||||
void WorldRenderer::DetectCastleHovering() const {
|
||||
Vec2f cursorWorldPos = GetCursorWorldPos();
|
||||
for (const game::Team& team : m_World->GetTeams()) {
|
||||
if (team.GetCastle().CollidesWith({ cursorWorldPos.x, cursorWorldPos.y })) {
|
||||
m_CastleTooltip->SetCastle(&team.GetCastle());
|
||||
return;
|
||||
}
|
||||
}
|
||||
m_CastleTooltip->SetCastle(nullptr);
|
||||
Vec2f cursorWorldPos = GetCursorWorldPos();
|
||||
for (const game::Team& team : m_World->GetTeams()) {
|
||||
if (team.GetCastle().CollidesWith({ cursorWorldPos.x, cursorWorldPos.y })) {
|
||||
m_CastleTooltip->SetCastle(&team.GetCastle());
|
||||
return;
|
||||
}
|
||||
}
|
||||
m_CastleTooltip->SetCastle(nullptr);
|
||||
}
|
||||
|
||||
void WorldRenderer::OnTowerAdd(game::TowerPtr tower) {
|
||||
WorldLoader::RenderData RenderData = WorldLoader::LoadTowerModel(tower);
|
||||
m_TowersCache.AddData(tower->GetID(), RenderData.positions, RenderData.colors);
|
||||
m_TowersCache.UpdateVertexArray();
|
||||
WorldLoader::RenderData RenderData = WorldLoader::LoadTowerModel(tower);
|
||||
m_TowersCache.AddData(tower->GetID(), RenderData.positions, RenderData.colors);
|
||||
m_TowersCache.UpdateVertexArray();
|
||||
}
|
||||
|
||||
void WorldRenderer::OnTowerRemove(game::TowerPtr tower) {
|
||||
m_TowersCache.RemoveData(tower->GetID());
|
||||
m_TowersCache.UpdateVertexArray();
|
||||
m_TowersCache.RemoveData(tower->GetID());
|
||||
m_TowersCache.UpdateVertexArray();
|
||||
}
|
||||
|
||||
Vec2f WorldRenderer::GetCursorWorldPos() const {
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
return m_Renderer->GetCursorWorldPos({ io.MousePos.x, io.MousePos.y }, Display::GetAspectRatio(), m_Zoom, Display::GetWindowWidth(), Display::GetWindowHeight());
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
return m_Renderer->GetCursorWorldPos({ io.MousePos.x, io.MousePos.y }, Display::GetAspectRatio(), m_Zoom, Display::GetWindowWidth(), Display::GetWindowHeight());
|
||||
}
|
||||
|
||||
Vec2f WorldRenderer::GetClickWorldPos() const {
|
||||
return m_Renderer->GetCursorWorldPos(m_LastClicked, Display::GetAspectRatio(), m_Zoom, Display::GetWindowWidth(), Display::GetWindowHeight());
|
||||
return m_Renderer->GetCursorWorldPos(m_LastClicked, Display::GetAspectRatio(), m_Zoom, Display::GetWindowWidth(), Display::GetWindowHeight());
|
||||
}
|
||||
|
||||
} // namespace render
|
||||
|
||||
@@ -13,14 +13,14 @@ CastleTooltip::CastleTooltip(client::Client* client) : GuiWidget(client) {
|
||||
}
|
||||
|
||||
void CastleTooltip::Render() {
|
||||
if (m_Castle == nullptr) return;
|
||||
if (m_Castle == nullptr) return;
|
||||
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, render::WorldRenderer::GetImGuiTeamColor(m_Castle->GetTeam()->GetColor()));
|
||||
ImGui::Text("Castle : ");
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::Text("\tCastle HP : %i/%i", static_cast<int>(m_Castle->GetLife()), game::TeamCastle::CastleMaxLife);
|
||||
ImGui::EndTooltip();
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, render::WorldRenderer::GetImGuiTeamColor(m_Castle->GetTeam()->GetColor()));
|
||||
ImGui::Text("Castle : ");
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::Text("\tCastle HP : %i/%i", static_cast<int>(m_Castle->GetLife()), game::TeamCastle::CastleMaxLife);
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
|
||||
} // namespace gui
|
||||
|
||||
@@ -13,25 +13,25 @@ FrameMenu::FrameMenu(client::Client* client) : GuiWidget(client), m_VSync(true),
|
||||
}
|
||||
|
||||
void FrameMenu::Render() {
|
||||
ImGui::Begin("FPS Counter");
|
||||
ImGui::Text("FPS : %i", (int)ImGui::GetIO().Framerate);
|
||||
if (ImGui::Checkbox("V-Sync", &m_VSync)) {
|
||||
SDL_GL_SetSwapInterval(m_VSync);
|
||||
}
|
||||
if (ImGui::Checkbox("Vue Isometrique ?", &m_IsometricView)) {
|
||||
GetClient()->GetRenderer()->SetIsometricView(m_IsometricView);
|
||||
}
|
||||
ImGui::Begin("FPS Counter");
|
||||
ImGui::Text("FPS : %i", (int)ImGui::GetIO().Framerate);
|
||||
if (ImGui::Checkbox("V-Sync", &m_VSync)) {
|
||||
SDL_GL_SetSwapInterval(m_VSync);
|
||||
}
|
||||
if (ImGui::Checkbox("Vue Isometrique ?", &m_IsometricView)) {
|
||||
GetClient()->GetRenderer()->SetIsometricView(m_IsometricView);
|
||||
}
|
||||
|
||||
#if !defined(NDEBUG)
|
||||
ImGui::Checkbox("Demo Window", &m_ShowDemoWindow);
|
||||
ImGui::Checkbox("Demo Window", &m_ShowDemoWindow);
|
||||
#endif
|
||||
|
||||
ImGui::End();
|
||||
ImGui::End();
|
||||
|
||||
#if !defined(NDEBUG)
|
||||
|
||||
if (m_ShowDemoWindow)
|
||||
ImGui::ShowDemoWindow(&m_ShowDemoWindow);
|
||||
if (m_ShowDemoWindow)
|
||||
ImGui::ShowDemoWindow(&m_ShowDemoWindow);
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -14,83 +14,83 @@ GameMenu::GameMenu(client::Client* client) : GuiWidget(client), m_SummonMenu(std
|
||||
}
|
||||
|
||||
void GameMenu::Render() {
|
||||
if (!m_Client->IsConnected()) return;
|
||||
if (!m_Client->IsConnected()) return;
|
||||
|
||||
if (GetClient()->GetGame().GetGameState() == td::game::GameState::Lobby) {
|
||||
ImGui::Begin("Lobby");
|
||||
if (GetClient()->GetGame().GetGameState() == td::game::GameState::Lobby) {
|
||||
ImGui::Begin("Lobby");
|
||||
|
||||
ShowTPS();
|
||||
ShowPlayers();
|
||||
ShowLobbyProgress();
|
||||
ShowTeamSelection();
|
||||
ShowTPS();
|
||||
ShowPlayers();
|
||||
ShowLobbyProgress();
|
||||
ShowTeamSelection();
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
if (GetClient()->GetGame().GetGameState() == td::game::GameState::Game) {
|
||||
ImGui::Begin("Game");
|
||||
ImGui::End();
|
||||
}
|
||||
if (GetClient()->GetGame().GetGameState() == td::game::GameState::Game) {
|
||||
ImGui::Begin("Game");
|
||||
|
||||
ShowTPS();
|
||||
ShowStats();
|
||||
ShowPlayers();
|
||||
ShowTPS();
|
||||
ShowStats();
|
||||
ShowPlayers();
|
||||
|
||||
ImGui::End();
|
||||
ImGui::End();
|
||||
|
||||
m_SummonMenu->Render();
|
||||
}
|
||||
m_SummonMenu->Render();
|
||||
}
|
||||
}
|
||||
|
||||
void GameMenu::ShowPlayers() {
|
||||
if (ImGui::TreeNode(std::string("Players (" + std::to_string(GetClient()->GetGame().GetPlayers().size()) + ")##player_list").c_str())) {
|
||||
for (auto pair : GetClient()->GetGame().GetPlayers()) {
|
||||
const td::game::Player& player = pair.second;
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, render::WorldRenderer::GetImGuiTeamColor(player.GetTeamColor()));
|
||||
ImGui::Text("%s", player.GetName().c_str());
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
if (ImGui::TreeNode(std::string("Players (" + std::to_string(GetClient()->GetGame().GetPlayers().size()) + ")##player_list").c_str())) {
|
||||
for (auto pair : GetClient()->GetGame().GetPlayers()) {
|
||||
const td::game::Player& player = pair.second;
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, render::WorldRenderer::GetImGuiTeamColor(player.GetTeamColor()));
|
||||
ImGui::Text("%s", player.GetName().c_str());
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
}
|
||||
|
||||
void GameMenu::ShowTeamSelection() {
|
||||
if (GetClient()->GetGame().GetPlayer() == nullptr)
|
||||
return;
|
||||
td::game::TeamColor playerTeam = GetClient()->GetGame().GetPlayer()->GetTeamColor();
|
||||
if (GetClient()->GetGame().GetPlayer() == nullptr)
|
||||
return;
|
||||
td::game::TeamColor playerTeam = GetClient()->GetGame().GetPlayer()->GetTeamColor();
|
||||
|
||||
if (ImGui::Button(std::string((playerTeam == td::game::TeamColor::Red ? "Leave" : "Join") + std::string(" Red Team")).c_str())) {
|
||||
if (playerTeam == td::game::TeamColor::Red)
|
||||
GetClient()->SelectTeam(td::game::TeamColor::None);
|
||||
else
|
||||
GetClient()->SelectTeam(td::game::TeamColor::Red);
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button(std::string((playerTeam == td::game::TeamColor::Blue ? "Leave" : "Join") + std::string(" Blue Team")).c_str())) {
|
||||
if (playerTeam == td::game::TeamColor::Blue)
|
||||
GetClient()->SelectTeam(td::game::TeamColor::None);
|
||||
else
|
||||
GetClient()->SelectTeam(td::game::TeamColor::Blue);
|
||||
}
|
||||
if (ImGui::Button(std::string((playerTeam == td::game::TeamColor::Red ? "Leave" : "Join") + std::string(" Red Team")).c_str())) {
|
||||
if (playerTeam == td::game::TeamColor::Red)
|
||||
GetClient()->SelectTeam(td::game::TeamColor::None);
|
||||
else
|
||||
GetClient()->SelectTeam(td::game::TeamColor::Red);
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button(std::string((playerTeam == td::game::TeamColor::Blue ? "Leave" : "Join") + std::string(" Blue Team")).c_str())) {
|
||||
if (playerTeam == td::game::TeamColor::Blue)
|
||||
GetClient()->SelectTeam(td::game::TeamColor::None);
|
||||
else
|
||||
GetClient()->SelectTeam(td::game::TeamColor::Blue);
|
||||
}
|
||||
}
|
||||
|
||||
void GameMenu::ShowLobbyProgress() {
|
||||
const int timePassed = server::Lobby::LobbyWaitingTime - GetClient()->GetGame().GetLobbyTime();
|
||||
const float progress = (float)timePassed / (float)(server::Lobby::LobbyWaitingTime);
|
||||
if (progress > 0 && progress < 1) {
|
||||
ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f), std::string(std::to_string(GetClient()->GetGame().GetLobbyTime() / 1000) + "s").c_str());
|
||||
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
|
||||
ImGui::Text("Time Remaining");
|
||||
} else {
|
||||
ImGui::Text("Waiting for players ...\n");
|
||||
}
|
||||
const int timePassed = server::Lobby::LobbyWaitingTime - GetClient()->GetGame().GetLobbyTime();
|
||||
const float progress = (float)timePassed / (float)(server::Lobby::LobbyWaitingTime);
|
||||
if (progress > 0 && progress < 1) {
|
||||
ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f), std::string(std::to_string(GetClient()->GetGame().GetLobbyTime() / 1000) + "s").c_str());
|
||||
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
|
||||
ImGui::Text("Time Remaining");
|
||||
} else {
|
||||
ImGui::Text("Waiting for players ...\n");
|
||||
}
|
||||
}
|
||||
|
||||
void GameMenu::ShowTPS() {
|
||||
ImGui::Text("Server TPS : %.1f", GetClient()->GetConnexion().GetServerTPS());
|
||||
ImGui::Text("Server Ping : %i", GetClient()->GetConnexion().GetServerPing());
|
||||
ImGui::Text("Server TPS : %.1f", GetClient()->GetConnexion().GetServerTPS());
|
||||
ImGui::Text("Server Ping : %i", GetClient()->GetConnexion().GetServerPing());
|
||||
}
|
||||
|
||||
void GameMenu::ShowStats() {
|
||||
ImGui::Text("Gold : %i", GetClient()->GetGame().GetPlayer()->GetGold());
|
||||
ImGui::Text("EXP: %i", GetClient()->GetGame().GetPlayer()->GetExp());
|
||||
ImGui::Text("Gold : %i", GetClient()->GetGame().GetPlayer()->GetGold());
|
||||
ImGui::Text("EXP: %i", GetClient()->GetGame().GetPlayer()->GetExp());
|
||||
}
|
||||
|
||||
} // namespace gui
|
||||
|
||||
@@ -8,83 +8,83 @@ namespace td {
|
||||
namespace gui {
|
||||
|
||||
MainMenu::MainMenu(client::Client* client) : GuiWidget(client), m_ConnectPort(25565) {
|
||||
m_ConnectAddress = "localhost";
|
||||
m_ConnectAddress.reserve(256);
|
||||
m_ConnectAddress = "localhost";
|
||||
m_ConnectAddress.reserve(256);
|
||||
}
|
||||
|
||||
MainMenu::~MainMenu() {
|
||||
if (m_Server != nullptr)
|
||||
m_Server->Stop();
|
||||
if (m_Server != nullptr)
|
||||
m_Server->Stop();
|
||||
}
|
||||
|
||||
void MainMenu::Render() {
|
||||
if (m_Server != nullptr && !m_Server->IsRunning()) {
|
||||
m_Server.reset(0); // destroying server if it stoped
|
||||
}
|
||||
if (m_Server != nullptr && !m_Server->IsRunning()) {
|
||||
m_Server.reset(0); // destroying server if it stoped
|
||||
}
|
||||
|
||||
if (m_Client->IsConnected()) return;
|
||||
if (m_Client->IsConnected()) return;
|
||||
|
||||
ImGui::Begin("Main Menu");
|
||||
if (ImGui::Button("Rejoindre une partie##join")) {
|
||||
ImGui::OpenPopup("Rejoindre une partie##join_popup");
|
||||
}
|
||||
if (ImGui::Button("Créer une partie")) {
|
||||
ImGui::OpenPopup("Créer une partie##create_popup");
|
||||
}
|
||||
if (ImGui::Button("Options")) {
|
||||
// TODO: add settings
|
||||
}
|
||||
ImGui::Begin("Main Menu");
|
||||
if (ImGui::Button("Rejoindre une partie##join")) {
|
||||
ImGui::OpenPopup("Rejoindre une partie##join_popup");
|
||||
}
|
||||
if (ImGui::Button("Créer une partie")) {
|
||||
ImGui::OpenPopup("Créer une partie##create_popup");
|
||||
}
|
||||
if (ImGui::Button("Options")) {
|
||||
// TODO: add settings
|
||||
}
|
||||
|
||||
if (ImGui::BeginPopup("Rejoindre une partie##join_popup")) {
|
||||
ImGui::InputText("Server Adress", &m_ConnectAddress.front(), m_ConnectAddress.capacity());
|
||||
ImGui::InputInt("Port", &m_ConnectPort, -1);
|
||||
if (ImGui::Button("Rejoindre")) {
|
||||
GetClient()->Connect(td::network::Dns::Resolve(m_ConnectAddress), m_ConnectPort);
|
||||
m_TriedToConnect = true;
|
||||
}
|
||||
if (m_TriedToConnect) {
|
||||
ImGui::Text("Impossible de se connecter");
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
} else {
|
||||
m_TriedToConnect = false;
|
||||
}
|
||||
if (ImGui::BeginPopup("Rejoindre une partie##join_popup")) {
|
||||
ImGui::InputText("Server Adress", &m_ConnectAddress.front(), m_ConnectAddress.capacity());
|
||||
ImGui::InputInt("Port", &m_ConnectPort, -1);
|
||||
if (ImGui::Button("Rejoindre")) {
|
||||
GetClient()->Connect(td::network::Dns::Resolve(m_ConnectAddress), m_ConnectPort);
|
||||
m_TriedToConnect = true;
|
||||
}
|
||||
if (m_TriedToConnect) {
|
||||
ImGui::Text("Impossible de se connecter");
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
} else {
|
||||
m_TriedToConnect = false;
|
||||
}
|
||||
|
||||
if (ImGui::BeginPopup("Créer une partie##create_popup")) {
|
||||
ImGui::InputInt("Server Port", &m_ServerPort, -1);
|
||||
ImGui::Text("%s", std::string("Fichier de monde sélectionné : " + (m_WorldFilePath.empty() ? std::string("Aucun") : m_WorldFilePath)).c_str());
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Ouvrir un fichier")) {
|
||||
ImGui::OpenPopup("WorldFileDialog");
|
||||
}
|
||||
if (m_FileDialog.showFileDialog("WorldFileDialog", imgui_addons::ImGuiFileBrowser::DialogMode::OPEN, ImVec2(600, 300), ".tdmap")) {
|
||||
m_WorldFilePath = m_FileDialog.selected_path;
|
||||
}
|
||||
if (ImGui::Button("Créer")) {
|
||||
if (!StartServer()) {
|
||||
m_TriedToCreate = true;
|
||||
} else {
|
||||
GetClient()->Connect(td::network::Dns::Resolve("localhost"), m_ServerPort);
|
||||
}
|
||||
}
|
||||
if (m_TriedToCreate)
|
||||
ImGui::Text("Failed to launch server");
|
||||
ImGui::EndPopup();
|
||||
} else {
|
||||
m_TriedToConnect = false;
|
||||
}
|
||||
if (ImGui::BeginPopup("Créer une partie##create_popup")) {
|
||||
ImGui::InputInt("Server Port", &m_ServerPort, -1);
|
||||
ImGui::Text("%s", std::string("Fichier de monde sélectionné : " + (m_WorldFilePath.empty() ? std::string("Aucun") : m_WorldFilePath)).c_str());
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Ouvrir un fichier")) {
|
||||
ImGui::OpenPopup("WorldFileDialog");
|
||||
}
|
||||
if (m_FileDialog.showFileDialog("WorldFileDialog", imgui_addons::ImGuiFileBrowser::DialogMode::OPEN, ImVec2(600, 300), ".tdmap")) {
|
||||
m_WorldFilePath = m_FileDialog.selected_path;
|
||||
}
|
||||
if (ImGui::Button("Créer")) {
|
||||
if (!StartServer()) {
|
||||
m_TriedToCreate = true;
|
||||
} else {
|
||||
GetClient()->Connect(td::network::Dns::Resolve("localhost"), m_ServerPort);
|
||||
}
|
||||
}
|
||||
if (m_TriedToCreate)
|
||||
ImGui::Text("Failed to launch server");
|
||||
ImGui::EndPopup();
|
||||
} else {
|
||||
m_TriedToConnect = false;
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
bool MainMenu::StartServer() {
|
||||
if (m_WorldFilePath.empty())
|
||||
return false;
|
||||
m_Server = std::make_unique<td::server::Server>(m_WorldFilePath);
|
||||
if (!m_Server->Start(m_ServerPort)) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
if (m_WorldFilePath.empty())
|
||||
return false;
|
||||
m_Server = std::make_unique<td::server::Server>(m_WorldFilePath);
|
||||
if (!m_Server->Start(m_ServerPort)) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace gui
|
||||
|
||||
@@ -15,29 +15,29 @@ MobTooltip::MobTooltip(client::Client* client) : GuiWidget(client) {
|
||||
}
|
||||
|
||||
void MobTooltip::Render() {
|
||||
if (m_Mob == nullptr) return;
|
||||
if (m_Mob == nullptr) return;
|
||||
|
||||
// TODO: add sender null check
|
||||
// TODO: add sender null check
|
||||
|
||||
const game::Player* sender = GetClient()->GetGame().GetPlayerById(m_Mob->GetSender());
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::Text("Sender :");
|
||||
ImGui::SameLine();
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, render::WorldRenderer::GetImGuiTeamColor(sender->GetTeamColor()));
|
||||
ImGui::Text("%s", sender->GetName().c_str());
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::Text("Mob HP : %.1f/%i", m_Mob->GetHealth(), m_Mob->GetStats()->GetMaxLife());
|
||||
ImGui::Text("Mob Type : %s", game::MobFactory::GetMobName(m_Mob->GetType()).c_str());
|
||||
ImGui::Text("Mob Level : %i", m_Mob->GetLevel());
|
||||
ImGui::NewLine();
|
||||
ImGui::Text("Mob Stats :");
|
||||
ImGui::Text("\tMax health : %i", m_Mob->GetStats()->GetMaxLife());
|
||||
ImGui::Text("\tSpeed : %.1f", m_Mob->GetStats()->GetMovementSpeed());
|
||||
ImGui::Text("\tDamage : %.1f", m_Mob->GetStats()->GetDamage());
|
||||
ImGui::Text("\tMoney cost : %i", m_Mob->GetStats()->GetMoneyCost());
|
||||
ImGui::Text("\tEXP cost : %i", m_Mob->GetStats()->GetExpCost());
|
||||
ImGui::Text("\tEXP reward : %i", m_Mob->GetStats()->GetExpReward());
|
||||
ImGui::EndTooltip();
|
||||
const game::Player* sender = GetClient()->GetGame().GetPlayerById(m_Mob->GetSender());
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::Text("Sender :");
|
||||
ImGui::SameLine();
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, render::WorldRenderer::GetImGuiTeamColor(sender->GetTeamColor()));
|
||||
ImGui::Text("%s", sender->GetName().c_str());
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::Text("Mob HP : %.1f/%i", m_Mob->GetHealth(), m_Mob->GetStats()->GetMaxLife());
|
||||
ImGui::Text("Mob Type : %s", game::MobFactory::GetMobName(m_Mob->GetType()).c_str());
|
||||
ImGui::Text("Mob Level : %i", m_Mob->GetLevel());
|
||||
ImGui::NewLine();
|
||||
ImGui::Text("Mob Stats :");
|
||||
ImGui::Text("\tMax health : %i", m_Mob->GetStats()->GetMaxLife());
|
||||
ImGui::Text("\tSpeed : %.1f", m_Mob->GetStats()->GetMovementSpeed());
|
||||
ImGui::Text("\tDamage : %.1f", m_Mob->GetStats()->GetDamage());
|
||||
ImGui::Text("\tMoney cost : %i", m_Mob->GetStats()->GetMoneyCost());
|
||||
ImGui::Text("\tEXP cost : %i", m_Mob->GetStats()->GetExpCost());
|
||||
ImGui::Text("\tEXP reward : %i", m_Mob->GetStats()->GetExpReward());
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
|
||||
} // namespace gui
|
||||
|
||||
@@ -6,76 +6,76 @@ namespace td {
|
||||
namespace gui {
|
||||
|
||||
SummonMenu::SummonMenu(client::Client* client) : GuiWidget(client), m_MenuOpened(true) {
|
||||
m_Values.fill(0);
|
||||
m_Values.fill(0);
|
||||
}
|
||||
|
||||
void SummonMenu::Render() {
|
||||
if (m_MenuOpened) {
|
||||
ImGui::Begin("Summon", &m_MenuOpened);
|
||||
ImTextureID my_tex_id = ImGui::GetIO().Fonts->TexID;
|
||||
for (int i = 0; i < m_MobTypeCount / 2; i++) {
|
||||
ImGui::SameLine();
|
||||
ImGui::PushID(i);
|
||||
ImGui::Image(my_tex_id, ImVec2(100, 100));
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::Separator();
|
||||
ImGui::PushItemWidth(m_ImageWidth);
|
||||
for (int i = 0; i < m_MobTypeCount / 2; i++) {
|
||||
ImGui::SameLine();
|
||||
ImGui::PushID(i);
|
||||
if (ImGui::InputInt("", m_Values.data() + i, 1, 10)) {
|
||||
SetSummonMax(i);
|
||||
}
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::PopItemWidth();
|
||||
ImGui::Separator();
|
||||
for (int i = m_MobTypeCount / 2; i < m_MobTypeCount; i++) {
|
||||
ImGui::SameLine();
|
||||
ImGui::PushID(i);
|
||||
ImGui::Image(my_tex_id, ImVec2(100, 100));
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::Separator();
|
||||
ImGui::PushItemWidth(m_ImageWidth);
|
||||
for (int i = m_MobTypeCount / 2; i < m_MobTypeCount; i++) {
|
||||
ImGui::SameLine();
|
||||
ImGui::PushID(i);
|
||||
if (ImGui::InputInt("", m_Values.data() + i, 1, m_MobTypeCount)) {
|
||||
SetSummonMax(i);
|
||||
}
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::PopItemWidth();
|
||||
if (ImGui::Button("Send")) {
|
||||
std::vector<protocol::MobSend> mobSent;
|
||||
protocol::MobSend mobSend;
|
||||
for (int i = 0; i < m_MobTypeCount; i++) {
|
||||
if (m_Values[i] != 0) {
|
||||
mobSend.mobCount = m_Values[i];
|
||||
mobSend.mobLevel = 1; // TODO: add mob levels
|
||||
mobSend.mobType = td::game::MobType(i);
|
||||
mobSent.push_back(mobSend);
|
||||
}
|
||||
}
|
||||
m_Client->SendMobs(mobSent);
|
||||
m_Values.fill(0);
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
if (m_MenuOpened) {
|
||||
ImGui::Begin("Summon", &m_MenuOpened);
|
||||
ImTextureID my_tex_id = ImGui::GetIO().Fonts->TexID;
|
||||
for (int i = 0; i < m_MobTypeCount / 2; i++) {
|
||||
ImGui::SameLine();
|
||||
ImGui::PushID(i);
|
||||
ImGui::Image(my_tex_id, ImVec2(100, 100));
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::Separator();
|
||||
ImGui::PushItemWidth(m_ImageWidth);
|
||||
for (int i = 0; i < m_MobTypeCount / 2; i++) {
|
||||
ImGui::SameLine();
|
||||
ImGui::PushID(i);
|
||||
if (ImGui::InputInt("", m_Values.data() + i, 1, 10)) {
|
||||
SetSummonMax(i);
|
||||
}
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::PopItemWidth();
|
||||
ImGui::Separator();
|
||||
for (int i = m_MobTypeCount / 2; i < m_MobTypeCount; i++) {
|
||||
ImGui::SameLine();
|
||||
ImGui::PushID(i);
|
||||
ImGui::Image(my_tex_id, ImVec2(100, 100));
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::Separator();
|
||||
ImGui::PushItemWidth(m_ImageWidth);
|
||||
for (int i = m_MobTypeCount / 2; i < m_MobTypeCount; i++) {
|
||||
ImGui::SameLine();
|
||||
ImGui::PushID(i);
|
||||
if (ImGui::InputInt("", m_Values.data() + i, 1, m_MobTypeCount)) {
|
||||
SetSummonMax(i);
|
||||
}
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::PopItemWidth();
|
||||
if (ImGui::Button("Send")) {
|
||||
std::vector<protocol::MobSend> mobSent;
|
||||
protocol::MobSend mobSend;
|
||||
for (int i = 0; i < m_MobTypeCount; i++) {
|
||||
if (m_Values[i] != 0) {
|
||||
mobSend.mobCount = m_Values[i];
|
||||
mobSend.mobLevel = 1; // TODO: add mob levels
|
||||
mobSend.mobType = td::game::MobType(i);
|
||||
mobSent.push_back(mobSend);
|
||||
}
|
||||
}
|
||||
m_Client->SendMobs(mobSent);
|
||||
m_Values.fill(0);
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
}
|
||||
|
||||
void SummonMenu::SetSummonMax(int valueIndex) {
|
||||
int& value = m_Values[valueIndex];
|
||||
value = std::max(0, value);
|
||||
value = std::min(12, value);
|
||||
int total = 0;
|
||||
for (std::size_t i = 0; i < m_Values.size(); i++) {
|
||||
total += m_Values[i];
|
||||
}
|
||||
if (total == 13) // if the total is greater than the maximum, we substract the value
|
||||
value--;
|
||||
int& value = m_Values[valueIndex];
|
||||
value = std::max(0, value);
|
||||
value = std::min(12, value);
|
||||
int total = 0;
|
||||
for (std::size_t i = 0; i < m_Values.size(); i++) {
|
||||
total += m_Values[i];
|
||||
}
|
||||
if (total == 13) // if the total is greater than the maximum, we substract the value
|
||||
value--;
|
||||
}
|
||||
|
||||
} // namespace gui
|
||||
|
||||
@@ -22,64 +22,64 @@ namespace td {
|
||||
namespace render {
|
||||
|
||||
void TowerGui::InitWidgets() {
|
||||
m_GuiManager.AddWidget(std::make_unique<td::gui::MainMenu>(m_Client.get()));
|
||||
m_GuiManager.AddWidget(std::make_unique<td::gui::GameMenu>(m_Client.get()));
|
||||
m_GuiManager.AddWidget(std::make_unique<td::gui::FrameMenu>(m_Client.get()));
|
||||
m_GuiManager.AddWidget(std::make_unique<td::gui::UpdateMenu>(m_Client.get()));
|
||||
m_GuiManager.AddWidget(std::make_unique<td::gui::MainMenu>(m_Client.get()));
|
||||
m_GuiManager.AddWidget(std::make_unique<td::gui::GameMenu>(m_Client.get()));
|
||||
m_GuiManager.AddWidget(std::make_unique<td::gui::FrameMenu>(m_Client.get()));
|
||||
m_GuiManager.AddWidget(std::make_unique<td::gui::UpdateMenu>(m_Client.get()));
|
||||
}
|
||||
|
||||
TowerGui::TowerGui(SDL_Window* sdl_window, SDL_GLContext glContext, td::render::Renderer* renderer) : m_Window(sdl_window),
|
||||
m_GlContext(glContext), m_Renderer(renderer), m_Client(std::make_unique<client::Client>(m_Renderer)) {
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGui::StyleColorsDark();
|
||||
ImGui_ImplSDL2_InitForOpenGL(m_Window, m_GlContext);
|
||||
ImGui_ImplOpenGL3_Init();
|
||||
ImFontConfig c;
|
||||
c.SizePixels = 25;
|
||||
ImGui::GetIO().Fonts->AddFontDefault(&c);
|
||||
InitWidgets();
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGui::StyleColorsDark();
|
||||
ImGui_ImplSDL2_InitForOpenGL(m_Window, m_GlContext);
|
||||
ImGui_ImplOpenGL3_Init();
|
||||
ImFontConfig c;
|
||||
c.SizePixels = 25;
|
||||
ImGui::GetIO().Fonts->AddFontDefault(&c);
|
||||
InitWidgets();
|
||||
}
|
||||
|
||||
void TowerGui::BeginFrame() {
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
||||
void TowerGui::EndFrame() {
|
||||
ImGui::EndFrame();
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
ImGui::EndFrame();
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
}
|
||||
|
||||
void TowerGui::Tick() {
|
||||
static std::uint64_t lastTime = td::utils::GetTime();
|
||||
std::uint64_t time = td::utils::GetTime();
|
||||
static std::uint64_t lastTime = td::utils::GetTime();
|
||||
std::uint64_t time = td::utils::GetTime();
|
||||
|
||||
std::uint64_t delta = time - lastTime;
|
||||
std::uint64_t delta = time - lastTime;
|
||||
|
||||
m_Client->Tick(delta);
|
||||
m_Client->Tick(delta);
|
||||
|
||||
lastTime = td::utils::GetTime();
|
||||
lastTime = td::utils::GetTime();
|
||||
}
|
||||
|
||||
void TowerGui::Render() {
|
||||
Tick();
|
||||
BeginFrame();
|
||||
Tick();
|
||||
BeginFrame();
|
||||
|
||||
m_Client->Render();
|
||||
m_Client->Render();
|
||||
|
||||
m_GuiManager.RenderWidgets();
|
||||
m_GuiManager.RenderWidgets();
|
||||
|
||||
EndFrame();
|
||||
EndFrame();
|
||||
}
|
||||
|
||||
TowerGui::~TowerGui() {
|
||||
m_Client->CloseConnection();
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
m_Client->CloseConnection();
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
}
|
||||
|
||||
} // namespace render
|
||||
|
||||
@@ -14,51 +14,51 @@ TowerPlacePopup::TowerPlacePopup(client::Client* client) : GuiWidget(client) {
|
||||
}
|
||||
|
||||
void TowerPlacePopup::Render() {
|
||||
if (ImGui::BeginPopup("TowerPlace")) {
|
||||
ImGui::BeginChild("TowerPlacePopupChild", ImVec2(800, m_TowerPopupTileHeight + 20), false, ImGuiWindowFlags_HorizontalScrollbar);
|
||||
for (int i = 0; i < (int)game::TowerType::TowerCount; i++) {
|
||||
if (i > 0) ImGui::SameLine();
|
||||
if (ImGui::BeginPopup("TowerPlace")) {
|
||||
ImGui::BeginChild("TowerPlacePopupChild", ImVec2(800, m_TowerPopupTileHeight + 20), false, ImGuiWindowFlags_HorizontalScrollbar);
|
||||
for (int i = 0; i < (int)game::TowerType::TowerCount; i++) {
|
||||
if (i > 0) ImGui::SameLine();
|
||||
|
||||
game::TowerType towerType = game::TowerType(i);
|
||||
const game::TowerInfo& towerInfo = game::GetTowerInfo(towerType);
|
||||
game::TowerType towerType = game::TowerType(i);
|
||||
const game::TowerInfo& towerInfo = game::GetTowerInfo(towerType);
|
||||
|
||||
if (!towerInfo.IsBigTower() || (towerInfo.IsBigTower() &&
|
||||
GetClient()->GetGame().GetWorld().CanPlaceBigTower(m_ClickWorldPos, GetClient()->GetGame().GetPlayer()->GetID()))) {
|
||||
if (!towerInfo.IsBigTower() || (towerInfo.IsBigTower() &&
|
||||
GetClient()->GetGame().GetWorld().CanPlaceBigTower(m_ClickWorldPos, GetClient()->GetGame().GetPlayer()->GetID()))) {
|
||||
|
||||
ImGui::BeginChild(std::to_string(i).c_str(), ImVec2(m_TowerPopupTileWidth, m_TowerPopupTileHeight), true);
|
||||
ImGui::BeginChild(std::to_string(i).c_str(), ImVec2(m_TowerPopupTileWidth, m_TowerPopupTileHeight), true);
|
||||
|
||||
ImGui::Text(towerInfo.GetName().c_str());
|
||||
ImGui::Text(towerInfo.GetName().c_str());
|
||||
|
||||
ImGui::SameLine();
|
||||
ImGui::SetCursorPosX(m_TowerPopupTileWidth - 10 - ImGui::CalcTextSize("(?)").x);
|
||||
ImGui::TextDisabled("(?)");
|
||||
ImGui::SameLine();
|
||||
ImGui::SetCursorPosX(m_TowerPopupTileWidth - 10 - ImGui::CalcTextSize("(?)").x);
|
||||
ImGui::TextDisabled("(?)");
|
||||
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::Text(towerInfo.GetDescription().c_str());
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::Text(towerInfo.GetDescription().c_str());
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
|
||||
std::string buyText = std::to_string(100) + " golds";
|
||||
std::string buyText = std::to_string(100) + " golds";
|
||||
|
||||
ImGui::SetCursorPosY(m_TowerPopupTileHeight - m_PlaceTowerButtonHeight - 10);
|
||||
ImGui::SetCursorPosX(m_TowerPopupTileWidth / 2.0f - m_PlaceTowerButtonWidth / 2.0f);
|
||||
ImGui::SetCursorPosY(m_TowerPopupTileHeight - m_PlaceTowerButtonHeight - 10);
|
||||
ImGui::SetCursorPosX(m_TowerPopupTileWidth / 2.0f - m_PlaceTowerButtonWidth / 2.0f);
|
||||
|
||||
if (ImGui::Button(buyText.c_str(), ImVec2(m_PlaceTowerButtonWidth, m_PlaceTowerButtonHeight))) {
|
||||
GetClient()->PlaceTower(towerType, m_ClickWorldPos);
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
if (ImGui::Button(buyText.c_str(), ImVec2(m_PlaceTowerButtonWidth, m_PlaceTowerButtonHeight))) {
|
||||
GetClient()->PlaceTower(towerType, m_ClickWorldPos);
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
|
||||
ImGui::EndChild();
|
||||
}
|
||||
}
|
||||
ImGui::EndChild();
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
ImGui::EndChild();
|
||||
}
|
||||
}
|
||||
ImGui::EndChild();
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
}
|
||||
|
||||
void TowerPlacePopup::SetClickPos(const Vec2f& worldPos) {
|
||||
m_ClickWorldPos = worldPos;
|
||||
m_ClickWorldPos = worldPos;
|
||||
}
|
||||
|
||||
} // namespace gui
|
||||
|
||||
@@ -10,90 +10,90 @@ namespace td {
|
||||
namespace gui {
|
||||
|
||||
UpdateMenu::UpdateMenu(client::Client* client) : GuiWidget(client), m_Opened(true), m_Updater(std::make_unique<utils::Updater>()) {
|
||||
CheckUpdates();
|
||||
CheckUpdates();
|
||||
}
|
||||
|
||||
UpdateMenu::~UpdateMenu() {}
|
||||
|
||||
void UpdateMenu::Render() {
|
||||
RenderErrorPopup();
|
||||
if (m_Opened) {
|
||||
ImGui::Begin("Updater", &m_Opened);
|
||||
if (IsUpdateChecked()) {
|
||||
RenderErrorPopup();
|
||||
if (m_Opened) {
|
||||
ImGui::Begin("Updater", &m_Opened);
|
||||
if (IsUpdateChecked()) {
|
||||
|
||||
bool updateAvailable = m_UpdateAvailable.get();
|
||||
if (updateAvailable) {
|
||||
bool updateAvailable = m_UpdateAvailable.get();
|
||||
if (updateAvailable) {
|
||||
|
||||
if (m_Updater->IsFileWrited()) {
|
||||
ImGui::Text("The update is now installed");
|
||||
ImGui::Text("The game needs to be restarted");
|
||||
} else if (m_Updater->IsDownloadComplete()) {
|
||||
ImGui::Text("Download done!");
|
||||
if (ImGui::Button("Install")) {
|
||||
if (!m_Updater->WriteFile()) {
|
||||
m_Error = "Failed to write file !\n";
|
||||
ImGui::OpenPopup("UpdateError");
|
||||
}
|
||||
}
|
||||
if (ImGui::Button("Cancel")) {
|
||||
m_Updater->CancelDownload();
|
||||
m_Updater->ClearCache();
|
||||
}
|
||||
} else {
|
||||
if (m_Updater->GetDownloadProgress() > 0) {
|
||||
ImGui::Text("Downloading ...");
|
||||
ImGui::ProgressBar(m_Updater->GetDownloadProgress());
|
||||
if (ImGui::Button("Cancel")) {
|
||||
m_Updater->CancelDownload();
|
||||
}
|
||||
} else {
|
||||
ImGui::Text("An update is available!");
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Current version : %s", m_Updater->GetCurrentVersion().c_str());
|
||||
ImGui::Text("Last version : %s", m_Updater->GetLastVersion().c_str());
|
||||
if (m_Updater->IsFileWrited()) {
|
||||
ImGui::Text("The update is now installed");
|
||||
ImGui::Text("The game needs to be restarted");
|
||||
} else if (m_Updater->IsDownloadComplete()) {
|
||||
ImGui::Text("Download done!");
|
||||
if (ImGui::Button("Install")) {
|
||||
if (!m_Updater->WriteFile()) {
|
||||
m_Error = "Failed to write file !\n";
|
||||
ImGui::OpenPopup("UpdateError");
|
||||
}
|
||||
}
|
||||
if (ImGui::Button("Cancel")) {
|
||||
m_Updater->CancelDownload();
|
||||
m_Updater->ClearCache();
|
||||
}
|
||||
} else {
|
||||
if (m_Updater->GetDownloadProgress() > 0) {
|
||||
ImGui::Text("Downloading ...");
|
||||
ImGui::ProgressBar(m_Updater->GetDownloadProgress());
|
||||
if (ImGui::Button("Cancel")) {
|
||||
m_Updater->CancelDownload();
|
||||
}
|
||||
} else {
|
||||
ImGui::Text("An update is available!");
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Current version : %s", m_Updater->GetCurrentVersion().c_str());
|
||||
ImGui::Text("Last version : %s", m_Updater->GetLastVersion().c_str());
|
||||
|
||||
bool canDownloadFile = m_Updater->CanUpdate();
|
||||
bool canDownloadFile = m_Updater->CanUpdate();
|
||||
|
||||
if (!canDownloadFile) ImGui::BeginDisabled();
|
||||
if (!canDownloadFile) ImGui::BeginDisabled();
|
||||
|
||||
if (ImGui::Button("Download")) {
|
||||
m_Updater->DownloadUpdate();
|
||||
}
|
||||
if (ImGui::Button("Download")) {
|
||||
m_Updater->DownloadUpdate();
|
||||
}
|
||||
|
||||
if (!canDownloadFile) ImGui::EndDisabled();
|
||||
if (!canDownloadFile) ImGui::EndDisabled();
|
||||
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Cancel")) {
|
||||
m_Opened = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
ImGui::Text("No update available!");
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Current version : %s", m_Updater->GetCurrentVersion().c_str());
|
||||
ImGui::Text("Last version : %s", m_Updater->GetLastVersion().c_str());
|
||||
}
|
||||
} else {
|
||||
ImGui::Text("Checking updates ...");
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Cancel")) {
|
||||
m_Opened = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
ImGui::Text("No update available!");
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Current version : %s", m_Updater->GetCurrentVersion().c_str());
|
||||
ImGui::Text("Last version : %s", m_Updater->GetLastVersion().c_str());
|
||||
}
|
||||
} else {
|
||||
ImGui::Text("Checking updates ...");
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateMenu::RenderErrorPopup() {
|
||||
if (ImGui::BeginPopup("UpdateError")) {
|
||||
ImGui::Text("Error : %s", m_Error.c_str());
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
if (ImGui::BeginPopup("UpdateError")) {
|
||||
ImGui::Text("Error : %s", m_Error.c_str());
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
}
|
||||
|
||||
bool UpdateMenu::IsUpdateChecked() {
|
||||
return m_UpdateAvailable.wait_for(std::chrono::seconds(0)) == std::future_status::ready;
|
||||
return m_UpdateAvailable.wait_for(std::chrono::seconds(0)) == std::future_status::ready;
|
||||
}
|
||||
|
||||
void UpdateMenu::CheckUpdates() {
|
||||
m_UpdateAvailable = std::async(std::launch::async, [&]() { return m_Updater->CheckUpdate();});
|
||||
m_UpdateAvailable = std::async(std::launch::async, [&]() { return m_Updater->CheckUpdate();});
|
||||
}
|
||||
|
||||
} // namespace gui
|
||||
|
||||
@@ -11,233 +11,233 @@ namespace render {
|
||||
namespace WorldLoader {
|
||||
|
||||
GL::VertexArray LoadMobModel() {
|
||||
std::vector<float> positions = {
|
||||
-0.5, -0.5,
|
||||
0.5, -0.5,
|
||||
-0.5, 0.5,
|
||||
std::vector<float> positions = {
|
||||
-0.5, -0.5,
|
||||
0.5, -0.5,
|
||||
-0.5, 0.5,
|
||||
|
||||
0.5, -0.5,
|
||||
-0.5, 0.5,
|
||||
0.5, 0.5
|
||||
};
|
||||
0.5, -0.5,
|
||||
-0.5, 0.5,
|
||||
0.5, 0.5
|
||||
};
|
||||
|
||||
float yellowFloat;
|
||||
int yellow = 255 << 24 | 255 << 16 | 255;
|
||||
memcpy(&yellowFloat, &yellow, sizeof(int));
|
||||
float yellowFloat;
|
||||
int yellow = 255 << 24 | 255 << 16 | 255;
|
||||
memcpy(&yellowFloat, &yellow, sizeof(int));
|
||||
|
||||
std::vector<float> colors = {
|
||||
yellowFloat,
|
||||
yellowFloat,
|
||||
yellowFloat,
|
||||
std::vector<float> colors = {
|
||||
yellowFloat,
|
||||
yellowFloat,
|
||||
yellowFloat,
|
||||
|
||||
yellowFloat,
|
||||
yellowFloat,
|
||||
yellowFloat
|
||||
};
|
||||
yellowFloat,
|
||||
yellowFloat,
|
||||
yellowFloat
|
||||
};
|
||||
|
||||
GL::VertexBuffer positionVBO(positions, 2);
|
||||
positionVBO.AddVertexAttribPointer(0, 2, 0);
|
||||
GL::VertexBuffer colorVBO(colors, 1);
|
||||
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
||||
GL::VertexBuffer positionVBO(positions, 2);
|
||||
positionVBO.AddVertexAttribPointer(0, 2, 0);
|
||||
GL::VertexBuffer colorVBO(colors, 1);
|
||||
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
||||
|
||||
GL::VertexArray mobVao(colors.size()); // each pos = 1 color
|
||||
mobVao.Bind();
|
||||
mobVao.BindVertexBuffer(positionVBO);
|
||||
mobVao.BindVertexBuffer(colorVBO);
|
||||
mobVao.Unbind();
|
||||
return mobVao;
|
||||
GL::VertexArray mobVao(colors.size()); // each pos = 1 color
|
||||
mobVao.Bind();
|
||||
mobVao.BindVertexBuffer(positionVBO);
|
||||
mobVao.BindVertexBuffer(colorVBO);
|
||||
mobVao.Unbind();
|
||||
return mobVao;
|
||||
}
|
||||
|
||||
GL::VertexArray LoadWorldModel(const td::game::World* world) {
|
||||
std::vector<float> positions;
|
||||
std::vector<float> colors;
|
||||
std::vector<float> positions;
|
||||
std::vector<float> colors;
|
||||
|
||||
for (const auto& chunkInfo : world->GetChunks()) {
|
||||
const td::game::ChunkCoord& coords = chunkInfo.first;
|
||||
td::game::ChunkPtr chunk = chunkInfo.second;
|
||||
for (const auto& chunkInfo : world->GetChunks()) {
|
||||
const td::game::ChunkCoord& coords = chunkInfo.first;
|
||||
td::game::ChunkPtr chunk = chunkInfo.second;
|
||||
|
||||
std::int32_t chunkX = coords.x * td::game::Chunk::ChunkWidth;
|
||||
std::int32_t chunkY = coords.y * td::game::Chunk::ChunkHeight;
|
||||
std::int32_t chunkX = coords.x * td::game::Chunk::ChunkWidth;
|
||||
std::int32_t chunkY = coords.y * td::game::Chunk::ChunkHeight;
|
||||
|
||||
for (int tileY = 0; tileY < td::game::Chunk::ChunkHeight; tileY++) {
|
||||
for (int tileX = 0; tileX < td::game::Chunk::ChunkWidth; tileX++) {
|
||||
int tileNumber = tileY * td::game::Chunk::ChunkWidth + tileX;
|
||||
td::game::TileIndex tileIndex = chunk->GetTileIndex(tileNumber);
|
||||
td::game::TilePtr tile = world->GetTilePtr(tileIndex);
|
||||
for (int tileY = 0; tileY < td::game::Chunk::ChunkHeight; tileY++) {
|
||||
for (int tileX = 0; tileX < td::game::Chunk::ChunkWidth; tileX++) {
|
||||
int tileNumber = tileY * td::game::Chunk::ChunkWidth + tileX;
|
||||
td::game::TileIndex tileIndex = chunk->GetTileIndex(tileNumber);
|
||||
td::game::TilePtr tile = world->GetTilePtr(tileIndex);
|
||||
|
||||
if (tile == nullptr)
|
||||
continue;
|
||||
if (tile == nullptr)
|
||||
continue;
|
||||
|
||||
positions.insert(positions.end(), {
|
||||
static_cast<float>(chunkX + tileX), static_cast<float>(chunkY + tileY),
|
||||
static_cast<float>(chunkX + tileX + 1), static_cast<float>(chunkY + tileY),
|
||||
static_cast<float>(chunkX + tileX), static_cast<float>(chunkY + tileY + 1),
|
||||
positions.insert(positions.end(), {
|
||||
static_cast<float>(chunkX + tileX), static_cast<float>(chunkY + tileY),
|
||||
static_cast<float>(chunkX + tileX + 1), static_cast<float>(chunkY + tileY),
|
||||
static_cast<float>(chunkX + tileX), static_cast<float>(chunkY + tileY + 1),
|
||||
|
||||
static_cast<float>(chunkX + tileX + 1), static_cast<float>(chunkY + tileY),
|
||||
static_cast<float>(chunkX + tileX), static_cast<float>(chunkY + tileY + 1),
|
||||
static_cast<float>(chunkX + tileX + 1), static_cast<float>(chunkY + tileY + 1),
|
||||
});
|
||||
static_cast<float>(chunkX + tileX + 1), static_cast<float>(chunkY + tileY),
|
||||
static_cast<float>(chunkX + tileX), static_cast<float>(chunkY + tileY + 1),
|
||||
static_cast<float>(chunkX + tileX + 1), static_cast<float>(chunkY + tileY + 1),
|
||||
});
|
||||
|
||||
const td::Color* tileColor = world->GetTileColor(tile);
|
||||
const td::Color* tileColor = world->GetTileColor(tile);
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
int color = 255;
|
||||
color |= tileColor->r << 24;
|
||||
color |= tileColor->g << 16;
|
||||
color |= tileColor->b << 8;
|
||||
for (int i = 0; i < 6; i++) {
|
||||
int color = 255;
|
||||
color |= tileColor->r << 24;
|
||||
color |= tileColor->g << 16;
|
||||
color |= tileColor->b << 8;
|
||||
|
||||
int newColorIndex = colors.size();
|
||||
colors.push_back(0);
|
||||
int newColorIndex = colors.size();
|
||||
colors.push_back(0);
|
||||
|
||||
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int spawnColor = 0; spawnColor < 2; spawnColor++) {
|
||||
const game::Spawn& spawn = world->GetTeam(game::TeamColor(spawnColor)).GetSpawn();
|
||||
float fromX = spawn.GetTopLeft().GetX(), toX = spawn.GetBottomRight().GetX();
|
||||
float fromY = spawn.GetTopLeft().GetY(), toY = spawn.GetBottomRight().GetY();
|
||||
for (int spawnColor = 0; spawnColor < 2; spawnColor++) {
|
||||
const game::Spawn& spawn = world->GetTeam(game::TeamColor(spawnColor)).GetSpawn();
|
||||
float fromX = spawn.GetTopLeft().GetX(), toX = spawn.GetBottomRight().GetX();
|
||||
float fromY = spawn.GetTopLeft().GetY(), toY = spawn.GetBottomRight().GetY();
|
||||
|
||||
positions.insert(positions.end(), {
|
||||
fromX, fromY,
|
||||
fromX, toY,
|
||||
toX, fromY,
|
||||
positions.insert(positions.end(), {
|
||||
fromX, fromY,
|
||||
fromX, toY,
|
||||
toX, fromY,
|
||||
|
||||
toX, toY,
|
||||
fromX, toY,
|
||||
toX, fromY,
|
||||
});
|
||||
toX, toY,
|
||||
fromX, toY,
|
||||
toX, fromY,
|
||||
});
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
int color = 255;
|
||||
color |= world->GetSpawnColor(game::TeamColor(spawnColor)).r << 24;
|
||||
color |= world->GetSpawnColor(game::TeamColor(spawnColor)).g << 16;
|
||||
color |= world->GetSpawnColor(game::TeamColor(spawnColor)).b << 8;
|
||||
for (int i = 0; i < 6; i++) {
|
||||
int color = 255;
|
||||
color |= world->GetSpawnColor(game::TeamColor(spawnColor)).r << 24;
|
||||
color |= world->GetSpawnColor(game::TeamColor(spawnColor)).g << 16;
|
||||
color |= world->GetSpawnColor(game::TeamColor(spawnColor)).b << 8;
|
||||
|
||||
int newColorIndex = colors.size();
|
||||
colors.push_back(0);
|
||||
int newColorIndex = colors.size();
|
||||
colors.push_back(0);
|
||||
|
||||
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
|
||||
}
|
||||
}
|
||||
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
|
||||
}
|
||||
}
|
||||
|
||||
for (int castleColor = 0; castleColor < 2; castleColor++) {
|
||||
const game::TeamCastle& castle = world->GetTeam(game::TeamColor(castleColor)).GetCastle();
|
||||
float fromX = castle.GetTopLeft().GetX(), toX = castle.GetBottomRight().GetX();
|
||||
float fromY = castle.GetTopLeft().GetY(), toY = castle.GetBottomRight().GetY();
|
||||
for (int castleColor = 0; castleColor < 2; castleColor++) {
|
||||
const game::TeamCastle& castle = world->GetTeam(game::TeamColor(castleColor)).GetCastle();
|
||||
float fromX = castle.GetTopLeft().GetX(), toX = castle.GetBottomRight().GetX();
|
||||
float fromY = castle.GetTopLeft().GetY(), toY = castle.GetBottomRight().GetY();
|
||||
|
||||
positions.insert(positions.end(), {
|
||||
fromX, fromY,
|
||||
fromX, toY,
|
||||
toX, fromY,
|
||||
positions.insert(positions.end(), {
|
||||
fromX, fromY,
|
||||
fromX, toY,
|
||||
toX, fromY,
|
||||
|
||||
toX, toY,
|
||||
fromX, toY,
|
||||
toX, fromY,
|
||||
});
|
||||
toX, toY,
|
||||
fromX, toY,
|
||||
toX, fromY,
|
||||
});
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
int color = 255;
|
||||
color |= world->GetSpawnColor(game::TeamColor(castleColor)).r << 24;
|
||||
color |= world->GetSpawnColor(game::TeamColor(castleColor)).g << 16;
|
||||
color |= world->GetSpawnColor(game::TeamColor(castleColor)).b << 8;
|
||||
for (int i = 0; i < 6; i++) {
|
||||
int color = 255;
|
||||
color |= world->GetSpawnColor(game::TeamColor(castleColor)).r << 24;
|
||||
color |= world->GetSpawnColor(game::TeamColor(castleColor)).g << 16;
|
||||
color |= world->GetSpawnColor(game::TeamColor(castleColor)).b << 8;
|
||||
|
||||
int newColorIndex = colors.size();
|
||||
colors.push_back(0);
|
||||
int newColorIndex = colors.size();
|
||||
colors.push_back(0);
|
||||
|
||||
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
|
||||
}
|
||||
}
|
||||
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
|
||||
}
|
||||
}
|
||||
|
||||
GL::VertexBuffer positionVBO(positions, 2);
|
||||
positionVBO.AddVertexAttribPointer(0, 2, 0);
|
||||
GL::VertexBuffer colorVBO(colors, 1);
|
||||
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
||||
GL::VertexBuffer positionVBO(positions, 2);
|
||||
positionVBO.AddVertexAttribPointer(0, 2, 0);
|
||||
GL::VertexBuffer colorVBO(colors, 1);
|
||||
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
||||
|
||||
GL::VertexArray worldVao(positions.size() / 2); // each pos = 2 vertecies
|
||||
worldVao.Bind();
|
||||
worldVao.BindVertexBuffer(positionVBO);
|
||||
worldVao.BindVertexBuffer(colorVBO);
|
||||
worldVao.Unbind();
|
||||
return worldVao;
|
||||
GL::VertexArray worldVao(positions.size() / 2); // each pos = 2 vertecies
|
||||
worldVao.Bind();
|
||||
worldVao.BindVertexBuffer(positionVBO);
|
||||
worldVao.BindVertexBuffer(colorVBO);
|
||||
worldVao.Unbind();
|
||||
return worldVao;
|
||||
}
|
||||
|
||||
GL::VertexArray LoadTileSelectModel() {
|
||||
std::vector<float> positions = {
|
||||
0, 0,
|
||||
1, 0,
|
||||
0, 1,
|
||||
std::vector<float> positions = {
|
||||
0, 0,
|
||||
1, 0,
|
||||
0, 1,
|
||||
|
||||
1, 0,
|
||||
0, 1,
|
||||
1, 1
|
||||
};
|
||||
1, 0,
|
||||
0, 1,
|
||||
1, 1
|
||||
};
|
||||
|
||||
int color = 255 << 24 | 255 << 16 | 255 << 8 | 150;
|
||||
float colorFloat;
|
||||
int color = 255 << 24 | 255 << 16 | 255 << 8 | 150;
|
||||
float colorFloat;
|
||||
|
||||
memcpy(reinterpret_cast<std::uint8_t*>(&colorFloat), &color, sizeof(float));
|
||||
memcpy(reinterpret_cast<std::uint8_t*>(&colorFloat), &color, sizeof(float));
|
||||
|
||||
std::vector<float> colors(6, colorFloat);
|
||||
std::vector<float> colors(6, colorFloat);
|
||||
|
||||
GL::VertexBuffer positionVBO(positions, 2);
|
||||
positionVBO.AddVertexAttribPointer(0, 2, 0);
|
||||
GL::VertexBuffer colorVBO(colors, 1);
|
||||
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
||||
GL::VertexBuffer positionVBO(positions, 2);
|
||||
positionVBO.AddVertexAttribPointer(0, 2, 0);
|
||||
GL::VertexBuffer colorVBO(colors, 1);
|
||||
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
||||
|
||||
GL::VertexArray tileSelectVao(positions.size() / 2); // each pos = 2 vertecies
|
||||
tileSelectVao.Bind();
|
||||
tileSelectVao.BindVertexBuffer(positionVBO);
|
||||
tileSelectVao.BindVertexBuffer(colorVBO);
|
||||
tileSelectVao.Unbind();
|
||||
GL::VertexArray tileSelectVao(positions.size() / 2); // each pos = 2 vertecies
|
||||
tileSelectVao.Bind();
|
||||
tileSelectVao.BindVertexBuffer(positionVBO);
|
||||
tileSelectVao.BindVertexBuffer(colorVBO);
|
||||
tileSelectVao.Unbind();
|
||||
|
||||
return tileSelectVao;
|
||||
return tileSelectVao;
|
||||
}
|
||||
|
||||
RenderData LoadTowerModel(game::TowerPtr tower) {
|
||||
RenderData renderData;
|
||||
RenderData renderData;
|
||||
|
||||
float towerX, towerDX;
|
||||
float towerY, towerDY;
|
||||
float towerX, towerDX;
|
||||
float towerY, towerDY;
|
||||
|
||||
if (tower->GetSize() == game::TowerSize::Little) {
|
||||
towerX = tower->GetCenterX() - 1.5f;
|
||||
towerDX = tower->GetCenterX() + 1.5f;
|
||||
if (tower->GetSize() == game::TowerSize::Little) {
|
||||
towerX = tower->GetCenterX() - 1.5f;
|
||||
towerDX = tower->GetCenterX() + 1.5f;
|
||||
|
||||
towerY = tower->GetCenterY() - 1.5f;
|
||||
towerDY = tower->GetCenterY() + 1.5f;
|
||||
} else {
|
||||
towerX = tower->GetCenterX() - 2.5f;
|
||||
towerDX = tower->GetCenterX() + 2.5f;
|
||||
towerY = tower->GetCenterY() - 1.5f;
|
||||
towerDY = tower->GetCenterY() + 1.5f;
|
||||
} else {
|
||||
towerX = tower->GetCenterX() - 2.5f;
|
||||
towerDX = tower->GetCenterX() + 2.5f;
|
||||
|
||||
towerY = tower->GetCenterY() - 2.5f;
|
||||
towerDY = tower->GetCenterY() + 2.5f;
|
||||
}
|
||||
std::vector<float> positions = {
|
||||
towerX, towerY,
|
||||
towerDX, towerY,
|
||||
towerX, towerDY,
|
||||
towerY = tower->GetCenterY() - 2.5f;
|
||||
towerDY = tower->GetCenterY() + 2.5f;
|
||||
}
|
||||
std::vector<float> positions = {
|
||||
towerX, towerY,
|
||||
towerDX, towerY,
|
||||
towerX, towerDY,
|
||||
|
||||
towerDX, towerY,
|
||||
towerX, towerDY,
|
||||
towerDX, towerDY
|
||||
};
|
||||
towerDX, towerY,
|
||||
towerX, towerDY,
|
||||
towerDX, towerDY
|
||||
};
|
||||
|
||||
renderData.positions = positions;
|
||||
renderData.positions = positions;
|
||||
|
||||
std::uint8_t towerType = static_cast<std::uint8_t>(tower->GetType());
|
||||
std::uint8_t r = 10 * towerType + 40, g = 5 * towerType + 30, b = 10 * towerType + 20;
|
||||
std::uint8_t towerType = static_cast<std::uint8_t>(tower->GetType());
|
||||
std::uint8_t r = 10 * towerType + 40, g = 5 * towerType + 30, b = 10 * towerType + 20;
|
||||
|
||||
float colorFloat;
|
||||
int color = r << 24 | g << 16 | b << 8 | 255;
|
||||
memcpy(&colorFloat, &color, sizeof(int));
|
||||
float colorFloat;
|
||||
int color = r << 24 | g << 16 | b << 8 | 255;
|
||||
memcpy(&colorFloat, &color, sizeof(int));
|
||||
|
||||
std::vector<float> colors(6, colorFloat);
|
||||
renderData.colors = colors;
|
||||
std::vector<float> colors(6, colorFloat);
|
||||
renderData.colors = colors;
|
||||
|
||||
return renderData;
|
||||
return renderData;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -96,31 +96,31 @@ void main(void){
|
||||
EntityShader::EntityShader() : ShaderProgram() {}
|
||||
|
||||
void EntityShader::LoadShader() {
|
||||
ShaderProgram::LoadProgram(vertexSource, fragmentSource);
|
||||
ShaderProgram::LoadProgram(vertexSource, fragmentSource);
|
||||
}
|
||||
|
||||
void EntityShader::GetAllUniformLocation() {
|
||||
m_LocationAspectRatio = static_cast<unsigned int>(GetUniformLocation("aspectRatio"));
|
||||
m_LocationZoom = static_cast<unsigned int>(GetUniformLocation("zoom"));
|
||||
m_LocationCam = static_cast<unsigned int>(GetUniformLocation("camPos"));
|
||||
m_LocationTranslation = static_cast<unsigned int>(GetUniformLocation("translation"));
|
||||
m_LocationViewtype = static_cast<unsigned int>(GetUniformLocation("isometricView"));
|
||||
m_LocationAspectRatio = static_cast<unsigned int>(GetUniformLocation("aspectRatio"));
|
||||
m_LocationZoom = static_cast<unsigned int>(GetUniformLocation("zoom"));
|
||||
m_LocationCam = static_cast<unsigned int>(GetUniformLocation("camPos"));
|
||||
m_LocationTranslation = static_cast<unsigned int>(GetUniformLocation("translation"));
|
||||
m_LocationViewtype = static_cast<unsigned int>(GetUniformLocation("isometricView"));
|
||||
}
|
||||
|
||||
void EntityShader::SetCamPos(const Vec2f& camPos) {
|
||||
LoadVector(m_LocationCam, camPos);
|
||||
LoadVector(m_LocationCam, camPos);
|
||||
}
|
||||
void EntityShader::SetZoom(float zoom) {
|
||||
LoadFloat(m_LocationZoom, zoom);
|
||||
LoadFloat(m_LocationZoom, zoom);
|
||||
}
|
||||
void EntityShader::SetAspectRatio(float aspectRatio) {
|
||||
LoadFloat(m_LocationAspectRatio, aspectRatio);
|
||||
LoadFloat(m_LocationAspectRatio, aspectRatio);
|
||||
}
|
||||
void EntityShader::SetModelPos(const Vec2f& modelPos) {
|
||||
LoadVector(m_LocationTranslation, modelPos);
|
||||
LoadVector(m_LocationTranslation, modelPos);
|
||||
}
|
||||
void EntityShader::SetIsometricView(float isometric) {
|
||||
LoadFloat(m_LocationViewtype, isometric);
|
||||
LoadFloat(m_LocationViewtype, isometric);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -22,117 +22,117 @@ namespace td {
|
||||
namespace shader {
|
||||
|
||||
ShaderProgram::ShaderProgram() :
|
||||
m_ProgramID(0), m_VertexShaderID(0), m_FragmentShaderID(0) {
|
||||
m_ProgramID(0), m_VertexShaderID(0), m_FragmentShaderID(0) {
|
||||
}
|
||||
|
||||
ShaderProgram::~ShaderProgram() {
|
||||
CleanUp();
|
||||
CleanUp();
|
||||
}
|
||||
|
||||
void ShaderProgram::Start() const {
|
||||
glUseProgram(m_ProgramID);
|
||||
glUseProgram(m_ProgramID);
|
||||
}
|
||||
|
||||
void ShaderProgram::Stop() const {
|
||||
glUseProgram(0);
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
int ShaderProgram::GetUniformLocation(const std::string& uniformName) const {
|
||||
const int location = glGetUniformLocation(m_ProgramID, uniformName.c_str());
|
||||
if (location == -1) {
|
||||
utils::LOGD(utils::format("Warning ! Uniform variable %s not found !", uniformName.c_str()));
|
||||
}
|
||||
return location;
|
||||
const int location = glGetUniformLocation(m_ProgramID, uniformName.c_str());
|
||||
if (location == -1) {
|
||||
utils::LOGD(utils::format("Warning ! Uniform variable %s not found !", uniformName.c_str()));
|
||||
}
|
||||
return location;
|
||||
}
|
||||
|
||||
void ShaderProgram::LoadFloat(unsigned int location, float value) const {
|
||||
glUniform1f(static_cast<GLint>(location), value);
|
||||
glUniform1f(static_cast<GLint>(location), value);
|
||||
}
|
||||
|
||||
void ShaderProgram::LoadInt(unsigned int location, int value) const {
|
||||
glUniform1i(static_cast<GLint>(location), value);
|
||||
glUniform1i(static_cast<GLint>(location), value);
|
||||
}
|
||||
|
||||
void ShaderProgram::LoadVector(unsigned int location,
|
||||
const Vec2f& vector) const {
|
||||
glUniform2f(static_cast<GLint>(location), vector.x, vector.y);
|
||||
const Vec2f& vector) const {
|
||||
glUniform2f(static_cast<GLint>(location), vector.x, vector.y);
|
||||
}
|
||||
|
||||
void ShaderProgram::LoadVector(unsigned int location,
|
||||
const Vec3f& vector) const {
|
||||
glUniform3f(static_cast<GLint>(location), vector.x, vector.y, vector.z);
|
||||
const Vec3f& vector) const {
|
||||
glUniform3f(static_cast<GLint>(location), vector.x, vector.y, vector.z);
|
||||
}
|
||||
|
||||
void ShaderProgram::LoadBoolean(unsigned int location, bool value) const {
|
||||
glUniform1i(static_cast<GLint>(location), value);
|
||||
glUniform1i(static_cast<GLint>(location), value);
|
||||
}
|
||||
|
||||
void ShaderProgram::CleanUp() const {
|
||||
Stop();
|
||||
glDetachShader(m_ProgramID, m_VertexShaderID);
|
||||
glDetachShader(m_ProgramID, m_FragmentShaderID);
|
||||
glDeleteShader(m_VertexShaderID);
|
||||
glDeleteShader(m_FragmentShaderID);
|
||||
glDeleteProgram(m_ProgramID);
|
||||
Stop();
|
||||
glDetachShader(m_ProgramID, m_VertexShaderID);
|
||||
glDetachShader(m_ProgramID, m_FragmentShaderID);
|
||||
glDeleteShader(m_VertexShaderID);
|
||||
glDeleteShader(m_FragmentShaderID);
|
||||
glDeleteProgram(m_ProgramID);
|
||||
}
|
||||
|
||||
void ShaderProgram::LoadProgramFile(const std::string& vertexFile,
|
||||
const std::string& fragmentFile) {
|
||||
m_VertexShaderID = static_cast<unsigned int>(LoadShaderFromFile(vertexFile, GL_VERTEX_SHADER));
|
||||
m_FragmentShaderID = static_cast<unsigned int>(LoadShaderFromFile(fragmentFile, GL_FRAGMENT_SHADER));
|
||||
m_ProgramID = glCreateProgram();
|
||||
glAttachShader(m_ProgramID, m_VertexShaderID);
|
||||
glAttachShader(m_ProgramID, m_FragmentShaderID);
|
||||
glLinkProgram(m_ProgramID);
|
||||
glValidateProgram(m_ProgramID);
|
||||
GetAllUniformLocation();
|
||||
const std::string& fragmentFile) {
|
||||
m_VertexShaderID = static_cast<unsigned int>(LoadShaderFromFile(vertexFile, GL_VERTEX_SHADER));
|
||||
m_FragmentShaderID = static_cast<unsigned int>(LoadShaderFromFile(fragmentFile, GL_FRAGMENT_SHADER));
|
||||
m_ProgramID = glCreateProgram();
|
||||
glAttachShader(m_ProgramID, m_VertexShaderID);
|
||||
glAttachShader(m_ProgramID, m_FragmentShaderID);
|
||||
glLinkProgram(m_ProgramID);
|
||||
glValidateProgram(m_ProgramID);
|
||||
GetAllUniformLocation();
|
||||
}
|
||||
|
||||
void ShaderProgram::LoadProgram(const std::string& vertexSource,
|
||||
const std::string& fragmentSource) {
|
||||
m_VertexShaderID = static_cast<unsigned int>(LoadShader(vertexSource, GL_VERTEX_SHADER));
|
||||
m_FragmentShaderID = static_cast<unsigned int>(LoadShader(fragmentSource, GL_FRAGMENT_SHADER));
|
||||
m_ProgramID = glCreateProgram();
|
||||
glAttachShader(m_ProgramID, m_VertexShaderID);
|
||||
glAttachShader(m_ProgramID, m_FragmentShaderID);
|
||||
glLinkProgram(m_ProgramID);
|
||||
glValidateProgram(m_ProgramID);
|
||||
GetAllUniformLocation();
|
||||
const std::string& fragmentSource) {
|
||||
m_VertexShaderID = static_cast<unsigned int>(LoadShader(vertexSource, GL_VERTEX_SHADER));
|
||||
m_FragmentShaderID = static_cast<unsigned int>(LoadShader(fragmentSource, GL_FRAGMENT_SHADER));
|
||||
m_ProgramID = glCreateProgram();
|
||||
glAttachShader(m_ProgramID, m_VertexShaderID);
|
||||
glAttachShader(m_ProgramID, m_FragmentShaderID);
|
||||
glLinkProgram(m_ProgramID);
|
||||
glValidateProgram(m_ProgramID);
|
||||
GetAllUniformLocation();
|
||||
}
|
||||
|
||||
unsigned int ShaderProgram::LoadShader(const std::string& source, GLenum type) {
|
||||
unsigned int shaderID = glCreateShader(type);
|
||||
unsigned int shaderID = glCreateShader(type);
|
||||
|
||||
const char* c_str = source.c_str();
|
||||
int* null = 0;
|
||||
glShaderSource(shaderID, 1, &c_str, null); // @suppress("Function cannot be resolved")
|
||||
glCompileShader(shaderID);
|
||||
GLint compilesuccessful;
|
||||
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compilesuccessful);
|
||||
if (compilesuccessful == false) {
|
||||
GLsizei size;
|
||||
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &size);
|
||||
std::vector<char> shaderError(static_cast<std::size_t>(size));
|
||||
glGetShaderInfoLog(shaderID, size, &size, shaderError.data());
|
||||
const char* c_str = source.c_str();
|
||||
int* null = 0;
|
||||
glShaderSource(shaderID, 1, &c_str, null); // @suppress("Function cannot be resolved")
|
||||
glCompileShader(shaderID);
|
||||
GLint compilesuccessful;
|
||||
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compilesuccessful);
|
||||
if (compilesuccessful == false) {
|
||||
GLsizei size;
|
||||
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &size);
|
||||
std::vector<char> shaderError(static_cast<std::size_t>(size));
|
||||
glGetShaderInfoLog(shaderID, size, &size, shaderError.data());
|
||||
|
||||
utils::LOGE("Could not compile shader !");
|
||||
utils::LOGE("Could not compile shader !");
|
||||
|
||||
utils::LOGE(shaderError.data());
|
||||
}
|
||||
return shaderID;
|
||||
utils::LOGE(shaderError.data());
|
||||
}
|
||||
return shaderID;
|
||||
}
|
||||
|
||||
unsigned int ShaderProgram::LoadShaderFromFile(const std::string& file, GLenum type) {
|
||||
std::stringstream stream;
|
||||
std::ifstream fileStream(file);
|
||||
std::stringstream stream;
|
||||
std::ifstream fileStream(file);
|
||||
|
||||
if (fileStream) {
|
||||
stream << fileStream.rdbuf();
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
if (fileStream) {
|
||||
stream << fileStream.rdbuf();
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return LoadShader(stream.str(), type);
|
||||
return LoadShader(stream.str(), type);
|
||||
}
|
||||
|
||||
} // namespace shader
|
||||
|
||||
@@ -90,27 +90,27 @@ void main(void){
|
||||
WorldShader::WorldShader() : ShaderProgram() {}
|
||||
|
||||
void WorldShader::LoadShader() {
|
||||
ShaderProgram::LoadProgram(vertexSource, fragmentSource);
|
||||
ShaderProgram::LoadProgram(vertexSource, fragmentSource);
|
||||
}
|
||||
|
||||
void WorldShader::GetAllUniformLocation() {
|
||||
m_LocationAspectRatio = static_cast<unsigned int>(GetUniformLocation("aspectRatio"));
|
||||
m_LocationZoom = static_cast<unsigned int>(GetUniformLocation("zoom"));
|
||||
m_LocationCam = static_cast<unsigned int>(GetUniformLocation("camPos"));
|
||||
m_LocationViewtype = static_cast<unsigned int>(GetUniformLocation("isometricView"));
|
||||
m_LocationAspectRatio = static_cast<unsigned int>(GetUniformLocation("aspectRatio"));
|
||||
m_LocationZoom = static_cast<unsigned int>(GetUniformLocation("zoom"));
|
||||
m_LocationCam = static_cast<unsigned int>(GetUniformLocation("camPos"));
|
||||
m_LocationViewtype = static_cast<unsigned int>(GetUniformLocation("isometricView"));
|
||||
}
|
||||
|
||||
void WorldShader::SetCamPos(const Vec2f& camPos) {
|
||||
LoadVector(m_LocationCam, camPos);
|
||||
LoadVector(m_LocationCam, camPos);
|
||||
}
|
||||
void WorldShader::SetZoom(float zoom) {
|
||||
LoadFloat(m_LocationZoom, zoom);
|
||||
LoadFloat(m_LocationZoom, zoom);
|
||||
}
|
||||
void WorldShader::SetAspectRatio(float aspectRatio) {
|
||||
LoadFloat(m_LocationAspectRatio, aspectRatio);
|
||||
LoadFloat(m_LocationAspectRatio, aspectRatio);
|
||||
}
|
||||
void WorldShader::SetIsometricView(float isometric) {
|
||||
LoadFloat(m_LocationViewtype, isometric);
|
||||
LoadFloat(m_LocationViewtype, isometric);
|
||||
}
|
||||
|
||||
} // namespace shader
|
||||
|
||||
Reference in New Issue
Block a user