OpenMiner/source/client/states/TitleScreenState.cpp
2020-03-19 00:06:54 +01:00

150 lines
4.4 KiB
C++

/*
* =====================================================================================
*
* OpenMiner
*
* Copyright (C) 2018-2020 Unarelith, Quentin Bazin <openminer@unarelith.net>
* Copyright (C) 2019-2020 the OpenMiner contributors (see CONTRIBUTORS.md)
*
* This file is part of OpenMiner.
*
* OpenMiner is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* OpenMiner is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with OpenMiner; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* =====================================================================================
*/
#include <gk/core/ApplicationStateStack.hpp>
#include "Config.hpp"
#include "Events.hpp"
#include "GameState.hpp"
#include "ServerConnectState.hpp"
#include "ServerLoadingState.hpp"
#include "SettingsMenuState.hpp"
#include "TitleScreenState.hpp"
#include "ServerApplication.hpp"
TitleScreenState::TitleScreenState(u16 port) : m_port(port) {
glClearColor(0.0, 0.0, 0.0, 1.0);
m_menuWidget.setScale(Config::guiScale, Config::guiScale, 1);
m_menuWidget.addButton("Singleplayer", [this] (TextButton &) {
startSingleplayer(true);
});
m_menuWidget.addButton("Multiplayer", [this] (TextButton &) {
m_stateStack->push<ServerConnectState>(this).setTexturePack(m_texturePack);
});
m_menuWidget.addButton("Options...", [this] (TextButton &) {
m_stateStack->push<SettingsMenuState>(this);
});
m_menuWidget.addButton("Exit", [this] (TextButton &) {
m_stateStack->pop();
});
centerBackground();
}
TitleScreenState::~TitleScreenState() {
if (m_thread.joinable())
m_thread.join();
}
void TitleScreenState::centerBackground() {
m_background.setPosition(Config::screenWidth / 2.0 - m_background.width() / 2.0, Config::screenHeight / 2.0 - m_background.height() / 2.0);
}
void TitleScreenState::init() {
m_eventHandler->addListener<GuiScaleChangedEvent>(&TitleScreenState::onGuiScaleChanged, this);
m_eventHandler->addListener<ServerOnlineEvent>(&TitleScreenState::onServerOnlineEvent, this);
}
void TitleScreenState::onEvent(const SDL_Event &event) {
InterfaceState::onEvent(event);
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
centerBackground();
if (!m_stateStack->empty() && &m_stateStack->top() != this)
m_menuWidget.onEvent(event);
}
if (!m_stateStack->empty() && &m_stateStack->top() == this) {
m_menuWidget.onEvent(event);
}
}
void TitleScreenState::update() {
if (m_isServerOnline) {
auto &game = m_stateStack->push<GameState>();
game.setSingleplayer(true);
game.connect("localhost", m_port);
auto &serverLoadingState = m_stateStack->push<ServerLoadingState>(game, m_showLoadingState, this);
serverLoadingState.setTexturePack(m_texturePack);
}
}
void TitleScreenState::startSingleplayer(bool showLoadingState) {
m_showLoadingState = showLoadingState;
if (m_thread.joinable())
m_thread.join();
m_thread = std::thread([this] () {
ServerApplication app{*m_eventHandler};
app.setSingleplayer(true);
app.setPort(0);
app.run();
});
m_isServerLaunched = true;
}
void TitleScreenState::startMultiplayer(const std::string &host) {
auto &game = m_stateStack->push<GameState>();
game.connect(host, m_port);
auto &serverLoadingState = m_stateStack->push<ServerLoadingState>(game, false, this);
serverLoadingState.setTexturePack(m_texturePack);
}
void TitleScreenState::onGuiScaleChanged(const GuiScaleChangedEvent &event) {
m_menuWidget.setScale(event.guiScale, event.guiScale);
m_menuWidget.onGuiScaleChanged(event);
}
void TitleScreenState::onServerOnlineEvent(const ServerOnlineEvent &event) {
m_isServerOnline = event.isOnline;
m_port = event.port;
m_isServerLaunched = false;
}
void TitleScreenState::draw(gk::RenderTarget &target, gk::RenderStates states) const {
prepareDraw(target, states);
target.draw(m_background, states);
if (&m_stateStack->top() == this && !m_isServerLaunched && !m_isServerOnline) {
target.draw(m_menuWidget, states);
}
}