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