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- #include "Game.h"
- #include "Initialisierung.h"
- #include "Globals.h"
- #include "ItemBar.h"
- #include <AsynchronCall.h>
- #include <Bildschirm.h>
- Game::Game(Bildschirm* zScreen)
- : Menu(zScreen)
- {
- inventoryDragController = new DragController<InventoryDragSource, int>();
- logout = initKnopf(10, 10, 200, 20, Knopf::Style::Normal, "Verlassen");
- logout->setMausEreignis([this, zScreen](void* p, void* o, MausEreignis me)
- {
- if (me.id == ME_RLinks)
- {
- logout->removeStyle(Knopf::Style::Erlaubt);
- new AsynchronCall([this, zScreen]()
- {
- // TODO
- /*if (World::INSTANCE->zClient()->leaveGame())
- {
- World::INSTANCE->release();
- World::INSTANCE = 0;
- zScreen->lock();
- hide();
- menuRegister->get("directConnect")->show();
- zScreen->unlock();
- }*/
- logout->addStyle(Knopf::Style::Erlaubt);
- });
- }
- return 1;
- });
- elements.add(logout);
- debug = initTextFeld(10, 40, 500, 250, TextFeld::Style::Text | TextFeld::Style::Mehrzeilig, "");
- elements.add(debug);
- guiView = new UIMLView("<v/>", uiFactory);
- guiView->addKnownElement(new ItemBarElement());
- guiView->setStyle(UIMLView::Style::Sichtbar);
- guiView->setSize(window->zBildschirm()->getBackBufferSize());
- elements.add(guiView);
- }
- Game::~Game()
- {
- inventoryDragController->release();
- }
- void Game::updatePosition(Vec3<float> position, bool target, Vec3<int> targetPos)
- {
- Text txt = "Position: (";
- txt.setPrecision(2);
- txt += position.x;
- txt += ", ";
- txt += position.y;
- txt += ", ";
- txt += position.z;
- txt += ")";
- if (target)
- {
- txt += "\nTarget: (";
- txt += targetPos.x;
- txt += ", ";
- txt += targetPos.y;
- txt += ", ";
- txt += targetPos.z;
- txt += ")\n";
- Block* b = World::INSTANCE->zBlockAt(targetPos);
- if (b)
- {
- txt += "TargetLight: \n";
- txt += b->printLightInfo();
- }
- }
- debug->setText(txt);
- }
- void Game::api(char* data)
- {
- switch (data[0])
- {
- case 0: // open dialog
- {
- bool exists = 0;
- short len = *(short*)(data + 1);
- char* dialogName = new char[len + 1];
- memcpy(dialogName, data + 3, len);
- dialogName[len] = 0;
- for (UIMLDialog* dialog : dialogs)
- {
- if (dialog->getName().istGleich(dialogName))
- {
- exists = 1;
- break;
- }
- }
- delete[] dialogName;
- if (!exists)
- {
- int uimlLen = *(int*)(data + 3 + len);
- char* uiml = new char[uimlLen + 1];
- memcpy(uiml, data + 7 + len, uimlLen);
- uiml[uimlLen] = 0;
- UIMLDialog* dialog = new UIMLDialog(uiml, [this](UIMLDialog* dialog)
- {
- logout->postAction([this, dialog]()
- {
- int index = 0;
- for (UIMLDialog* d : dialogs)
- {
- if (d == dialog)
- {
- dialogs.remove(index);
- window->zBildschirm()->removeMember(d);
- World::INSTANCE->zKamera()->setControlEnabled(dialogs.getEintragAnzahl() == 0);
- break;
- }
- index++;
- }
- });
- });
- dialogs.add(dialog);
- World::INSTANCE->zKamera()->setControlEnabled(0);
- window->zBildschirm()->addMember(dialog);
- delete[]uiml;
- }
- break;
- }
- case 1:
- { // element message
- for (UIMLDialog* dialog : dialogs)
- {
- dialog->api(data + 1);
- }
- short idLen = *(short*)(data + 1);
- char* id = new char[idLen + 1];
- memcpy(id, data + 3, idLen);
- id[idLen] = 0;
- NetworkAPIProcessor* processor = dynamic_cast<NetworkAPIProcessor*>(guiView->zZeichnungById(id));
- if (processor)
- processor->api(data + 3 + idLen);
- delete[] id;
- break;
- }
- case 2:
- { // set gui
- int uimlLen = *(int*)(data + 1);
- char* uiml = new char[uimlLen + 1];
- memcpy(uiml, data + 5, uimlLen);
- uiml[uimlLen] = 0;
- guiView->setUIML(uiml);
- guiView->layout();
- delete[] uiml;
- }
- }
- }
- void Game::closeCurrentDialog()
- {
- if (dialogs.getEintragAnzahl() > 0)
- {
- UIMLDialog* d = dialogs.get(dialogs.getEintragAnzahl() - 1);
- window->zBildschirm()->removeMember(d);
- dialogs.remove(dialogs.getEintragAnzahl() - 1);
- World::INSTANCE->zKamera()->setControlEnabled(dialogs.getEintragAnzahl() == 0);
- }
- }
- DragController<InventoryDragSource, int>* Game::zInventoryDragController()
- {
- return inventoryDragController;
- }
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