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MasterClass.cpp
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MasterClass.cpp
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#include "MasterClass.h"
#include "AssetManager.h"
// source: https://github.com/SFML/SFML/wiki/Source%3A-Letterbox-effect-using-a-view
sf::View getLetterboxView(sf::RenderWindow* window, sf::View view, float windowWidth, float windowHeight)
{
using namespace sf;
// Compares the aspect ratio of the window to the aspect ratio of the view,
// and sets the view's viewport accordingly in order to archieve a letterbox effect.
// A new view (with a new viewport set) is returned.
float windowRatio = windowWidth / windowHeight;
float viewRatio = view.getSize().x / (float)view.getSize().y;
float sizeX = 1;
float sizeY = 1;
float posX = 0;
float posY = 0;
View resultView = window->getDefaultView();
bool horizontalSpacing = true;
if (windowRatio < viewRatio)
horizontalSpacing = false;
// If horizontalSpacing is true, the black bars will appear on the left and right side.
// Otherwise, the black bars will appear on the top and bottom.
if (horizontalSpacing)
{
sizeX = viewRatio / windowRatio;
posX = (1 - sizeX) / 2.f;
}
else
{
sizeY = windowRatio / viewRatio;
posY = (1 - sizeY) / 2.f;
}
resultView.setViewport(sf::FloatRect(posX, posY, sizeX, sizeY));
return resultView;
}
MasterClass::MasterClass(sf::RenderWindow& window)
{
using namespace sf;
this->window = &window;
loadResources();
text.setFont(AssetManager::getInstance()->getFont("main font"));
text.setCharacterSize(20);
text.setFillColor(Color::White);
backgroundSprite.setTexture(AssetManager::getInstance()->getTexture("background"));
backgroundSprite.setColor(Color(255, 255, 255, 100));
this->stateManager.addState(std::unique_ptr<StateScreen>(new Menu(stateManager)));
}
MasterClass::~MasterClass()
{
}
void MasterClass::run()
{
using namespace sf;
while (window->isOpen())
{
m_view.setSize(resolutionX, resolutionY);
// Calculate FPS
Time elapsed = clock.restart();
text.setPosition(0, 0);
text.setString(std::to_string(round(1 / elapsed.asSeconds())));
updateDt();
Event event;
bool scrollEntered = false;
while (window->pollEvent(event))
{
if (event.type == Event::Closed)
window->close();
if (event.type == Event::KeyPressed || event.type == Event::KeyReleased)
{
keyEvent(dt, event);
}
else if (event.type == Event::MouseButtonPressed || event.type == Event::MouseButtonReleased || event.type == Event::MouseMoved)
{
mouseEvent(dt, event);
}
else if (event.type == Event::MouseWheelScrolled)
{
mouseScrolledEvent(dt, event);
}
else if (event.type == Event::Resized)
{
m_view = getLetterboxView(window, m_view, event.size.width, event.size.height);
}
}
if (scrollEntered == false) { firstScroll = true; }
// change event type to anything other then button pressed. This is for hold functionality
event.type = Event::Closed;
mouseEvent(dt, event);
tick(dt);
// Render and display
window->clear(Color::Transparent);
window->setView(m_view);
window->draw(backgroundSprite);
window->draw(text);
render();
window->display();
}
}
void MasterClass::render()
{
this->stateManager.getCurrentState().get()->render(*this->window);
}
void MasterClass::tick(const float & dt)
{
this->stateManager.getCurrentState().get()->tick(dt, *this->window);
}
void MasterClass::keyEvent(const float & dt, sf::Event event)
{
this->stateManager.getCurrentState().get()->keyEvent(dt, event);
}
void MasterClass::mouseEvent(const float & dt, sf::Event event)
{
this->stateManager.getCurrentState().get()->mouseEvent(dt, *window, event);
}
void MasterClass::mouseScrolledEvent(const float& dt, sf::Event event)
{
this->stateManager.getCurrentState().get()->mouseScrollEvent(dt, *window, event);
}
void MasterClass::updateDt()
{
this->dt = this->clock.restart().asSeconds();
}
void MasterClass::loadResources()
{
using namespace sf;
AssetManager *assetManager = AssetManager::getInstance();
// load fonts
assetManager->loadFont("main font", "ChakraPetch-Regular.ttf");
assetManager->loadFont("game font", "ChakraPetch-Bold.ttf");
// load textures
assetManager->loadTexture("background", backgroundImagePath);
assetManager->loadTexture("tiles", "Images/tiles.png");
assetManager->loadTexture("instruction", "Images/instruction.png");
sf::ConvexShape *backButton = new ConvexShape();
backButton->setPointCount(8);
backButton->setPoint(0, sf::Vector2f(20, 0));
backButton->setPoint(1, sf::Vector2f(0, 20));
backButton->setPoint(2, sf::Vector2f(20, 40));
backButton->setPoint(3, sf::Vector2f(20, 30));
backButton->setPoint(4, sf::Vector2f(40, 30));
backButton->setPoint(5, sf::Vector2f(40, 10));
backButton->setPoint(6, sf::Vector2f(20, 10));
backButton->setPoint(7, sf::Vector2f(20, 0));
backButton->setPosition(20, 20);
backButton->setFillColor(Color::White);
assetManager->loadDrawable("back button", std::unique_ptr<Drawable>(backButton));
sf::ConvexShape *backButtonHL = new ConvexShape();
backButtonHL->setPointCount(8);
backButtonHL->setPoint(0, sf::Vector2f(20, 0));
backButtonHL->setPoint(1, sf::Vector2f(0, 20));
backButtonHL->setPoint(2, sf::Vector2f(20, 40));
backButtonHL->setPoint(3, sf::Vector2f(20, 30));
backButtonHL->setPoint(4, sf::Vector2f(40, 30));
backButtonHL->setPoint(5, sf::Vector2f(40, 10));
backButtonHL->setPoint(6, sf::Vector2f(20, 10));
backButtonHL->setPoint(7, sf::Vector2f(20, 0));
backButtonHL->setPosition(20, 20);
backButtonHL->setFillColor(Color(0, 186, 211));
assetManager->loadDrawable("back button hl", std::unique_ptr<Drawable>(backButtonHL));
}