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Copy pathSystems.h
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497 lines (241 loc) · 11.2 KB
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#pragma once
#include "BaseHeader.h"
#include "Entity_Manager.h"
#include "Scenes.h"
#include "Sys_mouse.h"
#ifndef SYSTEMS_H
#define SYSTEMS_H
struct IO_placement_info
{
// either an anchor point or somthing else
int x = 0;
int y = 0;
int z = 0;
int spacing;
int button_scale;
};
/******************************************/
// overhaul NEEDED
void initialize_menus(std::vector<Menue_type*>& stuff_to_initialize)
{
/*
// these three buttons should.... be placed at the center in a stack
//Main_menu->List_of_buttons[0]->position_slf.x_pos = 1100;
//Main_menu->List_of_buttons[0]->position_slf.y_pos = 800;
//Main_menu->List_of_buttons[1]->position_slf.x_pos = 1100;
//Main_menu->List_of_buttons[1]->position_slf.y_pos = 900;
// Main_menu->List_of_buttons[2]->position_slf.x_pos = 1100;
//Main_menu->List_of_buttons[2]->position_slf.y_pos = 1000;
/*
Main_menu->List_of_buttons[0]->clickbox_slf.bottom_right.x = Main_menu->List_of_buttons[0]->position_slf.x_pos + 25;
Main_menu->List_of_buttons[0]->clickbox_slf.bottom_right.y = Main_menu->List_of_buttons[0]->position_slf.y_pos - 25;
Main_menu->List_of_buttons[0]->clickbox_slf.top_left.x = Main_menu->List_of_buttons[0]->position_slf.x_pos - 25 ;
Main_menu->List_of_buttons[0]->clickbox_slf.top_left.y = Main_menu->List_of_buttons[0]->position_slf.y_pos + 25;
Main_menu->List_of_buttons[1]->clickbox_slf.bottom_right.x = Main_menu->List_of_buttons[1]->position_slf.x_pos + 25;
Main_menu->List_of_buttons[1]->clickbox_slf.bottom_right.y = Main_menu->List_of_buttons[1]->position_slf.y_pos - 25;
Main_menu->List_of_buttons[1]->clickbox_slf.top_left.x = Main_menu->List_of_buttons[1]->position_slf.x_pos - 25;
Main_menu->List_of_buttons[1]->clickbox_slf.top_left.y = Main_menu->List_of_buttons[1]->position_slf.y_pos + 25;
Main_menu->List_of_buttons[2]->clickbox_slf.bottom_right.x = Main_menu->List_of_buttons[2]->position_slf.x_pos + 25;
Main_menu->List_of_buttons[2]->clickbox_slf.bottom_right.y = Main_menu->List_of_buttons[2]->position_slf.y_pos - 25;
Main_menu->List_of_buttons[2]->clickbox_slf.top_left.x = Main_menu->List_of_buttons[2]->position_slf.x_pos - 25;
Main_menu->List_of_buttons[2]->clickbox_slf.top_left.y = Main_menu->List_of_buttons[2]->position_slf.y_pos + 25;
*/
/*
Main_menu->List_of_buttons[0]->clickbox_slf.bottom_right.x = Main_menu->List_of_buttons[0]->position_slf.x_pos + 500;
Main_menu->List_of_buttons[0]->clickbox_slf.bottom_right.y = Main_menu->List_of_buttons[0]->position_slf.y_pos - 500;
Main_menu->List_of_buttons[1]->clickbox_slf.bottom_right.x = Main_menu->List_of_buttons[1]->position_slf.x_pos + 500;
Main_menu->List_of_buttons[1]->clickbox_slf.bottom_right.y = Main_menu->List_of_buttons[1]->position_slf.y_pos - 500;
Main_menu->List_of_buttons[2]->clickbox_slf.bottom_right.x = Main_menu->List_of_buttons[2]->position_slf.x_pos + 500;
Main_menu->List_of_buttons[2]->clickbox_slf.bottom_right.y = Main_menu->List_of_buttons[2]->position_slf.y_pos - 500;
*/
//Main_menu->List_of_buttons.push_back(switch_button);
//stuff_to_initialize.push_back(Main_menu);
/******************************************/
// CONSOLIDATE THE FOLLOWING INTO A FUNCTION THAT CAN BE CALLED AND RE-USED
// IF CODE IS IMPORTANT, MAKE IT PORTABLE
/******************************************/
// main menu:
Button_Switch_to_another_menu* switch_button;
switch_button = new Button_Switch_to_another_menu;
Menue_type* Main_menu;
Main_menu = new Menue_type;
// SERIOUS OVERHAUL INCOMING
// **************************************/
Main_menu->List_of_buttons[0]->position_slf.x_pos = 90;
Main_menu->List_of_buttons[0]->position_slf.y_pos = 50;
Main_menu->List_of_buttons[1]->position_slf.x_pos = 90;
Main_menu->List_of_buttons[1]->position_slf.y_pos = 70;
Main_menu->List_of_buttons[2]->position_slf.x_pos = 90;
Main_menu->List_of_buttons[2]->position_slf.y_pos = 90;
// **************************************/
Main_menu->List_of_buttons[0]->clickbox_slf.top_left.x = Main_menu->List_of_buttons[0]->position_slf.x_pos - 15;
Main_menu->List_of_buttons[0]->clickbox_slf.top_left.y = Main_menu->List_of_buttons[0]->position_slf.y_pos + 15;
Main_menu->List_of_buttons[1]->clickbox_slf.top_left.x = Main_menu->List_of_buttons[1]->position_slf.x_pos - 15;
Main_menu->List_of_buttons[1]->clickbox_slf.top_left.y = Main_menu->List_of_buttons[1]->position_slf.y_pos + 15;
Main_menu->List_of_buttons[2]->clickbox_slf.top_left.x = Main_menu->List_of_buttons[2]->position_slf.x_pos - 15;
Main_menu->List_of_buttons[2]->clickbox_slf.top_left.y = Main_menu->List_of_buttons[2]->position_slf.y_pos + 15;
// **************************************/
Main_menu->List_of_buttons[0]->clickbox_slf.bottom_right.x = Main_menu->List_of_buttons[0]->position_slf.x_pos + 15;
Main_menu->List_of_buttons[0]->clickbox_slf.bottom_right.y = Main_menu->List_of_buttons[0]->position_slf.y_pos - 15;
Main_menu->List_of_buttons[1]->clickbox_slf.bottom_right.x = Main_menu->List_of_buttons[1]->position_slf.x_pos + 15;
Main_menu->List_of_buttons[1]->clickbox_slf.bottom_right.y = Main_menu->List_of_buttons[1]->position_slf.y_pos - 15;
Main_menu->List_of_buttons[2]->clickbox_slf.bottom_right.x = Main_menu->List_of_buttons[2]->position_slf.x_pos + 15;
Main_menu->List_of_buttons[2]->clickbox_slf.bottom_right.y = Main_menu->List_of_buttons[2]->position_slf.y_pos - 15;
stuff_to_initialize.push_back(Main_menu);
/******************************************/
// other menu?:
};
void initialize_menus(std::vector<Menue_type*>& stuff_to_initialize, IO_placement_info anchorPoint_other_stuff)
{
// similar function just anchors the buttons off of a specified place
// as well as size scaling for not just the graphics but click box
}
/******************************************/
namespace USER_INPUT_GENERAL
{
#include "BaseHeader.h"
struct inputs
{
bool mouse1;
bool mouse2;
bool up;
bool down;
bool left;
bool right;
double x;
double y;
};
inputs user_input()
{
// this should also work for the ascii version lol
inputs player_inputs;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
{
player_inputs.left = true;
};
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
{
player_inputs.right = true;
};
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
{
player_inputs.up = true;
};
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
{
player_inputs.down = true;
};
if (sf::Mouse::isButtonPressed(sf::Mouse::Left))
{
// left mouse button is pressed: shoot
player_inputs.mouse1 = true;
}
if (sf::Mouse::isButtonPressed(sf::Mouse::Right))
{
// left mouse button is pressed: shoot
player_inputs.mouse2 = true;
}
// getting the mouse position sf::Vector2i localPosition = sf::Mouse::getPosition(window);
player_inputs.x = 0;
player_inputs.y = 0;
return player_inputs;
};
};
// player input Sys
void Mouse_update(Sys_mouse& mouse)
{
bool updated = false;
if (mouse.just_pressed == true)
{
mouse.just_pressed = false;
mouse.holding = true;
updated = true;
std::cout << "YOU ARE HOLDING" << std::endl;
};
if (sf::Mouse::isButtonPressed(sf::Mouse::Left) && updated == false && mouse.holding == false)
{
mouse.just_pressed = true;
mouse.released = false;
std::cout << "YOU JUST PRESSED THE MOUSE " << std::endl;
};
if (sf::Mouse::isButtonPressed(sf::Mouse::Left) == false && mouse.holding == true && updated == false)
{
mouse.released = true;
mouse.holding = false;
updated = true;
std::cout << "YOU LET GO" << std::endl;
};
if (sf::Mouse::isButtonPressed(sf::Mouse::Left) == false && mouse.holding == false && updated == false && mouse.released == true)
{
mouse.released = false;
};
};
mouse_output Mouse_check(Sys_mouse mouse)
{
mouse_output output;
return output;
};
// ****************
void call_button_function()
{
};
// button stuff
void Sys_Button_graphics(std::vector<Menue_type*> stuff_to_be_draw, sf::RenderWindow& Target_window)
{
for (int i = 0; i < stuff_to_be_draw[0]->List_of_buttons.size(); i++)
{
sf::Texture texture;
if (!texture.loadFromFile("sprites/Button_holder.png"))
{
}
sf::Sprite sprite;
sprite.setTexture(texture);
sprite.setScale(1, 1);
stuff_to_be_draw[0]->List_of_buttons[i]->slf_sprite.setTexture(texture);
//stuff_to_be_draw[0]->List_of_buttons[i]->Slf_shape.setPosition(stuff_to_be_draw[0]->List_of_buttons[i]->position_slf.x_pos, stuff_to_be_draw[0]->List_of_buttons[i]->position_slf.y_pos);
stuff_to_be_draw[0]->List_of_buttons[i]->slf_sprite.setPosition(stuff_to_be_draw[0]->List_of_buttons[i]->position_slf.x_pos, stuff_to_be_draw[0]->List_of_buttons[i]->position_slf.y_pos);
// first match the sprite to the entities position
Target_window.draw(stuff_to_be_draw[0]->List_of_buttons[i]->slf_sprite);
//Target_window.draw(stuff_to_be_draw[0]->List_of_buttons[i]->Slf_shape);
};
};
void Sys_Button_clicked(std::vector<Menue_type*> stuff_to_be_checked, sf::RenderWindow& Target_window, Sys_mouse& mouse)
{
for (int i = 0; i < stuff_to_be_checked[0]->List_of_buttons.size(); i++)
{
// new_cell->slf_pos.x_pos > TOP_LEFT_x && new_cell->slf_pos.x_pos < TOP_LEFT_x + 480) &&
// (new_cell->slf_pos.y_pos > TOP_LEFT_y && new_cell->slf_pos.y_pos < TOP_LEFT_y + 320
// so for each button that we have, run a function that can return wether a point click at once place
// is within its area.
// then run that button if it is and be done
sf::Vector2i m_c = sf::Mouse::getPosition(Target_window);
// change this to one little function i dont like how long this is
if ((m_c.x > stuff_to_be_checked[0]->List_of_buttons[i]->clickbox_slf.top_left.x && m_c.x < stuff_to_be_checked[0]->List_of_buttons[i]->clickbox_slf.bottom_right.x) && (m_c.y < stuff_to_be_checked[0]->List_of_buttons[i]->clickbox_slf.top_left.y && m_c.y > stuff_to_be_checked[0]->List_of_buttons[i]->clickbox_slf.bottom_right.y))
{
// if mouse.released is true, activate the button_mouse_function to find out what function to activate
if (mouse.released == true)
{
std::cout << "you clicked on a button!!!" << std::endl;
// now check the buttons purpose determined by its
// purpose integer, and then use that to
// find its function within the list of button functions!!!!
};
};
};
};
// TEMP FOR NOW BEFORE FULL IMPLEMENTATION
// Menu Sys
void Sys_Main_menu(std::vector<Menue_type*> SCENE_VEC, Entity_manager E_manager, sf::RenderWindow& Target_window, Sys_mouse& x)
{
if (SCENE_VEC.size() <= 0)
{
std::cout << "NO SCENES LOADED" << std::endl;
}
else
{
Mouse_update(x);
Sys_Button_graphics(SCENE_VEC, Target_window);
Sys_Button_clicked(SCENE_VEC, Target_window, x);
}
};
#endif