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#include "Config.h"
#include "GameView.h"
#include "interface/Window.h"
#include "interface/Button.h"
GameView::GameView():
ui::Window(ui::Point(0, 0), ui::Point(XRES+BARSIZE, YRES+MENUSIZE)),
pointQueue(queue<ui::Point*>()),
isMouseDown(false),
ren(NULL)
{
//Set up UI
class PauseAction : public ui::ButtonAction
{
GameView * v;
public:
PauseAction(GameView * _v) { v = _v; }
void ActionCallback(ui::Button * sender)
{
v->c->SetPaused(sender->GetToggleState());
}
};
pauseButton = new ui::Button(ui::Point(Size.X-18, Size.Y-18), ui::Point(16, 16), "\x90"); //Pause
pauseButton->SetTogglable(true);
pauseButton->SetActionCallback(new PauseAction(this));
AddComponent(pauseButton);
}
void GameView::NotifyRendererChanged(GameModel * sender)
{
ren = sender->GetRenderer();
}
void GameView::NotifySimulationChanged(GameModel * sender)
{
}
void GameView::NotifyPausedChanged(GameModel * sender)
{
pauseButton->SetToggleState(sender->GetPaused());
}
void GameView::OnMouseMove(int x, int y, int dx, int dy)
{
if(isMouseDown)
{
pointQueue.push(new ui::Point(x-dx, y-dy));
pointQueue.push(new ui::Point(x, y));
}
}
void GameView::OnMouseDown(int x, int y, unsigned button)
{
isMouseDown = true;
pointQueue.push(new ui::Point(x, y));
}
void GameView::OnMouseUp(int x, int y, unsigned button)
{
if(isMouseDown)
{
isMouseDown = false;
pointQueue.push(new ui::Point(x, y));
}
}
void GameView::OnTick(float dt)
{
if(!pointQueue.empty())
{
c->DrawPoints(pointQueue);
}
c->Tick();
}
void GameView::OnDraw()
{
if(ren)
{
ren->render_parts();
}
}
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