skizzle/src/menu.cpp

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#include "menu.hpp"
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#include "editor.hpp"
#include "game.hpp"
#include <cmath>
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const float MAX_WIDTH_PROPORTION = 1.f / 3.f;
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Menu::Menu(Manager& manager) : State(manager) {}
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Menu::~Menu() {}
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void Menu::begin() {
loadMainMenu();
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getResourceManager().playMusic("menu.ogg");
getWindow().setFramerateLimit(Manager::FPS);
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}
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void Menu::processEvent(const sf::Event& event) {
// gestion des touches
if (event.type == sf::Event::KeyPressed) {
// touche flèche haut : on passe au choix précédent
if (event.key.code == sf::Keyboard::Up) {
if (selection == 0) {
selection = choices.size() - 1;
} else {
selection--;
}
}
// touche flèche bas : on passe au choix suivant
if (event.key.code == sf::Keyboard::Down) {
if (selection == choices.size() - 1) {
selection = 0;
} else {
selection++;
}
}
// touche entrée : on exécute le choix sélectionné
if (event.key.code == sf::Keyboard::Return) {
actions[selection]();
}
}
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// au clic, on exécute le choix pointé s'il y a lieu
if (event.type == sf::Event::MouseButtonPressed) {
sf::Vector2f position(event.mouseButton.x, event.mouseButton.y);
for (unsigned int i = 0; i < labels.size(); i++) {
if (labels[i].getGlobalBounds().contains(position)) {
actions[i]();
return;
}
}
}
// au déplacement de souris, on sélectionne le choix pointé s'il y a lieu
if (event.type == sf::Event::MouseMoved) {
sf::Vector2f position(event.mouseMove.x, event.mouseMove.y);
for (unsigned int i = 0; i < labels.size(); i++) {
if (labels[i].getGlobalBounds().contains(position)) {
selection = i;
}
}
}
}
void Menu::frame() {
// titre de la fenêtre
getManager().setTitle("");
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// affichage du menu
sf::RenderWindow& window = getWindow();
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sf::Vector2f size = (sf::Vector2f) window.getSize();
sf::Font font = getResourceManager().getFont("raleway.ttf");
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// on s'assure d'être dans la vue par défaut (pas de zoom, 0x0 en haut gauche)
getManager().useGUIView();
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// dessin du fond
window.clear(sf::Color::White);
float bg_scale = size.x / background.getLocalBounds().width;
background.setScale(bg_scale, bg_scale);
background.setPosition(sf::Vector2f(
size.x / 2 - background.getGlobalBounds().width / 2,
size.y - background.getGlobalBounds().height
));
window.draw(background);
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// on crée les textes pour chaque choix et on les dessine
float step = size.y / (choices.size() + 1);
int font_size = std::max((int) step / 3, 12);
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// d'abord un fond pour éviter de mélanger texte et image
sf::Vector2f mask_position(size.x - (font_size * 10), 0);
sf::RectangleShape mask(sf::Vector2f(font_size * 10, size.y));
mask.setPosition(mask_position);
mask.setFillColor(sf::Color(0, 0, 0, 127));
window.draw(mask);
labels.clear();
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for (unsigned int i = 0; i < choices.size(); i++) {
sf::Text label(choices[i], font, font_size);
sf::FloatRect text_size = label.getLocalBounds();
sf::Vector2f base_position(
size.x - (font_size * 8),
step * (i + 1)
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);
label.setColor(sf::Color::White);
label.setPosition(base_position - sf::Vector2f(
text_size.left, text_size.top + text_size.height / 2
));
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// si c'est le choix sélectionné, on le souligne
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if (selection == i) {
sf::RectangleShape underline(sf::Vector2f(text_size.width, 2.f));
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underline.setFillColor(sf::Color::White);
underline.setPosition(base_position + sf::Vector2f(
0, text_size.height / 2 + 8
));
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window.draw(underline);
}
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labels.push_back(label);
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window.draw(label);
}
window.display();
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}
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void Menu::loadMainMenu() {
choices.clear();
actions.clear();
selection = 0;
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sf::Texture& texture = getResourceManager().getTexture("bg_menu.tga");
texture.setSmooth(true);
background.setTexture(texture);
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choices.push_back(sf::String(L"Jouer"));
actions.push_back(std::bind(&Menu::loadLevelMenu, this));
choices.push_back(sf::String(L"Règles du jeu"));
actions.push_back(std::bind(&Menu::loadRules, this));
choices.push_back(sf::String(L"Éditeur"));
actions.push_back(std::bind(&Menu::launchEditor, this));
choices.push_back(sf::String(L"Quitter"));
actions.push_back(std::bind(&Menu::quit, this));
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}
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void Menu::loadLevelMenu() {
choices.clear();
actions.clear();
selection = 0;
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std::vector<std::string> path_list = getResourceManager().getLevelList();
std::vector<std::string> name_list;
for (auto it = path_list.begin(); it != path_list.end(); it++) {
choices.push_back(Level::getLevelName(*it));
actions.push_back(std::bind(&Menu::launchGame, this, *it));
}
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choices.push_back(sf::String(L"Retour"));
actions.push_back(std::bind(&Menu::loadMainMenu, this));
}
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void Menu::loadRules() {
// TODO: coder l'affichage des règles
}
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void Menu::launchEditor() {
std::shared_ptr<Editor> editor = std::shared_ptr<Editor>(new Editor(getManager()));
// TODO: charger dynamiquement le niveau dans l'éditeur
editor->load(getResourceManager().getLevelPath("editor_result.dat"));
getManager().setState(editor);
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}
void Menu::launchGame(std::string path) {
std::shared_ptr<Game> game = std::shared_ptr<Game>(new Game(getManager()));
game->load(path);
getManager().setState(game);
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}
void Menu::quit() {
getManager().quit();
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}