1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
|
#ifndef GAMEVIEW_H
#define GAMEVIEW_H
#include <vector>
#include <queue>
#include <deque>
#include <string>
#include "GameController.h"
#include "GameModel.h"
#include "interface/Window.h"
#include "interface/Point.h"
#include "interface/Button.h"
#include "interface/Slider.h"
#include "ToolButton.h"
#include "Brush.h"
using namespace std;
enum DrawMode
{
DrawPoints, DrawLine, DrawRect, DrawFill
};
enum SelectMode
{
SelectNone, SelectStamp, SelectCopy, PlaceClipboard, PlaceStamp
};
class GameController;
class GameModel;
class GameView: public ui::Window
{
private:
DrawMode drawMode;
bool isMouseDown;
bool zoomEnabled;
bool zoomCursorFixed;
int toolIndex;
queue<ui::Point*> pointQueue;
GameController * c;
Renderer * ren;
Brush * activeBrush;
//UI Elements
vector<ui::Button*> menuButtons;
vector<ToolButton*> toolButtons;
deque<string> logEntries;
float lastLogEntry;
ui::Button * searchButton;
ui::Button * reloadButton;
ui::Button * saveSimulationButton;
ui::Button * downVoteButton;
ui::Button * upVoteButton;
ui::Button * tagSimulationButton;
ui::Button * clearSimButton;
ui::Button * loginButton;
ui::Button * simulationOptionButton;
ui::Button * displayModeButton;
ui::Button * pauseButton;
ui::Point currentMouse;
ui::Slider * colourRSlider;
ui::Slider * colourGSlider;
ui::Slider * colourBSlider;
ui::Slider * colourASlider;
bool drawModeReset;
ui::Point drawPoint1;
ui::Point drawPoint2;
SelectMode selectMode;
ui::Point selectPoint1;
ui::Point selectPoint2;
ui::Point mousePosition;
Thumbnail * clipboardThumb;
Thumbnail * stampThumb;
Particle sample;
void changeColour();
public:
GameView();
//Breaks MVC, but any other way is going to be more of a mess.
ui::Point GetMousePosition();
void SetSample(Particle sample);
void AttachController(GameController * _c){ c = _c; }
void NotifyRendererChanged(GameModel * sender);
void NotifySimulationChanged(GameModel * sender);
void NotifyPausedChanged(GameModel * sender);
void NotifySaveChanged(GameModel * sender);
void NotifyBrushChanged(GameModel * sender);
void NotifyMenuListChanged(GameModel * sender);
void NotifyToolListChanged(GameModel * sender);
void NotifyActiveToolsChanged(GameModel * sender);
void NotifyUserChanged(GameModel * sender);
void NotifyZoomChanged(GameModel * sender);
void NotifyColourSelectorVisibilityChanged(GameModel * sender);
void NotifyColourSelectorColourChanged(GameModel * sender);
void NotifyClipboardChanged(GameModel * sender);
void NotifyStampChanged(GameModel * sender);
void NotifyLogChanged(GameModel * sender, string entry);
virtual void OnMouseMove(int x, int y, int dx, int dy);
virtual void OnMouseDown(int x, int y, unsigned button);
virtual void OnMouseUp(int x, int y, unsigned button);
virtual void OnMouseWheel(int x, int y, int d);
virtual void OnKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool alt);
virtual void OnKeyRelease(int key, Uint16 character, bool shift, bool ctrl, bool alt);
//Top-level handers, for Lua interface
virtual void DoDraw();
virtual void DoMouseMove(int x, int y, int dx, int dy);
virtual void DoMouseDown(int x, int y, unsigned button);
virtual void DoMouseUp(int x, int y, unsigned button);
virtual void DoMouseWheel(int x, int y, int d);
virtual void DoKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool alt);
virtual void DoKeyRelease(int key, Uint16 character, bool shift, bool ctrl, bool alt);
//virtual void OnKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool alt) {}
//virtual void OnKeyRelease(int key, Uint16 character, bool shift, bool ctrl, bool alt) {}
virtual void OnTick(float dt);
virtual void OnDraw();
class MenuAction;
class ToolAction;
};
#endif // GAMEVIEW_H
|