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#include "Subconscious.hpp"
#include "WorldScene.hpp"
#include <SFML/Graphics.hpp>
// TODO remove (needed for mousewheel debug)
#include <iostream>
#include <iomanip>
/*** public methods ***/
Subconscious::Subconscious()
: _window(sf::VideoMode(800, 600), "Subconscious")
{
_window.setVerticalSyncEnabled(true);
_window.setFramerateLimit(90);
// TODO currentScene = new MenuScene("main-menu") or something
}
Subconscious::~Subconscious()
{}
void Subconscious::run()
{
_running = true;
while (_running && _window.isOpen()) {
sf::Event event;
while (_window.pollEvent(event)) {
switch (event.type) {
/*** Keyboard Events ***/
case sf::Event::KeyPressed:
switch (event.key.code) {
case sf::Keyboard::Up:
if (WorldScene *worldScene = dynamic_cast<WorldScene*>(_currentScene)) {
worldScene->pan(0, -10);
}
break;
case sf::Keyboard::Down:
if (WorldScene *worldScene = dynamic_cast<WorldScene*>(_currentScene)) {
worldScene->pan(0, 10);
}
break;
case sf::Keyboard::Left:
if (WorldScene *worldScene = dynamic_cast<WorldScene*>(_currentScene)) {
worldScene->pan(-10, 0);
}
break;
case sf::Keyboard::Right:
if (WorldScene *worldScene = dynamic_cast<WorldScene*>(_currentScene)) {
worldScene->pan(10, 0);
}
break;
default:
break;
}
break;
case sf::Event::KeyReleased:
break;
/*** Mouse Events ***/
case sf::Event::MouseButtonPressed:
break;
case sf::Event::MouseButtonReleased:
break;
case sf::Event::MouseMoved:
break;
case sf::Event::MouseWheelScrolled:
// my mouse always outputs +/- 1.0000, so the zoom speed
// is 1/10.0 => .1
// TODO make this a setting that can be changed
// (mousewheel sensibility)
//
// std::cout << std::fixed << std::setprecision(3)
// << event.mouseWheelScroll.delta << std::endl;
if (WorldScene *worldScene = dynamic_cast<WorldScene*>(_currentScene)) {
worldScene->zoom(event.mouseWheelScroll.delta/10.0);
}
break;
/*** Window Events ***/
case sf::Event::Closed:
_window.close();
break;
case sf::Event::Resized:
_currentScene->resize(event.size);
break;
default:
break;
}
}
gameUpdate();
gameRender();
}
}
void Subconscious::demo()
{
Scene *demoScene = new WorldScene(_window);
_currentScene = demoScene;
_scenes.push_back(demoScene);
run();
}
/*** private methods ***/
void Subconscious::gameUpdate()
{
}
void Subconscious::gameRender()
{
_window.clear();
if (_currentScene != nullptr) {
_currentScene->render();
}
_window.display();
}
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