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WIP Set tile id in map node #967

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42 changes: 26 additions & 16 deletions src/MainMenu.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,8 @@ bool mainMenu()
int logoTexW, logoTexH;
SDL_QueryTexture(logoTex, nullptr, nullptr, &logoTexW, &logoTexH);

auto beginFrame = [] {
auto beginFrame = []
{
SDL_RenderClear(WindowManager::instance().getRenderer());

WindowManager::instance().newImGuiFrame();
Expand All @@ -66,10 +67,13 @@ bool mainMenu()
ui::SetNextWindowSize(ui::GetIO().DisplaySize);

bool open = true;
ui::Begin("MainWnd", &open, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse);
ui::Begin("MainWnd", &open,
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoScrollbar |
ImGuiWindowFlags_NoScrollWithMouse);
};

auto renderFrame = [] {
auto renderFrame = []
{
ui::End();

WindowManager::instance().renderScreen();
Expand All @@ -82,7 +86,7 @@ bool mainMenu()
{
beginFrame();

// break the loop if an event occurs
// break the loop if an event occurs
const bool has_event = SDL_PollEvent(&event) != 0;
if (has_event && event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_KEYDOWN)
opacity = 254;
Expand All @@ -93,7 +97,6 @@ bool mainMenu()
ui::Image(logoTex, ImVec2(logoTexW, logoTexH), ImVec2(0, 0), ImVec2(1, 1), ImVec4{op, op, op, op});
ui::PopStyleVar(1);


renderFrame();
}

Expand All @@ -102,10 +105,12 @@ bool mainMenu()
{
beginFrame();

while (SDL_PollEvent(&event) != 0) {
while (SDL_PollEvent(&event) != 0)
{
ImGui_ImplSDL2_ProcessEvent(&event);

if (event.type == SDL_QUIT) {
if (event.type == SDL_QUIT)
{
startGame = false;
mainMenuLoop = false;
}
Expand All @@ -123,41 +128,46 @@ bool mainMenu()
constexpr int buttonInterval = 20;
ImVec2 buttonPos(screenWidth / 2 - buttonSize.x / 2, screenHeight / 2 - buttonSize.y);
ui::SetCursorPos(buttonPos);
if (ui::ButtonCt("New Game", { 200, 40 })) {
#ifdef USE_AUDIO
if (ui::ButtonCt("New Game", {200, 40}))
{
#ifdef USE_AUDIO
playAudioMajorSelection();
#endif // USE_AUDIO
#endif // USE_AUDIO
mainMenuLoop = false;
SignalMediator::instance().signalNewGame.emit(true);
}

buttonPos.y += buttonSize.y + buttonInterval;
ui::SetCursorPos(buttonPos);
if (ui::ButtonCt("Load Game", { 200, 40 })) {
#ifdef USE_AUDIO
if (ui::ButtonCt("Load Game", {200, 40}))
{
#ifdef USE_AUDIO
playAudioMajorSelection();
#endif // USE_AUDIO
#endif // USE_AUDIO
SignalMediator::instance().signalLoadGame.emit("save.cts");
mainMenuLoop = false;
}

buttonPos.y += buttonSize.y + buttonInterval;
ui::SetCursorPos(buttonPos);
if (ui::ButtonCt("Quit Game", { 200, 40 })) {
if (ui::ButtonCt("Quit Game", {200, 40}))
{
startGame = false;
mainMenuLoop = false;
}

constexpr int xOffset = 5, btnSize = 32;
ImVec2 leftBottom(xOffset, screenHeight - btnSize - xOffset * 2);
ui::SetCursorPos(leftBottom);
if (ui::ImageButton(discordTex, ImVec2(btnSize, btnSize))) {
if (ui::ImageButton(discordTex, ImVec2(btnSize, btnSize)))
{
OSystem::openDir("https://discord.gg/MG3tgYV6ce");
}

leftBottom.x += xOffset * 2 + btnSize; // xOffset * 2 because, need interval between buttons
ui::SetCursorPos(leftBottom);
if (ui::ImageButton(githubTex, ImVec2(btnSize, btnSize))) {
if (ui::ImageButton(githubTex, ImVec2(btnSize, btnSize)))
{
OSystem::openDir("https://github.com/CytopiaTeam/Cytopia/issues/new");
}

Expand Down
39 changes: 15 additions & 24 deletions src/engine/EventManager.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -48,21 +48,21 @@ void EventManager::pickTileUnderCursor(Point mouseIsoCoords)
// update placement mode
switch (topMostActiveLayer)
{
case Layer::BUILDINGS:
GameStates::instance().placementMode = PlacementMode::SINGLE;
break;
case Layer::ROAD:
case Layer::POWERLINES:
case Layer::UNDERGROUND:
GameStates::instance().placementMode = PlacementMode::LINE;
break;
case Layer::GROUND_DECORATION:
case Layer::WATER:
case Layer::ZONE:
GameStates::instance().placementMode = PlacementMode::RECTANGLE;
break;
default:
break;
case Layer::BUILDINGS:
GameStates::instance().placementMode = PlacementMode::SINGLE;
break;
case Layer::ROAD:
case Layer::POWERLINES:
case Layer::UNDERGROUND:
GameStates::instance().placementMode = PlacementMode::LINE;
break;
case Layer::GROUND_DECORATION:
case Layer::WATER:
case Layer::ZONE:
GameStates::instance().placementMode = PlacementMode::RECTANGLE;
break;
default:
break;
}
mapNodeData = node.getMapNodeData();
tileToPlace = mapNodeData[topMostActiveLayer].tileID;
Expand Down Expand Up @@ -304,15 +304,6 @@ void EventManager::checkEvents(SDL_Event &event)
mouseScreenCoords = {event.button.x, event.button.y};
mouseIsoCoords = convertScreenToIsoCoordinates(mouseScreenCoords);

// if it's a multi-node tile, get the origin corner point
Point origCornerPoint =
MapFunctions::instance().getNodeOrigCornerPoint(mouseIsoCoords, TileManager::instance().getTileLayer(tileToPlace));

if (origCornerPoint == Point::INVALID())
{
origCornerPoint = mouseIsoCoords;
}

// canceling transparent buildings
for (const auto &it : m_transparentBuildings)
{
Expand Down
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