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1,533,550
tags.hpp
xavieran_BaKGL/bak/tags.hpp
#pragma once #include "com/strongType.hpp" #include "bak/fileBufferFactory.hpp" #include <optional> #include <unordered_map> namespace BAK { using Tag = StrongType<unsigned, struct TagT>; class Tags { public: void Load(FileBuffer& fb); std::optional<std::string> GetTag(Tag) const; std::optional<Tag> FindTag(const std::string&) const; void DumpTags() const; private: std::unordered_map<Tag, std::string> mTags; }; }
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1,533,551
ramp.hpp
xavieran_BaKGL/bak/ramp.hpp
#pragma once #include <array> #include <cstdint> #include <iosfwd> #include <vector> #include "bak/file/fileBuffer.hpp" namespace BAK { // These are used to determine the "fog" effect on sprites in // the world based on their distance. The palette is modified // by these at steps of 7 for zones. class Ramp { public: std::vector<std::array<std::uint8_t, 256>> mRamps; }; std::ostream& operator<<(std::ostream&, const Ramp&); Ramp LoadRamp(FileBuffer&); }
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1,533,552
shop.hpp
xavieran_BaKGL/bak/shop.hpp
#pragma once #include "bak/types.hpp" #include "bak/objectInfo.hpp" namespace BAK { class IContainer; class FileBuffer; class InventoryItem; } namespace BAK { struct ShopStats { std::uint8_t mTempleNumber; std::uint8_t mSellFactor; std::uint8_t mMaxDiscount; std::uint8_t mBuyFactor; std::uint8_t mHaggleDifficulty; std::uint8_t mHaggleAnnoyanceFactor; std::uint8_t mBardingSkill; std::uint8_t mBardingReward; std::uint8_t mBardingMaxReward; std::uint8_t mUnknown; std::uint8_t mInnSleepTilHour; std::uint8_t mInnCost; std::uint8_t mRepairTypes; std::uint8_t mRepairFactor; std::uint16_t mCategories; std::uint8_t GetRepairFactor() const; std::uint8_t GetTempleBlessFixedCost() const; std::uint8_t GetTempleBlessPercent() const; Modifier GetTempleBlessType() const; std::uint8_t GetTempleHealFactor() const; }; std::ostream& operator<<(std::ostream&, const ShopStats&); ShopStats LoadShop(FileBuffer& fb); } namespace BAK::Shop { bool CanBuyItem(const InventoryItem& item, const IContainer& shop); Royals GetSellPrice(const InventoryItem&, const ShopStats&, Royals discount, bool isRomneyGuildWars); Royals GetBuyPrice (const InventoryItem&, const ShopStats&, bool isRomneyGuildWars); bool CanRepair(const InventoryItem&, const ShopStats&); Royals CalculateRepairCost(const InventoryItem&, const ShopStats&); void RepairItem(InventoryItem& item); double GetItemQuantityMultiple(const InventoryItem&); }
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screens.hpp
xavieran_BaKGL/bak/screens.hpp
#include "bak/camera.hpp" #include "bak/container.hpp" #include "bak/constants.hpp" #include "bak/dialog.hpp" #include "bak/gameData.hpp" #include "graphics/renderer.hpp" #include "com/logger.hpp" #include "com/ostream.hpp" #include "imgui/imgui.h" #include "imgui/imgui_impl_glfw.h" #include "imgui/imgui_impl_opengl3.h" #include <GL/glew.h> #include <GLFW/glfw3.h> #include <stack> #include <sstream> void ShowDialogGui( BAK::Target dialogKey, const auto& dialogStore, const BAK::GameData* saveData = nullptr) { static auto chosenKey = BAK::Target{BAK::KeyTarget{0x72}}; static auto current = BAK::Target{BAK::KeyTarget{0x72}}; static auto history = std::stack<BAK::Target>{}; if (chosenKey != dialogKey) { chosenKey = dialogKey; current = dialogKey; } const auto& snippet = dialogStore.GetSnippet(current); ImGui::Begin("Dialog"); { std::stringstream ss{}; ss << "Previous: "; if (!history.empty()) ss << history.top(); else ss << "[None]"; ss << " Current: " << current; ImGui::Text(ss.str().c_str()); } { std::stringstream ss{}; ss << "[ ds: " << std::hex << +snippet.mDisplayStyle << " act: " << +snippet.mActor << " ds2: " << +snippet.mDisplayStyle2 << " ds3: " << +snippet.mDisplayStyle3 << " ]" << std::endl; for (const auto& action : snippet.mActions) ss << "Action :: " << action << std::endl; ImGui::TextWrapped(ss.str().c_str()); } ImGui::TextWrapped("Text:\n %s", snippet.GetText().data()); if (ImGui::Button("Back") && (!history.empty())) { current = history.top(); history.pop(); } for (const auto& choice : snippet.GetChoices()) { std::stringstream ss{}; ss << choice; if (ImGui::Button(ss.str().c_str())) { history.push(current); current = choice.mTarget; } //if (saveData != nullptr) //{ // ss.str(""); ss << "Val: " << saveData->ReadEvent(choice.mState); // ImGui::SameLine(); ImGui::Text(ss.str().c_str()); //} if (evaluate_if<BAK::KeyTarget>(choice.mTarget, [](const auto& current){ return current != BAK::KeyTarget{0}; })) { ImGui::TextWrapped(dialogStore.GetFirstText( dialogStore.GetSnippet(choice.mTarget)).substr(0, 40).data()); } else { ImGui::TextWrapped("No text"); } } ImGui::End(); } void ShowCameraGui( const Camera& camera) { const auto& pos = camera.GetPosition(); ImGui::Begin("Info"); std::stringstream ss{}; ss << "Pos: " << pos << "\nHPos: " << std::hex << static_cast<std::uint32_t>(pos.x) << ", " << static_cast<std::uint32_t>(-pos.z) << std::dec << "\nTile: " << camera.GetGameTile() << "\nAngle: " << (360.0f * (camera.GetAngle() / (2.0f*3.141592f))); ImGui::TextWrapped(ss.str().c_str()); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::End(); } void ShowContainerGui( const BAK::GenericContainer& container) { std::cout << "Container: " << container << std::endl; std::stringstream ss{}; ss << "\n" << container << "\n"; ImGui::Text(ss.str().c_str()); ImGui::BeginTable("Items", 4, ImGuiTableFlags_Resizable); ImGui::TableNextColumn(); ImGui::Text("Name"); ImGui::TableNextColumn(); ImGui::Text("Cond/Qty"); ImGui::TableNextColumn(); ImGui::Text("Status"); ImGui::TableNextColumn(); ImGui::Text("Mods"); ImGui::TableNextRow(); for (const auto& item : container.GetInventory().GetItems()) { ImGui::TableNextColumn(); ImGui::TableNextColumn(); ss.str(""); ss << item.GetObject().mName; ImGui::Text(ss.str().c_str()); ImGui::TableNextColumn(); ss.str(""); ss << +item.GetCondition(); ImGui::Text(ss.str().c_str()); ImGui::TableNextColumn(); ss.str(""); ss << +item.GetStatus(); ImGui::Text(ss.str().c_str()); ImGui::TableNextRow(); ss.str(""); ss << +item.GetModifierMask(); ImGui::Text(ss.str().c_str()); ImGui::TableNextRow(); } ImGui::EndTable(); } void ShowLightGui( Graphics::Light& light) { ImGui::Begin("Light"); ImGui::SliderFloat3("Dire", static_cast<float*>(&light.mDirection.x), -1.0f, 1.0f, "%.3f"); ImGui::SliderFloat3("Ambi", static_cast<float*>(&light.mAmbientColor.x), .0f, 1.0f, "%.3f"); ImGui::SliderFloat3("Diff", static_cast<float*>(&light.mDiffuseColor.x), .0f, 1.0f, "%.3f"); ImGui::SliderFloat3("Spec", static_cast<float*>(&light.mSpecularColor.x), .0f, 1.0f, "%.3f"); ImGui::End(); }
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1,533,554
sceneData.hpp
xavieran_BaKGL/bak/sceneData.hpp
#pragma once #include <glm/glm.hpp> #include <cstdint> #include <string> #include <ostream> #include <variant> #include "bak/dialogTarget.hpp" namespace BAK { enum class AdsActions { INDEX = 0x1030, IF_NOT_PLAYED = 0x1330, IF_PLAYED = 0x1350, IF_CHAP_LTE = 0x13a0, IF_CHAP_GTE = 0x13b0, AND = 0x1420, OR = 0x1430, ELSE = 0x1500, ADD_SCENE2 = 0x2000, ADD_SCENE = 0x2005, STOP_SCENE = 0x2010, PLAY_SCENE = 0x1510, PLAY_ALL_SCENES = 0x1520, FADE_OUT = 0xf010, END_IF = 0xfff0, END = 0xffff }; std::string_view ToString(AdsActions a); std::ostream& operator<<(std::ostream&, AdsActions); enum class Actions { SAVE_BACKGROUND = 0x0020, UNKNOWN_A = 0x0070, DRAW_BACKGROUND = 0x0080, DRAW_BACKGROUND_B = 0x00c0, PURGE = 0x0110, // Purge means jump out of this scene // if no purge, then we continue looping through the // actions. This is how C12 archer works... UPDATE = 0x0ff0, DO_SOMETHING_A = 0x0400, // Don't clear sprites between updates... DISABLE_CLEAR = 0x0500, ENABLE_CLEAR = 0x0510, DELAY = 0x1020, SLOT_IMAGE = 0x1050, SLOT_PALETTE = 0x1060, SLOT_FONT = 0x1070, SET_SCENEA = 0x1100, // Local taG? SET_SCENE = 0x1110, // TAG?? SET_SAVE_LAYER = 0x1120, GOTO_TAG = 0x1200, SET_COLOR = 0x2000, SHOW_DIALOG = 0x2010, UNKNOWN3 = 0x2300, UNKNOWN6 = 0x2310, UNKNOWN7 = 0x2320, UNKNOWN4 = 0x2400, SET_CLIP_REGION = 0x4000, FADE_OUT = 0x4110, FADE_IN = 0x4120, SAVE_IMAGE0 = 0x4200, SAVE_REGION_TO_LAYER = 0x4210, SET_WINDOWA = 0xa010, SET_WINDOWB = 0xa030, SET_UNKNOWN = 0xa090, SET_WINDOWC = 0xa0b0, // draw line? DRAW_RECT = 0xa100, DRAW_FRAME = 0xa110, DRAW_TEXT = 0xa200, DRAW_SPRITE0 = 0xa500, DRAW_SPRITE1 = 0xa510, DRAW_SPRITE_FLIP_Y = 0xa520, DRAW_SPRITE_FLIP_XY = 0xa530, DRAW_SPRITE_ROTATE = 0xa5a0, DRAW_SAVED_REGION = 0xa600, DRAW_SCREEN = 0xb600, // COPY_LAYER_TO_LAYER? LOAD_SOUND_RESOURCE = 0xc020, SELECT_SOUND = 0xc030, DESELECT_SOUND = 0xc040, PLAY_SOUND = 0xc050, STOP_SOUND = 0xc060, LOAD_SCREEN = 0xf010, LOAD_IMAGE = 0xf020, LOAD_FONT = 0xf040, LOAD_PALETTE = 0xf050 }; std::string_view ToString(Actions a); std::ostream& operator<<(std::ostream&, Actions); struct SetScene { std::string mName; std::uint16_t mSceneNumber; }; std::ostream& operator<<(std::ostream&, const SetScene&); struct LoadScreen { std::string mScreenName; }; struct ClearScreen { }; struct DrawRect { std::pair<unsigned, unsigned> mPaletteColor; glm::ivec2 mPos; glm::ivec2 mDims; }; std::ostream& operator<<(std::ostream&, const DrawRect&); struct DrawSprite { bool mFlippedInY; std::int16_t mX; std::int16_t mY; std::int16_t mSpriteIndex; std::int16_t mImageSlot; std::int16_t mTargetWidth; std::int16_t mTargetHeight; }; std::ostream& operator<<(std::ostream&, const DrawSprite&); struct DrawScreen { glm::ivec2 mPosition; glm::ivec2 mDimensions; unsigned mArg1; unsigned mArg2; }; struct PlaySoundS { unsigned mSoundIndex; }; struct ClipRegion { glm::vec<2, int> mTopLeft; glm::vec<2, int> mBottomRight; }; std::ostream& operator<<(std::ostream& os, const ClipRegion& a); struct DisableClipRegion { }; std::ostream& operator<<(std::ostream& os, const DisableClipRegion& a); struct SaveBackground { }; struct DrawBackground { }; struct GotoTag { unsigned mTag; }; struct SaveImage { glm::ivec2 pos; glm::ivec2 dims; }; struct SaveRegionToLayer { glm::ivec2 pos; glm::ivec2 dims; }; struct Purge { }; struct SetWindow { std::uint16_t mX; std::uint16_t mY; std::uint16_t mWidth; std::uint16_t mHeight; }; struct Delay { unsigned mDelayMs; // units?? }; struct Update { }; struct SetColors { unsigned mForegroundColor; unsigned mBackgroundColor; }; struct FadeIn { }; struct FadeOut { }; struct SetSaveLayer { unsigned mLayer; }; struct DrawSavedRegion { unsigned mLayer; }; struct SlotImage { unsigned mSlot; }; struct LoadPalette { std::string mPalette; }; struct LoadImage { std::string mImage; }; struct SlotPalette { unsigned mSlot; }; struct ShowDialog { unsigned mDialogKey; unsigned mDialogType; }; using SceneAction = std::variant< ClearScreen, ClipRegion, Delay, DisableClipRegion, DrawBackground, DrawRect, DrawScreen, DrawSprite, Purge, SaveBackground, SaveImage, Update, LoadImage, LoadPalette, FadeOut, FadeIn, LoadScreen, SetScene, SetColors, SlotImage, SetSaveLayer, DrawSavedRegion, ShowDialog, PlaySoundS, SaveRegionToLayer, GotoTag, SlotPalette>; std::ostream& operator<<(std::ostream& os, const SceneAction& sa); }
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1,533,555
camera.hpp
xavieran_BaKGL/bak/camera.hpp
#pragma once #include "bak/constants.hpp" #include "bak/coordinates.hpp" #include "com/logger.hpp" #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <utility> class Camera { public: Camera( unsigned width, unsigned height, float moveSpeed, float turnSpeed) : mMoveSpeed{moveSpeed}, mTurnSpeed{turnSpeed}, mDeltaTime{0}, mPosition{0,1.4,0}, mLastPosition{mPosition}, mDistanceTravelled{0.0}, mProjectionMatrix{CalculatePerspectiveMatrix(width, height)}, mAngle{3.14, 0} {} glm::mat4 CalculateOrthoMatrix(unsigned width, unsigned height) { const auto w = static_cast<float>(width); const auto h = static_cast<float>(height); return glm::ortho( -w, h, -w, h, 1.0f, 1000.0f //-1000.0f, //1000.0f ); } glm::mat4 CalculatePerspectiveMatrix(unsigned width, unsigned height) { return glm::perspective( glm::radians(45.0f), static_cast<float>(width) / static_cast<float>(height), 1.0f, 4000.0f ); } void UseOrthoMatrix(unsigned width, unsigned height) { mProjectionMatrix = CalculateOrthoMatrix(width, height); } void UsePerspectiveMatrix(unsigned width, unsigned height) { mProjectionMatrix = CalculatePerspectiveMatrix(width, height); } void SetGameLocation(const BAK::GamePositionAndHeading& location) { auto pos = BAK::ToGlCoord<float>(location.mPosition); //pos.y = mPosition.y; pos.y = 100; SetPosition(pos); SetAngle(BAK::ToGlAngle(location.mHeading)); } BAK::GamePositionAndHeading GetGameLocation() const { auto pos = glm::uvec2{mPosition.x, -mPosition.z}; return BAK::GamePositionAndHeading{pos, GetGameAngle()}; } glm::uvec2 GetGameTile() const { const auto gamePosition = GetGameLocation(); return BAK::GetTile(gamePosition.mPosition); } void SetPosition(const glm::vec3& position) { mPosition = position; PositionChanged(); mDistanceTravelled = 0; } void SetAngle(glm::vec2 angle) { mAngle = angle; mAngle.x = BAK::NormaliseRadians(mAngle.x); mAngle.y = BAK::NormaliseRadians(mAngle.y); } BAK::GameHeading GetHeading() { // Make sure to normalise this between 0 and 1 const auto bakAngle = BAK::ToBakAngle(mAngle.x); return static_cast<std::uint16_t>(bakAngle); } void SetDeltaTime(double dt) { mDeltaTime = dt; } void MoveForward() { PositionChanged(); mPosition += GetDirection() * (mMoveSpeed * mDeltaTime); } void MoveBackward() { PositionChanged(); mPosition -= GetDirection() * (mMoveSpeed * mDeltaTime); } void StrafeForward() { PositionChanged(); mPosition += GetForward() * (mMoveSpeed * mDeltaTime); } void StrafeBackward() { PositionChanged(); mPosition -= GetForward() * (mMoveSpeed * mDeltaTime); } void StrafeRight() { PositionChanged(); mPosition += GetRight() * (mMoveSpeed * mDeltaTime); } void StrafeLeft() { PositionChanged(); mPosition -= GetRight() * (mMoveSpeed * mDeltaTime); } void StrafeUp() { PositionChanged(); mPosition += GetUp() * (mMoveSpeed * mDeltaTime); } void StrafeDown() { PositionChanged(); mPosition -= GetUp() * (mMoveSpeed * mDeltaTime); } void PositionChanged() { mDistanceTravelled += std::abs(glm::distance(mPosition, mLastPosition)); mLastPosition = mPosition; mDirty = true; } void UndoPositionChange() { mPosition = mLastPosition; } void RotateLeft() { SetAngle( glm::vec2{ mAngle.x + mTurnSpeed * mDeltaTime, mAngle.y}); } void RotateRight() { SetAngle( glm::vec2{ mAngle.x - mTurnSpeed * mDeltaTime, mAngle.y}); } void RotateVerticalUp() { SetAngle( glm::vec2{ mAngle.x, mAngle.y + mTurnSpeed * mDeltaTime}); } void RotateVerticalDown() { SetAngle( glm::vec2{ mAngle.x, mAngle.y - mTurnSpeed * mDeltaTime}); } glm::vec3 GetDirection() const { return { cos(mAngle.y) * sin(mAngle.x), sin(mAngle.y), cos(mAngle.y) * cos(mAngle.x) }; } glm::vec3 GetForward() const { return { cos(mAngle.x - 3.14f/2.0f), 0, -sin(mAngle.x - 3.14f/2.0f) }; } glm::vec3 GetRight() const { return { sin(mAngle.x - 3.14f/2.0f), 0, cos(mAngle.x - 3.14f/2.0f) }; } glm::vec3 GetUp() const { return glm::cross(GetRight(), GetDirection()); } glm::vec2 GetAngle() const { return mAngle; } BAK::GameHeading GetGameAngle() const { return BAK::ToBakAngle(mAngle.x); } glm::mat4 GetViewMatrix() const { return glm::lookAt( GetNormalisedPosition(), GetNormalisedPosition() + GetDirection(), GetUp() ); } glm::vec3 GetPosition() const { return mPosition; } glm::vec3 GetNormalisedPosition() const { return mPosition / BAK::gWorldScale; } const glm::mat4& GetProjectionMatrix() const { return mProjectionMatrix; } bool CheckAndResetDirty() { return std::exchange(mDirty, false); } unsigned GetAndClearUnitsTravelled() { auto unitsTravelled = static_cast<unsigned>(std::round(std::floor(mDistanceTravelled / 400.0))); if (unitsTravelled > 0) { mDistanceTravelled -= (unitsTravelled * 400); return unitsTravelled; } return 0; } private: float mMoveSpeed; float mTurnSpeed; float mDeltaTime; glm::vec3 mPosition; glm::vec3 mLastPosition; double mDistanceTravelled; glm::mat4 mProjectionMatrix; glm::vec2 mAngle; bool mDirty{}; };
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itemInteractions.hpp
xavieran_BaKGL/bak/itemInteractions.hpp
#pragma once #include "bak/character.hpp" #include "bak/dialog.hpp" #include "bak/gameState.hpp" #include "bak/inventoryItem.hpp" #include "bak/objectInfo.hpp" namespace BAK { struct ItemUseResult { std::optional<std::pair<unsigned, unsigned>> mUseSound; std::optional<unsigned> mDialogContext; Target mDialog; }; ItemUseResult ApplyItemTo( Character&, InventoryIndex sourceItem, InventoryIndex targetItem); ItemUseResult UseItem( GameState& gameState, Character&, InventoryIndex sourceItem); }
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1,533,557
dialog.hpp
xavieran_BaKGL/bak/dialog.hpp
#pragma once #include "bak/dialogAction.hpp" #include "bak/dialogChoice.hpp" #include "bak/dialogTarget.hpp" #include "bak/resourceNames.hpp" #include "com/logger.hpp" #include "com/visit.hpp" #include "bak/fileBufferFactory.hpp" #include <iosfwd> #include <optional> #include <unordered_map> namespace BAK { class Keywords { public: Keywords(); std::string_view GetDialogChoice(unsigned i) const; std::string_view GetQueryChoice(unsigned i) const; std::string_view GetNPCName(unsigned i) const; static constexpr unsigned sYesIndex = 0x100; static constexpr unsigned sNoIndex = 0x101; static constexpr unsigned sAcceptIndex = 0x104; static constexpr unsigned sDeclineIndex = 0x105; static constexpr unsigned sHaggleIndex = 0x106; private: static constexpr auto mCharacterNameOffset = 293; std::vector<std::string> mPartyMembers; std::vector<std::string> mKeywords; }; enum class DisplayFlags { Fullscreen = 0x6, }; enum class DialogStyle { Fullscreen, ActionArea, LowerArea, Popup }; enum class TextStyle { VerticalCenter = 1, HorizontalCenter = 2, IsBold = 4 }; enum class ChoiceStyle { EvaluateState, Prompt, // e.g. display yes/no buttons Dialog, // display "Locklear asked about: " Random // pick a random choice }; class DialogSnippet { public: DialogSnippet(FileBuffer& fb, std::uint8_t dialogFile); const auto& GetActions() const { return mActions; } const auto& GetChoices() const { return mChoices; } std::string_view GetText() const { return mText; } bool IsQueryChoice() const { return (mDisplayStyle3 & 0x2) != 0; } bool IsDialogChoice() const { return mDisplayStyle3 == 0x4; } bool IsRandomChoice() const { return mDisplayStyle3 == 0x8; } bool IsDisplayable() const { return !mText.empty() || IsDialogChoice(); } std::optional<SetPopupDimensions> GetPopup() const { std::optional<SetPopupDimensions> popup{}; for (const auto& action : mActions) { evaluate_if<SetPopupDimensions>( action, [&popup](const auto& action) { popup = action; }); } return popup; } // Display Style One - where to display text // 0x00 -> Center of full screen // 0x02 -> In action/game part of screen // 0x03 -> In non-bold at bottom // 0x04 -> In bold at bottom // 0x05 -> In large action/game part of screen (e.g. temple iface) // 0x06 -> Center of full screen std::uint8_t mDisplayStyle; // Actor <= 0x6 => Show alternate background (player character is talking...) // Actor > 0x6 show normal background // Actor == 0xff party leader is talking std::uint16_t mActor; // 0x10 Vertically centered, background is with flowers, text always scrolls in // 0x04 Vertically and horizontally centered // 0x03 Show background std::uint8_t mDisplayStyle2; // Display Style 3: // 0x0 -> No choices // 0x1 -> Show in action part of screen... // 0x2 -> Lay choices side by side (e.g. Yes/No prompt) // 0x4 -> (Dialog tree root... Character "asked about") // -> Choices in grid // -> Goodbye is special and immediately quits the dialog std::uint8_t mDisplayStyle3; std::vector<DialogChoice> mChoices; std::vector<DialogAction> mActions; std::string mText; }; std::ostream& operator<<(std::ostream& os, const DialogSnippet& d); class DialogStore { public: static const DialogStore& Get(); void ShowAllDialogs(); void ShowDialog(Target dialogKey); const DialogSnippet& GetSnippet(Target target) const; bool HasSnippet(Target target) const; OffsetTarget GetTarget(KeyTarget dialogKey) const; std::string_view GetFirstText(const DialogSnippet& snippet) const; const DialogSnippet& operator()(KeyTarget dialogKey) const; const DialogSnippet& operator()(OffsetTarget snippetKey) const; private: DialogStore(); void Load(); std::string GetDialogFile(std::uint8_t i); std::unordered_map< KeyTarget, OffsetTarget> mDialogMap; std::unordered_map< OffsetTarget, DialogSnippet> mSnippetMap; const Logging::Logger& mLogger; }; }
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1,533,558
ttmRunner.hpp
xavieran_BaKGL/bak/ttmRunner.hpp
#pragma once #include "bak/scene.hpp" #include "com/logger.hpp" namespace BAK { class TTMRunner { public: TTMRunner(); void LoadTTM( std::string adsFile, std::string ttmFile); std::optional<BAK::SceneAction> GetNextAction(); private: void AdvanceToNextScene(); unsigned FindActionMatchingTag(unsigned tag); std::unordered_map<unsigned, std::vector<BAK::SceneSequence>> mSceneSequences; std::vector<BAK::SceneAction> mActions; unsigned mCurrentAction = 0; unsigned mCurrentSequence = 0; unsigned mCurrentSequenceScene = 0; const Logging::Logger& mLogger; }; }
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1,533,559
ttmRenderer.hpp
xavieran_BaKGL/bak/ttmRenderer.hpp
#pragma once #include "bak/image.hpp" #include "bak/palette.hpp" #include "bak/scene.hpp" #include "bak/spriteRenderer.hpp" #include "bak/ttmRunner.hpp" #include "com/logger.hpp" namespace BAK { class TTMRenderer { public: TTMRenderer( std::string adsFile, std::string ttmFile); Graphics::TextureStore RenderTTM(); private: bool AdvanceAction(); void RenderFrame(); TTMRunner mRunner; struct PaletteSlot { BAK::Palette mPaletteData; }; struct ImageSlot { std::vector<BAK::Image> mImages; }; unsigned mCurrentPaletteSlot = 0; unsigned mCurrentImageSlot = 0; unsigned mImageSaveLayer = 0; std::unordered_map<unsigned, BAK::SaveRegionToLayer> mClearRegions; std::unordered_map<unsigned, Graphics::Texture> mSaves; std::unordered_map<unsigned, ImageSlot> mImageSlots; std::unordered_map<unsigned, PaletteSlot> mPaletteSlots; std::unordered_map<unsigned, Graphics::TextureStore> mTextures; BAK::SpriteRenderer mRenderer; std::optional<BAK::Image> mScreen; Graphics::TextureStore mRenderedFrames; const Logging::Logger& mLogger; }; }
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xavieran/BaKGL
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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false
false
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1,533,560
time.hpp
xavieran_BaKGL/bak/time.hpp
#pragma once #include "bak/gameState.hpp" namespace BAK { void EffectOfConditionsWithTime( Skills& skills, Conditions& conditions, unsigned healFraction, unsigned healPercentCeiling); void ImproveNearDeath( Skills& skills, Conditions& conditions); void DamageDueToLackOfSleep( Conditions& conditions, CharIndex charIndex, Skills& skills); class TimeChanger { public: TimeChanger(GameState& gameState) : mGameState{gameState} {} void HandleGameTimeChange( Time timeDelta, bool canDisplayDialog, bool mustConsumeRations, bool isNotSleeping, unsigned healFraction, unsigned healPercentCeiling) { Logging::LogDebug(__FUNCTION__) << "(" << timeDelta << " canDisplayDialog: " << canDisplayDialog << " consRat: " << mustConsumeRations << " sleep? " << isNotSleeping << " hl: " << healFraction << " - " << healPercentCeiling << ")\n"; auto& currentTime = mGameState.GetWorldTime(); auto oldTime = currentTime; auto hourOfDay = currentTime.GetTime().GetHour(); auto daysElapsedBefore = currentTime.GetTime().GetDays(); currentTime.AdvanceTime(timeDelta); auto daysElapsedAfter = currentTime.GetTime().GetDays(); if (daysElapsedAfter != daysElapsedBefore) { if ((daysElapsedAfter % 30) == 0) { ImproveActiveCharactersHealthAndStamina(); } if (mustConsumeRations) { PartyConsumeRations(); } mGameState.GetParty().ForEachActiveCharacter([&](auto& character){ ImproveNearDeath(character.GetSkills(), character.GetConditions()); return Loop::Continue; }); } auto newHourOfDay = currentTime.GetTime().GetHour(); if (newHourOfDay != hourOfDay) { HandleGameTimeIncreased( canDisplayDialog, isNotSleeping, healFraction, healPercentCeiling); } CheckAndClearSkillAffectors(); mGameState.ReduceAndEvaluateTimeExpiringState(timeDelta); } // Time change per step // minStep: 0x1e 30 secs distance: 400 // medStep: 0x3c 60 secs distance: 800 // bigStep: 0x78 120 secs distance: 1600 void ElapseTimeInMainView(Time delta) { HandleGameTimeChange( delta, true, true, true, 0, 0); } void ElapseTimeInSleepView(Time delta, unsigned healFraction, unsigned healPercentCeiling) { HandleGameTimeChange( BAK::Times::OneHour, true, true, false, healFraction, healPercentCeiling); mGameState.GetWorldTime().SetTimeLastSlept( mGameState.GetWorldTime().GetTime()); } private: void ImproveActiveCharactersHealthAndStamina() { mGameState.GetParty().ForEachActiveCharacter([&](auto& character){ character.ImproveSkill(SkillType::Health, SkillChange::Direct, 1); character.ImproveSkill(SkillType::Stamina, SkillChange::Direct, 1); return Loop::Continue; }); } void ConsumeRations(auto& character) { auto rations = InventoryItemFactory::MakeItem(sRations, 1); auto spoiled = InventoryItemFactory::MakeItem(sSpoiledRations, 1); auto poisoned = InventoryItemFactory::MakeItem(sPoisonedRations, 1); if (character.RemoveItem(rations)) { // Eating rations instantly removes starving... character.GetConditions().AdjustCondition( character.GetSkills(), BAK::Condition::Starving, -100); } else if (character.RemoveItem(spoiled)) { character.GetConditions().AdjustCondition( character.GetSkills(), BAK::Condition::Starving, -100); character.GetConditions().AdjustCondition( character.GetSkills(), BAK::Condition::Sick, 3); } else if (character.RemoveItem(poisoned)) { character.GetConditions().AdjustCondition( character.GetSkills(), BAK::Condition::Poisoned, 4); } else // no rations of any kind { character.GetConditions().AdjustCondition( character.GetSkills(), BAK::Condition::Starving, 5); } } void PartyConsumeRations() { mGameState.GetParty().ForEachActiveCharacter([&](auto& character){ ConsumeRations(character); return Loop::Continue; }); } void HandleGameTimeIncreased( bool canDisplayDialog, bool isNotSleeping, unsigned healFraction, unsigned healPercentCeiling) { Logging::LogDebug(__FUNCTION__) << "(" << canDisplayDialog << ", " << isNotSleeping << ", " << healFraction << " - " << healPercentCeiling << ")\n"; if (canDisplayDialog) { if (isNotSleeping) { auto timeDiff = mGameState.GetWorldTime().GetTimeSinceLastSlept(); if (timeDiff >= Times::SeventeenHours) { //ShowNeedSleepDialog(0x40) Logging::LogWarn(__FUNCTION__) << " We need sleep!\n"; } if (timeDiff >= Times::EighteenHours) { Logging::LogWarn(__FUNCTION__) << " Damaging due to lack of sleep!\n"; mGameState.GetParty().ForEachActiveCharacter([&](auto& character){ DamageDueToLackOfSleep(character.GetConditions(), character.mCharacterIndex, character.GetSkills()); return Loop::Continue; }); } } } mGameState.GetParty().ForEachActiveCharacter([&](auto& character){ EffectOfConditionsWithTime( character.GetSkills(), character.GetConditions(), healFraction, healPercentCeiling); return Loop::Continue; }); } unsigned calculateTimeOfDayForPalette() { auto time = mGameState.GetWorldTime().GetTime(); auto hourOfDay = time.GetHour(); auto secondsOfDay = time.mTime % Times::OneDay.mTime; if (hourOfDay > 8 && hourOfDay < 17) { return 0x40; } if (hourOfDay < 4 || hourOfDay >= 20) { return 0xf; } if (hourOfDay < 17) { secondsOfDay -= 0x1c20; auto x = (secondsOfDay * 0x31) / 0x1c20; return x + 0xf; } else { secondsOfDay += 0x8878; auto x = (secondsOfDay * 0x31) / 0x1518; return 0x40 - x; } } void CheckAndClearSkillAffectors() { const auto time = mGameState.GetWorldTime().GetTime(); mGameState.GetParty().ForEachActiveCharacter([&](auto& character){ auto& affectors = character.GetSkillAffectors(); std::erase_if( affectors, [&](auto& affector){ return affector.mEndTime < time; }); return Loop::Continue; }); } private: GameState& mGameState; }; }
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xavieran/BaKGL
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
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1,533,561
book.hpp
xavieran_BaKGL/bak/book.hpp
#pragma once #include "bak/file/fileBuffer.hpp" #include "graphics/glm.hpp" #include <iosfwd> #include <optional> #include <vector> namespace BAK { // Courtesy of Joris van Eijden struct ReservedArea { glm::ivec2 mPos; glm::ivec2 mDims; }; enum class TextAlignment { Left = 1, Right = 2, Justify = 3, Center = 4 }; enum class FontStyle { Normal = 1, Bold = 2, Italic = 4, Underlined = 8, Ghosted = 16 }; struct TextSegment { unsigned mFont; unsigned mYOff; FontStyle mFontStyle; std::string mText; unsigned mColor; }; struct Paragraph { glm::ivec2 mOffset; unsigned mWidth; unsigned mLineSpacing; unsigned mWordSpacing; unsigned mStartIndent; TextAlignment mAlignment; std::vector<TextSegment> mText; }; enum class Mirroring { None = 0, Horizontal = 1, Vertical = 2, HorizontalAndVertical = 3 }; struct BookImage { glm::ivec2 mPos; unsigned mImage; Mirroring mMirroring; }; struct Page { // Offset applies to all text within this page unsigned mDisplayNumber; glm::ivec2 mOffset; glm::ivec2 mDims; unsigned mPageNumber; unsigned mPreviousPageNumber; unsigned mNextPageNumber; unsigned mShowPageNumber; std::vector<ReservedArea> mReservedAreas; std::vector<BookImage> mImages; std::vector<Paragraph> mParagraphs; }; struct Book { std::vector<Page> mPages; }; Book LoadBook(FileBuffer&); std::ostream& operator<<(std::ostream&, const Paragraph&); std::ostream& operator<<(std::ostream&, const Page&); std::ostream& operator<<(std::ostream&, const Book&); }
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0.709929
xavieran/BaKGL
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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1,533,562
combat.hpp
xavieran_BaKGL/bak/combat.hpp
#pragma once #include "bak/coordinates.hpp" #include <cstdint> #include <iosfwd> namespace BAK { class CombatWorldLocation { public: GamePositionAndHeading mPosition; std::uint8_t mUnknownFlag; // 0 - invisible? // 1 - invisible? // 2 - moving // 3 - moving // 4 - dead std::uint8_t mState; }; std::ostream& operator<<(std::ostream&, const CombatWorldLocation&); class CombatGridLocation { public: MonsterIndex mMonster; glm::uvec2 mGridPos; }; std::ostream& operator<<(std::ostream&, const CombatGridLocation&); class CombatEntityList { public: std::vector<CombatantIndex> mCombatants; }; std::ostream& operator<<(std::ostream&, const CombatEntityList&); void LoadP1Dat(); }
735
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xavieran/BaKGL
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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1,533,563
IZoneLoader.hpp
xavieran_BaKGL/bak/IZoneLoader.hpp
#pragma once #include "bak/types.hpp" namespace BAK { // Interface to load zone class IZoneLoader { public: // Load zone based on zone info in DEF_ZONE.DAT virtual void DoTeleport(BAK::Encounter::Teleport) = 0; virtual void LoadGame(std::string, std::optional<Chapter>) = 0; }; }
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xavieran/BaKGL
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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1,533,564
gameState.hpp
xavieran_BaKGL/bak/gameState.hpp
#pragma once #include "bak/container.hpp" #include "bak/constants.hpp" #include "bak/coordinates.hpp" #include "bak/dialog.hpp" #include "bak/dialogAction.hpp" #include "bak/dialogChoice.hpp" #include "bak/fmap.hpp" #include "bak/gameData.hpp" #include "bak/money.hpp" #include "bak/save.hpp" #include "bak/textVariableStore.hpp" #include "bak/timeExpiringState.hpp" #include "bak/types.hpp" #include "com/random.hpp" #include "com/visit.hpp" #include <type_traits> namespace BAK { template <typename F, typename ...Args> using invoke_result_with_fb = std::invoke_result_t<F, FileBuffer&, Args...>; class GameState { public: GameState(); GameState(GameData* gameData); template <typename F, typename ...Args> void Apply(F&& func, Args&&... args) const requires(std::is_void_v<invoke_result_with_fb<F, Args...>>) { if (mGameData) { std::invoke(func, mGameData->GetFileBuffer(), args...); } } template <typename F, typename ...Args> void Apply(F&& func, Args&&... args) requires(std::is_void_v<invoke_result_with_fb<F, Args...>>) { if (mGameData) { std::invoke(func, mGameData->GetFileBuffer(), args...); } } template <typename F, typename ...Args> auto Apply(F&& func, Args&&... args) requires(!std::is_void_v<invoke_result_with_fb<F, Args...>>) { if (mGameData) { return std::invoke(func, mGameData->GetFileBuffer(), args...); } return invoke_result_with_fb<F, Args...>{}; } template <typename F, typename ...Args> auto Apply(F&& func, Args&&... args) const requires(!std::is_void_v<invoke_result_with_fb<F, Args...>>) { if (mGameData) { return std::invoke(func, mGameData->GetFileBuffer(), args...); } return invoke_result_with_fb<F, Args...>{}; } void LoadGameData(GameData* gameData); GameData* GetGameData(){ return mGameData; } const Party& GetParty() const; Party& GetParty(); std::vector<GenericContainer>& GetCombatContainers() { return mCombatContainers; } std::int16_t GetEndOfDialogState() const; void DoSetEndOfDialogState(std::int16_t state); void SetActiveCharacter(ActiveCharIndex character); void SetActiveCharacter(CharIndex character); const TextVariableStore& GetTextVariableStore() const; TextVariableStore& GetTextVariableStore(); void SetChapter(Chapter chapter); Chapter GetChapter() const; void SetMonster(MonsterIndex); Royals GetMoney() const; void SetLocation(Location loc); void SetLocation(GamePositionAndHeading posAndHeading); void SetMapLocation(MapLocation) const; GamePositionAndHeading GetLocation() const; MapLocation GetMapLocation() const; ZoneNumber GetZone() const; auto& GetTimeExpiringState() { return mTimeExpiringState; } const WorldClock& GetWorldTime() const; WorldClock& GetWorldTime(); void SetTransitionChapter_7541(bool); bool GetTransitionChapter_7541() const; void SetShopType_7542(unsigned shopType); unsigned GetShopType_7542() const; GenericContainer* GetContainerForGDSScene(HotspotRef ref); GenericContainer* GetWorldContainer(ZoneNumber zone, GamePosition location); GenericContainer const* GetWorldContainer(ZoneNumber zone, GamePosition location) const; std::optional<unsigned> GetActor(unsigned actor) const; bool GetSpellActive(StaticSpells spell) const; bool ClearActiveSpells(); // prefer to use this function when getting best skill // as it will set the appropriate internal state. std::pair<CharIndex, unsigned> GetPartySkill(SkillType skill, bool best); void SetCharacterTextVariables(); void SetDefaultDialogTextVariables(); void SetDialogTextVariable(unsigned index, unsigned attribute); CharIndex GetPartyLeader() const; void SelectRandomActiveCharacter(unsigned index, unsigned attribute); void EvaluateAction(const DialogAction& action); void EvaluateSpecialAction(const SpecialAction& action); void DoGamble(unsigned playerChance, unsigned gamblerChance, unsigned reward); unsigned GetState(const Choice& choice) const; unsigned GetGameState(const GameStateChoice& choice) const; bool EvaluateGameStateChoice(const GameStateChoice& choice) const; void DoElapseTime(Time time); void ReduceAndEvaluateTimeExpiringState(Time delta); void RecalculatePalettesForPotionOrSpellEffect(TimeExpiringState& state); void DeactivateLightSource(); bool HaveActiveLightSource(); void SetSpellState(const TimeExpiringState& state); void CastStaticSpell(StaticSpells spell, Time duration); bool CanCastSpell(SpellIndex spell, ActiveCharIndex character); void HealCharacter(CharIndex who, unsigned amount); // Remove these from game state, now that we have Apply fn that can be used instead bool EvaluateDialogChoice(const DialogChoice& choice) const; unsigned GetEventState(Choice choice) const; unsigned ReadEvent(unsigned eventPtr) const; bool ReadEventBool(unsigned eventPtr) const; void SetEventValue(unsigned eventPtr, unsigned value); void SetEventState(const SetFlag& setFlag); bool GetMoreThanOneTempleSeen() const; void SetDialogContext_7530(unsigned contextValue); void SetBardReward_754d(unsigned value); unsigned GetBardReward_754d(); void SetItemValue(Royals value); void SetInventoryItem(const InventoryItem& item); void ClearUnseenImprovements(unsigned character); bool SaveState(); bool Save(const SaveFile& saveFile); bool Save(const std::string& saveName); std::vector<GenericContainer>& GetContainers(ZoneNumber zone); const std::vector<GenericContainer>& GetContainers(ZoneNumber zone) const; bool HaveNote(unsigned note) const; bool CheckConversationItemAvailable(unsigned conversationItem) const; private: std::optional<CharIndex> mDialogCharacter{}; CharIndex mActiveCharacter{}; CharIndex mSkillCheckedCharacter{}; // 0 - defaults to someone other than party leader // 1 - will be selected so as not to equal 0 // 2 - will be selected so as not to be either 0 or 1 // 3 - party magician // 4 - party leader // 5 - party warrior std::array<std::uint8_t, 6> mDialogCharacterList{}; GameData* mGameData; Party mParty; unsigned mContextValue_7530{}; bool mTransitionChapter_7541{}; unsigned mShopType_7542{}; unsigned mBardReward_754d{}; Royals mItemValue_753e{}; unsigned mSkillValue{}; unsigned mContextVar_753f{}; std::optional<InventoryItem> mSelectedItem{}; std::optional<MonsterIndex> mCurrentMonster{}; Chapter mChapter{}; ZoneNumber mZone{}; std::int16_t mEndOfDialogState{}; std::vector< std::vector<GenericContainer>> mContainers{}; std::vector<GenericContainer> mGDSContainers{}; std::vector<GenericContainer> mCombatContainers; std::vector<TimeExpiringState> mTimeExpiringState{}; SpellState mSpellState{}; TextVariableStore mTextVariableStore{}; FMapXY mFullMap; WorldClock mFakeWorldClock{{0}, {0}}; const Logging::Logger& mLogger; }; }
7,295
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.h
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92
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xavieran/BaKGL
39
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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1,533,565
image.hpp
xavieran_BaKGL/bak/image.hpp
#pragma once #include <vector> #include "bak/fileBufferFactory.hpp" namespace BAK { class Image { public: Image(unsigned width, unsigned height, unsigned flags, bool isHighResLowCol); unsigned GetWidth() const; unsigned GetHeight() const; unsigned GetSize() const; bool IsHighResLowCol() const; uint8_t * GetPixels() const; uint8_t GetPixel(unsigned x, unsigned y) const; void Load(FileBuffer *buffer); void SetPixel(unsigned x, unsigned y, std::uint8_t color ); private: unsigned mWidth; unsigned mHeight; unsigned int mFlags; bool mIsHighResLowCol; std::vector<uint8_t> mPixels; }; }
649
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xavieran/BaKGL
39
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
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false
1,533,566
camp.hpp
xavieran_BaKGL/bak/camp.hpp
#pragma once #include "bak/fileBufferFactory.hpp" #include <glm/glm.hpp> namespace BAK { class CampData { public: CampData(); const std::vector<glm::vec2>& GetClockTicks() const; const std::vector<glm::vec2>& GetDaytimeShadow() const; private: glm::vec2 mHighlightSize{}; std::vector<glm::vec2> mClockTicks{}; glm::vec2 mClockTwelve{}; glm::vec2 mClockCenter{}; std::vector<glm::vec2> mDaytimeShadow{}; }; }
446
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18
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0.708531
xavieran/BaKGL
39
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,567
fileProvider.hpp
xavieran_BaKGL/bak/file/fileProvider.hpp
#pragma once #include "bak/fileBufferFactory.hpp" #include "bak/file/IDataBufferProvider.hpp" #include <filesystem> #include <string> #include <unordered_map> namespace BAK::File { class FileDataProvider : public IDataBufferProvider { public: FileDataProvider(const std::string& basePath); FileBuffer* GetDataBuffer(const std::string& path) override; private: bool DataFileExists(const std::string& path) const; std::unordered_map<std::string, FileBuffer> mCache; std::filesystem::path mBasePath; }; }
530
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xavieran/BaKGL
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
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1,533,568
aggregateFileProvider.hpp
xavieran_BaKGL/bak/file/aggregateFileProvider.hpp
#pragma once #include "bak/file/IDataBufferProvider.hpp" #include <memory> #include <vector> namespace BAK::File { class AggregateFileProvider : public IDataBufferProvider { public: AggregateFileProvider(const std::vector<std::string>& searchPaths); FileBuffer* GetDataBuffer(const std::string& fileName) override; private: std::vector<std::unique_ptr<IDataBufferProvider>> mProviders; }; }
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xavieran/BaKGL
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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false
false
false
false
1,533,569
IDataBufferProvider.hpp
xavieran_BaKGL/bak/file/IDataBufferProvider.hpp
#pragma once #include "bak/file/fileBuffer.hpp" namespace BAK::File { class IDataBufferProvider { public: virtual FileBuffer* GetDataBuffer(const std::string& fileName) = 0; virtual ~IDataBufferProvider() {}; }; }
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xavieran/BaKGL
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false
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1,533,570
fileBuffer.hpp
xavieran_BaKGL/bak/file/fileBuffer.hpp
#pragma once #include <glm/glm.hpp> #include <array> #include <fstream> #include <string> #include <type_traits> #include <cstdint> #include <ostream> namespace BAK { static constexpr auto COMPRESSION_LZW = 0; static constexpr auto COMPRESSION_LZSS = 1; static constexpr auto COMPRESSION_RLE = 2; class FileBuffer { public: explicit FileBuffer(unsigned n); FileBuffer(const FileBuffer&) noexcept = delete; FileBuffer& operator=(const FileBuffer&) noexcept = delete; FileBuffer(FileBuffer&&) noexcept; FileBuffer& operator=(FileBuffer&&) noexcept; ~FileBuffer(); // Create a new file mBuffer starting from this tag FileBuffer Find(std::uint32_t tag) const; template <typename T> FileBuffer Find(T tag) const { return Find(static_cast<std::uint32_t>(tag)); } FileBuffer MakeSubBuffer(std::uint32_t offset, std::uint32_t size) const; void Load(std::ifstream &ifs); void Save(std::ofstream &ofs); void Save(std::ofstream &ofs, unsigned n); void Show(std::ostream&); void Dump(std::ostream&, unsigned n = 0); void Dump(unsigned n = 0); void DumpAndSkip(unsigned n = 0); void CopyFrom(FileBuffer *buf, unsigned n); void CopyTo(FileBuffer *buf, unsigned n); void Fill(FileBuffer *buf); void Rewind(); unsigned Tell(); void Seek(unsigned n); void Skip(int n); void SkipBits(); unsigned CompressLZW(FileBuffer *result); unsigned CompressLZSS(FileBuffer *result); unsigned CompressRLE(FileBuffer *result); unsigned Compress(FileBuffer *result, unsigned method); unsigned DecompressLZW(FileBuffer *result); unsigned DecompressLZSS(FileBuffer *result); unsigned DecompressRLE(FileBuffer *result); unsigned Decompress(FileBuffer *result, unsigned method); bool AtEnd() const; unsigned GetSize() const; unsigned GetBytesDone() const; unsigned GetBytesLeft() const; std::uint8_t * GetCurrent() const; unsigned GetNextBit() const; std::uint8_t Peek(); std::uint8_t GetUint8(); std::uint16_t GetUint16LE(); std::uint16_t GetUint16BE(); std::uint32_t GetUint32LE(); std::uint32_t GetUint32BE(); std::int8_t GetSint8(); std::int16_t GetSint16LE(); std::int16_t GetSint16BE(); std::int32_t GetSint32LE(); std::int32_t GetSint32BE(); template <typename T, bool littleEndian=true> requires std::is_integral_v<T> T Get() { if constexpr (std::is_same_v<T, std::uint8_t>) { return GetUint8(); } else if constexpr (std::is_same_v<T, std::int8_t>) { return GetSint8(); } else if constexpr (std::is_same_v<T, std::uint16_t>) { return littleEndian ? GetUint16LE() : GetUint16BE(); } else if constexpr (std::is_same_v<T, std::int16_t>) { return littleEndian ? GetSint16LE() : GetSint16BE(); } else if constexpr (std::is_same_v<T, std::uint32_t>) { return littleEndian ? GetUint32LE() : GetUint32BE(); } else if constexpr (std::is_same_v<T, std::int32_t>) { return littleEndian ? GetSint32LE() : GetSint32BE(); } else { static_assert(std::is_same_v<T, std::uint8_t>, "Unsupported integral type"); return T{}; } } template <std::size_t N> auto GetArray() { std::array<std::uint8_t, N> arr{}; for (unsigned i = 0; i < N; i++) { arr[i] = GetUint8(); } return arr; } template <typename T, std::size_t N> auto LoadVector() { glm::vec<N, T> tmp{}; for (unsigned i = 0; i < N; i++) { tmp[i] = Get<T>(); } return tmp; } std::string GetString(); std::string GetString(unsigned len); void GetData(void * data, unsigned n); unsigned GetBits(unsigned n); void PutUint8(uint8_t x); void PutUint16LE(std::uint16_t x); void PutUint16BE(std::uint16_t x); void PutUint32LE(std::uint32_t x); void PutUint32BE(std::uint32_t x); void PutSint8(std::int8_t x); void PutSint16LE(std::int16_t x); void PutSint16BE(std::int16_t x); void PutSint32LE(std::int32_t x); void PutSint32BE(std::int32_t x); void PutString(std::string s); void PutString(std::string s, unsigned len); void PutData(void * data, unsigned n); void PutData(std::uint8_t x, unsigned n); void PutBits(unsigned x, unsigned n); private: // Be nicer if this was a shared ptr... std::uint8_t * mBuffer; std::uint8_t * mCurrent; unsigned mSize; unsigned mNextBit; bool mOwnBuffer; FileBuffer( std::uint8_t*, std::uint8_t*, std::uint32_t, std::uint32_t); }; }
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xavieran/BaKGL
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
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1,533,571
packedFileProvider.hpp
xavieran_BaKGL/bak/file/packedFileProvider.hpp
#pragma once #include "bak/file/IDataBufferProvider.hpp" #include "com/logger.hpp" #include <string> #include <unordered_map> namespace BAK::File { class PackedFileDataProvider : public IDataBufferProvider { public: PackedFileDataProvider(IDataBufferProvider& dataProvider); FileBuffer* GetDataBuffer(const std::string& path) override; private: std::unordered_map<std::string, FileBuffer> mCache; const Logging::Logger& mLogger; }; }
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xavieran/BaKGL
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1,533,572
packedResourceFile.hpp
xavieran_BaKGL/bak/file/packedResourceFile.hpp
#pragma once #include "bak/fileBufferFactory.hpp" #include <unordered_map> namespace BAK::File { class ResourceIndex { public: static constexpr auto sFilename = "krondor.rmf"; static constexpr auto sFilenameLength = 13; struct ResourceIndexData { unsigned mHashKey; std::streamoff mOffset; }; ResourceIndex(FileBuffer&); const std::string& GetPackedResourceFile() const; unsigned GetResourceSize() const; const std::vector<ResourceIndex::ResourceIndexData>& GetResourceIndex() const; private: std::string mPackedResourceName; std::vector<ResourceIndexData> mResourceIndexData; }; }
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xavieran/BaKGL
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false
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1,533,573
util.hpp
xavieran_BaKGL/bak/file/util.hpp
#include "bak/fileBufferFactory.hpp" namespace BAK::File { unsigned GetStreamSize(std::ifstream& ifs); FileBuffer CreateFileBuffer(const std::string& fileName); }
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1,533,574
temple.hpp
xavieran_BaKGL/bak/state/temple.hpp
#pragma once #include "bak/file/fileBuffer.hpp" namespace BAK { class GameState; } namespace BAK::State { void SetTempleSeen(FileBuffer&, unsigned temple); bool ReadTempleSeen(const GameState&, unsigned temple); }
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xavieran/BaKGL
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false
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1,533,575
customStateChoice.hpp
xavieran_BaKGL/bak/state/customStateChoice.hpp
#pragma once #include "bak/dialogChoice.hpp" namespace BAK { class GameState; }; namespace BAK::State { class CustomStateEvaluator { public: CustomStateEvaluator(const GameState&); bool AnyCharacterStarving() const; bool Plagued() const; bool HaveSixSuitsOfArmor() const; bool AllPartyArmorIsGoodCondition() const; bool PoisonedDelekhanArmyChests() const; bool AnyCharacterSansWeapon() const; bool AnyCharacterHasNegativeCondition() const; bool AnyCharacterIsUnhealthy() const; bool AllCharactersHaveNapthaMask() const; bool NormalFoodInArlieChest() const; bool PoisonedFoodInArlieChest() const; private: const GameState& mGameState; }; }
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xavieran/BaKGL
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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false
false
false
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1,533,576
money.hpp
xavieran_BaKGL/bak/state/money.hpp
#pragma once #include "bak/file/fileBuffer.hpp" #include "bak/money.hpp" #include "bak/types.hpp" namespace BAK { class GameState; struct ShopStats; } namespace BAK::State { void WritePartyMoney(FileBuffer&, Chapter, Royals); Royals ReadPartyMoney(FileBuffer&, Chapter); bool IsRomneyGuildWars(const GameState&, const ShopStats&); }
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1,533,577
event.hpp
xavieran_BaKGL/bak/state/event.hpp
#pragma once #include "bak/file/fileBuffer.hpp" namespace BAK::State { void SetBitValueAt(FileBuffer&, unsigned byteOffset, unsigned bitOffset, unsigned value); std::pair<unsigned, unsigned> CalculateComplexEventOffset(unsigned eventPtr); std::pair<unsigned, unsigned> CalculateEventOffset(unsigned eventPtr); void SetEventFlag(FileBuffer&, unsigned eventPtr, unsigned value); void SetEventFlagTrue (FileBuffer&, unsigned eventPtr); void SetEventFlagFalse(FileBuffer&, unsigned eventPtr); unsigned ReadBitValueAt(FileBuffer&, unsigned byteOffset, unsigned bitOffset); unsigned ReadEvent(FileBuffer&, unsigned eventPtr); bool ReadEventBool(FileBuffer&, unsigned eventPtr); }
681
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.h
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xavieran/BaKGL
39
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,578
offsets.hpp
xavieran_BaKGL/bak/state/offsets.hpp
#pragma once namespace BAK::State { static constexpr auto sCharacterSelectedSkillPool = 0x324; // -> 0x319 // static constexpr auto sSkillSelectedEventFlag = 0x1856; static constexpr auto sSkillImprovementEventFlag = 0x18ce; static constexpr auto sConditionStateEventFlag = 0x1c98; // e.g. books static constexpr auto sItemUsedForCharacterAtLeastOnce = 0x194c; static constexpr auto sSpynoteHasBeenRead = 0x1964; // Single bit indicators for event state tracking // In the code this offset is 0x440a in the game -> diff of 0x3d28 static constexpr auto sGameEventRecordOffset = 0x6e2; // -> 0xadc static constexpr auto sGameComplexEventRecordOffset = 0xb09; static constexpr auto sConversationChoiceMarkedFlag = 0x1d4c; static constexpr auto sConversationOptionInhibitedFlag = 0x1a2c; static constexpr auto sLockHasBeenSeenFlag = 0x1c5c; // Based on disassembly this may be the state of doors (open/closed) static constexpr auto sDoorFlag = 0x1b58; }
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.h
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xavieran/BaKGL
39
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false
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1,533,579
item.hpp
xavieran_BaKGL/bak/state/item.hpp
#pragma once #include "bak/file/fileBuffer.hpp" namespace BAK { class GameState; } namespace BAK::State { bool ReadItemHasBeenUsed(const GameState&, unsigned character, unsigned itemIndex); void SetItemHasBeenUsed(FileBuffer&, unsigned character, unsigned itemIndex); }
275
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.h
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xavieran/BaKGL
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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1,533,580
lock.hpp
xavieran_BaKGL/bak/state/lock.hpp
#pragma once #include "bak/file/fileBuffer.hpp" namespace BAK { class GameState; } namespace BAK::State { void SetLockHasBeenSeen(FileBuffer&, unsigned lockIndex); bool CheckLockHasBeenSeen(const GameState&, unsigned lockIndex); }
237
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.h
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xavieran/BaKGL
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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1,533,581
encounter.hpp
xavieran_BaKGL/bak/state/encounter.hpp
#pragma once #include "bak/file/fileBuffer.hpp" #include "bak/encounter/encounter.hpp" namespace BAK { class GameState; } namespace BAK::State { // Called by // * checkBlockTriggered // * checkTownTriggered // * checkBackgroundTriggered // * checkZoneTriggered, // * doEnableEncounter // * doDialogEncounter // * doDisableEncounter // * doSoundEncounter bool CheckEncounterActive( const GameState&, const Encounter::Encounter& encounter, ZoneNumber zone); bool CheckCombatActive( const GameState&, const Encounter::Encounter& encounter, ZoneNumber zone); // Used by // * Dialog void SetPostDialogEventFlags( FileBuffer&, const Encounter::Encounter& encounter, ZoneNumber zone); // Used by // * Background // * Town void SetPostGDSEventFlags( FileBuffer&, const Encounter::Encounter& encounter); // Used by // * Block // * Disable // * Enable // * Sound // * Zone void SetPostEnableOrDisableEventFlags( FileBuffer&, const Encounter::Encounter& encounter, ZoneNumber zone); // For each encounter in every zone there is a unique enabled/disabled flag. // This is reset every time a new chapter is loaded (I think); unsigned CalculateUniqueEncounterStateFlagOffset( ZoneNumber zone, std::uint8_t tileIndex, std::uint8_t encounterIndex); bool CheckUniqueEncounterStateFlag( const GameState&, ZoneNumber zone, std::uint8_t tileIndex, std::uint8_t encounterIndex); void SetUniqueEncounterStateFlag( FileBuffer& fb, ZoneNumber zone, std::uint8_t tileIndex, std::uint8_t encounterIndex, bool value); // 1450 is "recently encountered this encounter" // should be cleared when we move to a new tile // (or it will inhibit the events of the new tile) unsigned CalculateRecentEncounterStateFlag( std::uint8_t encounterIndex); // 1464 is combat completed flag unsigned CalculateCombatEncounterStateFlag( unsigned combatIndex); bool CheckCombatEncounterStateFlag( const GameState&, unsigned combatIndex); void SetCombatEncounterState( FileBuffer& fb, unsigned combatIndex, bool state); // 145a is combat scouted flag unsigned CalculateCombatEncounterScoutedStateFlag( std::uint8_t encounterIndex); void SetCombatEncounterScoutedState( FileBuffer&, std::uint8_t encounterIndex, bool state); void SetRecentlyEncountered(FileBuffer&, std::uint8_t encounterIndex); bool CheckRecentlyEncountered(const GameState&, std::uint8_t encounterIndex); void ClearTileRecentEncounters(FileBuffer&); void SetPostCombatCombatSpecificFlags(GameState& gs, unsigned combatIndex); Time GetCombatClickedTime(FileBuffer& fb, unsigned combatIndex); void SetCombatClickedTime(FileBuffer& fb, unsigned combatIndex, Time time); }
2,755
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xavieran/BaKGL
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1,533,582
skill.hpp
xavieran_BaKGL/bak/state/skill.hpp
#pragma once #include "bak/file/fileBuffer.hpp" namespace BAK::State { bool ReadSkillSelected(FileBuffer&, unsigned character, unsigned skill); bool ReadSkillUnseenImprovement(FileBuffer&, unsigned character, unsigned skill); void ClearUnseenImprovements(FileBuffer&, unsigned character); std::uint8_t ReadSelectedSkillPool(FileBuffer&, unsigned character); void SetSelectedSkillPool(FileBuffer&, unsigned character, std::uint8_t value); }
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xavieran/BaKGL
39
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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1,533,583
dialog.hpp
xavieran_BaKGL/bak/state/dialog.hpp
#pragma once #include "bak/file/fileBuffer.hpp" #include "bak/dialogAction.hpp" namespace BAK { class GameState; } namespace BAK::State { void SetEventDialogAction(FileBuffer&, const SetFlag& setFlag); bool ReadConversationItemClicked(const GameState&, unsigned eventPtr); void SetConversationItemClicked(FileBuffer&, unsigned eventPtr); bool CheckConversationOptionInhibited(const GameState&, unsigned eventPtr); }
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xavieran/BaKGL
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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1,533,584
door.hpp
xavieran_BaKGL/bak/state/door.hpp
#pragma once #include "bak/file/fileBuffer.hpp" namespace BAK { class GameState; } namespace BAK::State { bool GetDoorState(const GameState&, unsigned doorIndex); void SetDoorState(FileBuffer&, unsigned doorIndex, bool state); }
235
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xavieran/BaKGL
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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1,533,585
eventFlag.hpp
xavieran_BaKGL/bak/encounter/eventFlag.hpp
#pragma once #include "com/assert.hpp" #include <cstdint> #include <ostream> #include <vector> namespace BAK::Encounter { struct EventFlag { EventFlag( std::uint8_t percentChance, std::uint16_t eventPointer, bool isEnable) : mPercentChance{percentChance}, mEventPointer{eventPointer}, mIsEnable{isEnable} {} std::uint8_t mPercentChance; std::uint16_t mEventPointer; bool mIsEnable; }; std::ostream& operator<<(std::ostream& os, const EventFlag&); template <bool isEnable> class EventFlagFactory { public: static constexpr auto sEnable = "DEF_ENAB.DAT"; static constexpr auto sDisable = "DEF_DISA.DAT"; EventFlagFactory(); EventFlag Get(unsigned i) const; private: void Load(); std::vector<EventFlag> mEventFlags; }; }
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.h
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xavieran/BaKGL
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
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1,533,586
trap.hpp
xavieran_BaKGL/bak/encounter/trap.hpp
#pragma once #include "bak/encounter/combat.ipp" namespace BAK::Encounter { using TrapFactory = GenericCombatFactory<true>; }
130
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xavieran/BaKGL
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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1,533,587
background.hpp
xavieran_BaKGL/bak/encounter/background.hpp
#pragma once #include "bak/encounter/gdsEntry.ipp" namespace BAK::Encounter { struct backgroundFile { static constexpr auto file = "DEF_BKGR.DAT"; }; using BackgroundFactory = GDSEntryFactory<backgroundFile>; }
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xavieran/BaKGL
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false
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1,533,588
town.hpp
xavieran_BaKGL/bak/encounter/town.hpp
#pragma once #include "bak/encounter/gdsEntry.ipp" namespace BAK::Encounter { struct townFile { static constexpr auto file = "DEF_TOWN.DAT"; }; using TownFactory = GDSEntryFactory<townFile>; }
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xavieran/BaKGL
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false
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1,533,589
zone.hpp
xavieran_BaKGL/bak/encounter/zone.hpp
#pragma once #include "bak/coordinates.hpp" #include "bak/types.hpp" #include "bak/dialogTarget.hpp" #include <glm/glm.hpp> #include <vector> namespace BAK::Encounter { class Zone { public: ZoneNumber mTargetZone; GamePositionAndHeading mTargetLocation; KeyTarget mDialog; }; std::ostream& operator<<(std::ostream& os, const Zone&); class ZoneFactory { public: static constexpr auto sFilename = "DEF_ZONE.DAT"; ZoneFactory(); const Zone& Get(unsigned i) const; private: void Load(); std::vector<Zone> mZones; }; }
557
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xavieran/BaKGL
39
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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1,533,590
encounter.hpp
xavieran_BaKGL/bak/encounter/encounter.hpp
#pragma once #include "bak/constants.hpp" #include "bak/encounter/background.hpp" #include "bak/encounter/block.hpp" #include "bak/encounter/combat.hpp" #include "bak/encounter/dialog.hpp" #include "bak/encounter/disable.hpp" #include "bak/encounter/enable.hpp" #include "bak/encounter/town.hpp" #include "bak/encounter/trap.hpp" #include "bak/encounter/zone.hpp" #include "com/strongType.hpp" #include <glm/glm.hpp> #include <ostream> #include <string_view> #include <variant> #include <vector> namespace BAK::Encounter { using EncounterIndex = StrongType<unsigned, struct EncounterIndexTag>; // These are enumerated in "LIST_TYP.DAT" enum class EncounterType : std::uint16_t { Background = 0, // DEF_BKGR.DAT?? teleport?? Combat = 1, // DEF_COMB.DAT Comment = 2, // no file exists, but would be DEF_COMM.DAT Dialog = 3, // DEF_DIAL.DAT Health = 4, // no file exists, but would be DEF_HEAL.DAT Sound = 5, // DEF_SOUN.DAT Town = 6, // DEF_TOWN.DAT Trap = 7, // DEF_TRAP.DAT Zone = 8, // DEF_ZONE.DAT Disable = 9, // DEF_DISA.DAT Enable = 0xa, // DEF_ENAB.DAT Block = 0xb // DEF_BLOC.DAT }; std::string_view ToString(EncounterType t); std::ostream& operator<<(std::ostream& os, EncounterType e); using EncounterT = std::variant< GDSEntry, Block, Combat, Dialog, EventFlag, Zone>; std::ostream& operator<<(std::ostream& os, const EncounterT&); std::string_view ToString(const EncounterT&); class EncounterFactory { public: EncounterT MakeEncounter( EncounterType, unsigned, glm::uvec2 tile) const; private: BackgroundFactory mBackgrounds; BlockFactory mBlocks; CombatFactory mCombats; DialogFactory mDialogs; DisableFactory mDisables; EnableFactory mEnables; TownFactory mTowns; TrapFactory mTraps; ZoneFactory mZones; }; class Encounter { public: Encounter( EncounterT encounter, EncounterIndex index, glm::uvec2 topLeft, glm::uvec2 bottomRight, glm::uvec2 location, glm::uvec2 dims, glm::uvec2 tile, unsigned tileIndex, unsigned saveAddress, unsigned saveAddress2, unsigned saveAddress3, std::uint8_t unknown0, std::uint8_t unknown1, std::uint8_t unknown2, std::uint16_t unknown3) : mEncounter{encounter}, mIndex{index}, mTopLeft{topLeft}, mBottomRight{bottomRight}, mLocation{location}, mDimensions{dims}, mTile{tile}, mTileIndex{tileIndex}, mSaveAddress{saveAddress}, mSaveAddress2{saveAddress2}, mSaveAddress3{saveAddress3}, mUnknown0{unknown0}, mUnknown1{unknown1}, mUnknown2{unknown2}, mUnknown3{unknown3} {} const auto& GetEncounter() const { return mEncounter; } // This is specifically the index of the encounter in the DAT file // NOT the index of the encounter type in its table (DEF_BLOC etc.) auto GetIndex() const { return mIndex; } auto GetSaveAddress() const { return mSaveAddress; } auto GetTile() const { return mTile; } auto GetTileIndex() const { return mTileIndex; } auto GetLocation() const { return ToGlCoord<float>(mLocation); } auto GetDims() const { return mDimensions; } EncounterT mEncounter; EncounterIndex mIndex; glm::uvec2 mTopLeft; glm::uvec2 mBottomRight; glm::uvec2 mLocation; glm::uvec2 mDimensions; glm::uvec2 mTile; unsigned mTileIndex; // Place in the save file that is checked // by this encounter to see if it has // already been encountered unsigned mSaveAddress; unsigned mSaveAddress2; unsigned mSaveAddress3; std::uint8_t mUnknown0; std::uint8_t mUnknown1; std::uint8_t mUnknown2; std::uint16_t mUnknown3; friend std::ostream& operator<<(std::ostream&, const Encounter&); }; std::ostream& operator<<(std::ostream&, const Encounter&); class EncounterStore { public: EncounterStore( const EncounterFactory&, FileBuffer& fb, glm::uvec2 tile, unsigned tileIndex); const std::vector<Encounter>& GetEncounters( Chapter chapter) const; private: std::vector< std::vector<Encounter>> mChapters; }; std::vector<Encounter> LoadEncounters( const EncounterFactory&, FileBuffer& fb, Chapter chapter, glm::uvec2 tile, unsigned tileIndex); }
4,528
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xavieran/BaKGL
39
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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1,533,591
disable.hpp
xavieran_BaKGL/bak/encounter/disable.hpp
#pragma once #include "bak/encounter/eventFlag.ipp" namespace BAK::Encounter { using DisableFactory = EventFlagFactory<false>; }
133
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xavieran/BaKGL
39
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
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1,533,592
gdsEntry.hpp
xavieran_BaKGL/bak/encounter/gdsEntry.hpp
#pragma once #include "bak/coordinates.hpp" #include "bak/dialog.hpp" #include "bak/hotspotRef.hpp" #include "graphics/glm.hpp" namespace BAK::Encounter { // This is a GDS scene ala towns struct RawGDSEntry { RawGDSEntry( HotspotRef hotspot, KeyTarget entryDialog, KeyTarget exitDialog, glm::vec<2, unsigned> exitOffset, std::uint16_t exitHeading, // Whether to animate travelling into the town bool walkToDest) : mHotspot{hotspot}, mEntryDialog{entryDialog}, mExitDialog{exitDialog}, mExitOffset{exitOffset}, mExitHeading{exitHeading}, mWalkToDest{walkToDest} {} HotspotRef mHotspot; KeyTarget mEntryDialog; KeyTarget mExitDialog; glm::vec<2, unsigned> mExitOffset; std::uint16_t mExitHeading; // Whether to animate travelling into the town bool mWalkToDest; }; struct GDSEntry { HotspotRef mHotspot; KeyTarget mEntryDialog; KeyTarget mExitDialog; GamePositionAndHeading mExitPosition; // Whether to animate travelling into the town bool mWalkToDest; }; std::ostream& operator<<(std::ostream& os, const GDSEntry&); template <typename SourceFile> class GDSEntryFactory { public: static constexpr auto sFilename = SourceFile::file; GDSEntryFactory(); GDSEntry Get(unsigned i, glm::vec<2, unsigned> tile) const; private: void Load(); std::vector<RawGDSEntry> mGDSEntrys; }; }
1,475
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xavieran/BaKGL
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
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1,533,593
teleport.hpp
xavieran_BaKGL/bak/encounter/teleport.hpp
#pragma once #include "bak/coordinates.hpp" #include "bak/hotspotRef.hpp" #include "bak/types.hpp" #include <optional> namespace BAK::Encounter { struct Teleport { Teleport( std::optional<ZoneNumber> targetZone, GamePositionAndHeading targetLocation, std::optional<HotspotRef> targetGDSScene) : mTargetZone{targetZone}, mTargetLocation{targetLocation}, mTargetGDSScene{targetGDSScene} {} std::optional<ZoneNumber> mTargetZone; GamePositionAndHeading mTargetLocation; std::optional<HotspotRef> mTargetGDSScene; }; std::ostream& operator<<(std::ostream& os, const Teleport&); class TeleportFactory { public: static constexpr auto sFilename = "TELEPORT.DAT"; TeleportFactory(); const Teleport& Get(unsigned i) const; private: void Load(); std::vector<Teleport> mTeleports; }; }
878
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.h
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xavieran/BaKGL
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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1,533,594
block.hpp
xavieran_BaKGL/bak/encounter/block.hpp
#pragma once #include "bak/dialogTarget.hpp" namespace BAK::Encounter { /* 3F 00 00 00 01 04 00 0F FE 1C 00 00 00 01 27 00 F5 32 29 00 00 00 */ struct Block { Block(KeyTarget dialog) : mDialog{dialog} {} KeyTarget mDialog; }; std::ostream& operator<<(std::ostream& os, const Block&); class BlockFactory { public: static constexpr auto sFilename = "DEF_BLOC.DAT"; BlockFactory(); const Block& Get(unsigned i) const; private: void Load(); std::vector<Block> mBlocks; }; }
508
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xavieran/BaKGL
39
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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1,533,595
dialog.hpp
xavieran_BaKGL/bak/encounter/dialog.hpp
#pragma once #include "bak/dialogTarget.hpp" namespace BAK::Encounter { struct Dialog { Dialog(KeyTarget dialog) : mDialog{dialog} {} KeyTarget mDialog; }; std::ostream& operator<<(std::ostream& os, const Dialog&); class DialogFactory { public: static constexpr auto sFilename = "DEF_DIAL.DAT"; DialogFactory(); const Dialog& Get(unsigned i) const; private: void Load(); std::vector<Dialog> mDialogs; }; }
443
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xavieran/BaKGL
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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false
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1,533,596
enable.hpp
xavieran_BaKGL/bak/encounter/enable.hpp
#pragma once #include "bak/encounter/eventFlag.ipp" namespace BAK::Encounter { using EnableFactory = EventFlagFactory<true>; }
131
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xavieran/BaKGL
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1,533,597
combat.hpp
xavieran_BaKGL/bak/encounter/combat.hpp
#pragma once #include "bak/coordinates.hpp" #include "bak/dialogTarget.hpp" #include "bak/types.hpp" #include <optional> #include <vector> namespace BAK::Encounter { // From REQ_TE13.DAT: // Type (Monster type) // Movement Style // Where (location) // Width // Height // Radius // Road End 1 // Road End 2 struct CombatantData { CombatantData( std::uint16_t monster, std::uint16_t movementType, GamePositionAndHeading location) : mMonster{monster}, mMovementType{movementType}, mLocation{location} {} std::uint16_t mMonster; std::uint16_t mMovementType; GamePositionAndHeading mLocation; // path... }; std::ostream& operator<<(std::ostream&, const CombatantData&); // From REQ_TE12.DAT: // Combat Situation // Objects // Enter Dialogue // Scout Dialogue // Ambush / Regular // North Retreat // West Retreat // South Retreat // East Retreat class Combat { public: Combat( unsigned combatIndex, KeyTarget entryDialog, KeyTarget scoutDialog, std::optional<GamePositionAndHeading> trap, GamePositionAndHeading northRetreat, GamePositionAndHeading westRetreat, GamePositionAndHeading southRetreat, GamePositionAndHeading eastRetreat, std::vector<CombatantData> combatants, std::uint16_t unknown, bool isAmbush) : mCombatIndex{combatIndex}, mEntryDialog{entryDialog}, mScoutDialog{scoutDialog}, mTrap{trap}, mNorthRetreat{northRetreat}, mWestRetreat{westRetreat}, mSouthRetreat{southRetreat}, mEastRetreat{eastRetreat}, mCombatants{combatants}, mUnknown{unknown}, mIsAmbush{isAmbush} {} unsigned mCombatIndex; KeyTarget mEntryDialog; KeyTarget mScoutDialog; std::optional<GamePositionAndHeading> mTrap; GamePositionAndHeading mNorthRetreat; GamePositionAndHeading mWestRetreat; GamePositionAndHeading mSouthRetreat; GamePositionAndHeading mEastRetreat; std::vector<CombatantData> mCombatants; std::uint16_t mUnknown; // ambushes are not visible, but are scoutable // not ambushes are visible, but not scoutable bool mIsAmbush; }; std::ostream& operator<<(std::ostream&, const Combat&); template <bool isTrap> class GenericCombatFactory { public: static constexpr auto sCombatFilename = "DEF_COMB.DAT"; static constexpr auto sTrapFilename = "DEF_TRAP.DAT"; GenericCombatFactory(); const Combat& Get(unsigned i) const; private: void Load(); std::vector<Combat> mCombats; }; using CombatFactory = GenericCombatFactory<false>; }
2,681
C++
.h
100
22.21
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0.715736
xavieran/BaKGL
39
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,598
audio.hpp
xavieran_BaKGL/audio/audio.hpp
#pragma once #include "com/logger.hpp" #include "com/strongType.hpp" #include "com/visit.hpp" #include <SDL2/SDL.h> #include "SDL_mixer_ext/SDL_mixer_ext.h" #include <chrono> #include <ostream> #include <queue> #include <stack> #include <thread> #include <variant> namespace AudioA { static constexpr auto MIN_SOUND = 1; static constexpr auto MAX_SOUND = 134; static constexpr auto MIN_SONG = 1001; static constexpr auto MAX_SONG = 1063; using SoundIndex = Bounded<StrongType<unsigned, struct SoundIndexTag>, MIN_SOUND, MAX_SOUND>; using MusicIndex = Bounded<StrongType<unsigned, struct MusicIndexTag>, MIN_SONG, MAX_SONG>; static constexpr auto PUZZLE_CHEST_THEME = MusicIndex{1003}; static constexpr auto BAD_BARD = MusicIndex{1008}; static constexpr auto POOR_BARD = MusicIndex{1040}; static constexpr auto GOOD_BARD = MusicIndex{1039}; static constexpr auto BEST_BARD = MusicIndex{1007}; enum class MidiPlayer { ADLMIDI = 0, OPNMIDI = 1, FluidSynth = 2 }; class AudioManager { static constexpr auto sAudioRate{MIX_DEFAULT_FREQUENCY}; static constexpr auto sAudioFormat{MIX_DEFAULT_FORMAT}; static constexpr auto sAudioChannels{MIX_DEFAULT_CHANNELS}; static constexpr auto sAudioBuffers{4096}; static constexpr auto sAudioVolume{MIX_MAX_VOLUME}; static constexpr auto sMusicTempo{0.9}; static constexpr auto sFadeOutTime{1500}; using Sound = std::variant<Mix_Music*, Mix_Chunk*>; public: static AudioManager& Get(); void ChangeMusicTrack(MusicIndex); void PopTrack(); void PauseMusicTrack(); void PlayMusicTrack(); void StopMusicTrack(); void PlaySound(SoundIndex); void PlaySoundImpl(SoundIndex); void SwitchMidiPlayer(MidiPlayer); private: void PlayTrack(Mix_Music* music); Sound GetSound(SoundIndex); Mix_Music* GetMusic(MusicIndex); static void RewindMusic(Mix_Music*, void*); void ClearSounds(); AudioManager(); ~AudioManager(); Mix_Music* mCurrentMusicTrack; std::stack<Mix_Music*> mMusicStack; std::queue<SoundIndex> mSoundQueue; bool mSoundPlaying; std::unordered_map<SoundIndex, Sound> mSoundData; std::unordered_map<MusicIndex, Mix_Music*> mMusicData; bool mRunning; std::thread mQueuePlayThread; const Logging::Logger& mLogger; }; }
2,321
C++
.h
69
30.130435
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0.755286
xavieran/BaKGL
39
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,599
shaders.hpp
xavieran_BaKGL/shaders/shaders.hpp
#pragma once #include <optional> #include <string> namespace Shaders { std::optional<std::string> GetFile(std::string shaderFile); }
136
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xavieran/BaKGL
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,600
systems.hpp
xavieran_BaKGL/game/systems.hpp
#pragma once #include "bak/constants.hpp" #include "bak/types.hpp" #include "com/visit.hpp" #include "graphics/glm.hpp" #include <glm/glm.hpp> #include <glm/gtx/intersect.hpp> #include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/type_ptr.hpp> #include <optional> #include <variant> #include <vector> class Intersectable { public: struct Rect { double mWidth; double mHeight; }; struct Circle { double mRadius; }; using IntersectionType = std::variant<Circle, Rect>; Intersectable( BAK::EntityIndex itemId, IntersectionType intersection, glm::vec3 location) : mItemId{itemId}, mIntersection{intersection}, mLocation{location} {} BAK::EntityIndex GetId() const { return mItemId; } bool Intersects(glm::vec3 position) const { return std::visit( overloaded{ [&](const Rect& rect) -> bool { const auto x_d = rect.mWidth / 2; const auto z_d = rect.mHeight / 2; return ((mLocation.x - x_d) < position.x) && ((mLocation.x + x_d) > position.x) && ((mLocation.z - z_d) < position.z) && ((mLocation.z + z_d) > position.z); }, [&](const Circle& circle) { auto distance = glm::distance(mLocation, position); return distance < circle.mRadius; } }, mIntersection); } auto GetLocation() const { return mLocation; } private: BAK::EntityIndex mItemId; IntersectionType mIntersection; glm::vec3 mLocation; }; class Clickable { public: explicit Clickable( BAK::EntityIndex itemId) : mItemId{itemId} {} BAK::EntityIndex GetId() const { return mItemId; } private: BAK::EntityIndex mItemId; }; class Renderable { public: Renderable( BAK::EntityIndex itemId, std::pair<unsigned, unsigned> object, glm::vec3 location, glm::vec3 rotation, glm::vec3 scale) : mItemId{itemId}, mObject{object}, mLocation{location}, mRotation{rotation}, mScale{scale}, mModelMatrix{CalculateModelMatrix()} {} BAK::EntityIndex GetId() const { return mItemId; } const glm::mat4& GetModelMatrix() const { return mModelMatrix; } const auto& GetLocation() const { return mLocation; } std::pair<unsigned, unsigned> GetObject() const { return mObject; } private: glm::mat4 CalculateModelMatrix() { auto modelMatrix = glm::mat4{1.0}; modelMatrix = glm::translate(modelMatrix, mLocation / BAK::gWorldScale); modelMatrix = glm::scale(modelMatrix, mScale); // Dodgy... only works for rotation about y modelMatrix = glm::rotate( modelMatrix, mRotation.y, glm::vec3(0,1,0)); return modelMatrix; } BAK::EntityIndex mItemId; std::pair<unsigned, unsigned> mObject; glm::vec3 mLocation; glm::vec3 mRotation; glm::vec3 mScale; glm::mat4 mModelMatrix; }; class Systems { public: Systems() : mNextItemId{0} {} BAK::EntityIndex GetNextItemId() { return BAK::EntityIndex{mNextItemId++}; } void AddIntersectable(const Intersectable& item) { mIntersectables.emplace_back(item); } void AddClickable(const Clickable& item) { mClickables.emplace_back(item); } void AddRenderable(const Renderable& item) { mRenderables.emplace_back(item); } void RemoveRenderable(BAK::EntityIndex i) { auto it = std::find_if( mRenderables.begin(), mRenderables.end(), [i=i](const auto& r){ return r.GetId() == i; }); if (it != mRenderables.end()) mRenderables.erase(it); } void AddSprite(const Renderable& item) { mSprites.emplace_back(item); } std::optional<BAK::EntityIndex> RunIntersection(glm::vec3 cameraPos) const { for (const auto& item : GetIntersectables()) { if (item.Intersects(cameraPos)) return item.GetId(); } return std::optional<BAK::EntityIndex>{}; } const std::vector<Intersectable>& GetIntersectables() const { return mIntersectables; } const std::vector<Renderable>& GetRenderables() const { return mRenderables; } const std::vector<Renderable>& GetSprites() const { return mSprites; } const std::vector<Clickable>& GetClickables() const { return mClickables; } private: unsigned mNextItemId; std::vector<Intersectable> mIntersectables; std::vector<Renderable> mRenderables; std::vector<Renderable> mSprites; std::vector<Clickable> mClickables; };
4,972
C++
.h
176
21.056818
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0.606099
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,601
gameRunner.hpp
xavieran_BaKGL/game/gameRunner.hpp
#pragma once #include "game/interactable/factory.hpp" #include "game/systems.hpp" #include "bak/IZoneLoader.hpp" #include "bak/camera.hpp" #include "bak/chapterTransitions.hpp" #include "bak/coordinates.hpp" #include "bak/dialog.hpp" #include "bak/encounter/encounter.hpp" #include "bak/encounter/teleport.hpp" #include "bak/monster.hpp" #include "bak/state/encounter.hpp" #include "bak/state/event.hpp" #include "bak/time.hpp" #include "bak/types.hpp" #include "bak/zone.hpp" #include "com/logger.hpp" #include "gui/guiManager.hpp" #include <unordered_set> namespace Game { class ClickableEntity { public: BAK::EntityType mEntityType; BAK::GenericContainer* mContainer; }; class GameRunner : public BAK::IZoneLoader { public: GameRunner( Camera& camera, BAK::GameState& gameState, Gui::GuiManager& guiManager, std::function<void(const BAK::Zone&)>&& loadRenderer) : mCamera{camera}, mGameState{gameState}, mGuiManager{guiManager}, mInteractableFactory{ mGuiManager, mGameState, [this](const auto& pos){ CheckAndDoEncounter(pos); }}, mCurrentInteractable{nullptr}, mDynamicDialogScene{ [&](){ mCamera.SetAngle(mSavedAngle); }, [&](){ mCamera.SetAngle(mSavedAngle + glm::vec2{3.14, 0}); }, [&](const auto&){ } }, mGameData{nullptr}, mZoneData{nullptr}, mActiveEncounter{nullptr}, mEncounters{}, mClickables{}, mNullContainer{ BAK::ContainerHeader{}, std::nullopt, std::nullopt, std::nullopt, std::nullopt, std::nullopt, std::nullopt, BAK::Inventory{0}}, mSystems{nullptr}, mSavedAngle{0}, mLoadRenderer{std::move(loadRenderer)}, mTeleportFactory{}, mClickablesEnabled{false}, mLogger{Logging::LogState::GetLogger("Game::GameRunner")} { ASSERT(mLoadRenderer); } void DoTeleport(BAK::Encounter::Teleport teleport) override { mLogger.Debug() << "Teleporting to: " << teleport << "\n"; if (teleport.mTargetZone) { DoTransition( *teleport.mTargetZone, teleport.mTargetLocation); } if (teleport.mTargetGDSScene) { mGuiManager.TeleportToGDS( *teleport.mTargetGDSScene); } } void LoadGame(std::string savePath, std::optional<BAK::Chapter> chapter) override { mGameData = std::make_unique<BAK::GameData>(savePath); mGameState.LoadGameData(mGameData.get()); if (chapter) { BAK::TransitionToChapter(*chapter, mGameState); } LoadZoneData(mGameState.GetZone()); } void LoadZoneData(BAK::ZoneNumber zone) { mZoneData = std::make_unique<BAK::Zone>(zone.mValue); mLoadRenderer(*mZoneData); LoadSystems(); mCamera.SetGameLocation(mGameState.GetLocation()); } void DoTransition( BAK::ZoneNumber targetZone, BAK::GamePositionAndHeading targetLocation) { mGameState.SetLocation( BAK::Location{ targetZone, BAK::GetTile(targetLocation.mPosition), targetLocation}); LoadZoneData(targetZone); } void LoadSystems() { mSystems = std::make_unique<Systems>(); mEncounters.clear(); mClickables.clear(); mActiveEncounter = nullptr; std::vector<glm::uvec2> handledLocations{}; for (const auto& world : mZoneData->mWorldTiles.GetTiles()) { for (const auto& item : world.GetItems()) { if (item.GetZoneItem().GetVertices().size() > 1) { auto id = mSystems->GetNextItemId(); auto renderable = Renderable{ id, mZoneData->mObjects.GetObject(item.GetZoneItem().GetName()), item.GetLocation(), item.GetRotation(), glm::vec3{static_cast<float>(item.GetZoneItem().GetScale())}}; if (item.GetZoneItem().IsSprite()) mSystems->AddSprite(renderable); else mSystems->AddRenderable(renderable); if (item.GetZoneItem().GetClickable()) { const auto bakLocation = item.GetBakLocation(); const auto et = item.GetZoneItem().GetEntityType(); mSystems->AddClickable(Clickable{id}); auto& containers = mGameState.GetContainers( BAK::ZoneNumber{mZoneData->mZoneLabel.GetZoneNumber()}); auto cit = std::find_if(containers.begin(), containers.end(), [&](const auto& x){ return x.GetHeader().GetPosition() == bakLocation && x.GetHeader().PresentInChapter(mGameState.GetChapter()); }); if (cit != containers.end()) { mClickables.emplace(id, ClickableEntity{et, &(*cit)}); handledLocations.emplace_back(item.GetBakLocation()); continue; } auto fit = std::find_if( mZoneData->mFixedObjects.begin(), mZoneData->mFixedObjects.end(), [&](const auto& x){ return x.GetHeader().GetPosition() == bakLocation && x.GetHeader().PresentInChapter(mGameState.GetChapter()); }); if (fit != mZoneData->mFixedObjects.end()) { mClickables.emplace(id, ClickableEntity{et, &(*fit)}); handledLocations.emplace_back(item.GetBakLocation()); continue; } mClickables.emplace(id, ClickableEntity{et, &mNullContainer}); } } } } auto& containers = mGameState.GetContainers( BAK::ZoneNumber{mZoneData->mZoneLabel.GetZoneNumber()}); for (auto& container : containers) { const auto& header = container.GetHeader(); const auto bakPosition = header.GetPosition(); if ((std::find(handledLocations.begin(), handledLocations.end(), bakPosition) != handledLocations.end()) || !header.PresentInChapter(mGameState.GetChapter())) { continue; } handledLocations.emplace_back(bakPosition); mLogger.Spam() << "Hidden container found: " << container << "\n"; const auto id = mSystems->GetNextItemId(); const auto& item = mZoneData->mZoneItems.GetZoneItem(header.GetModel()); const auto location = BAK::ToGlCoord<float>(bakPosition); auto renderable = Renderable{ id, mZoneData->mObjects.GetObject(item.GetName()), location, glm::vec3{}, glm::vec3{static_cast<float>(item.GetScale())}}; mSystems->AddRenderable(renderable); mSystems->AddClickable(Clickable{id}); mClickables.emplace(id, ClickableEntity(BAK::EntityTypeFromModelName(item.GetName()), &container)); } auto& fixedObjects = mZoneData->mFixedObjects; for (auto& container : fixedObjects) { const auto& header = container.GetHeader(); const auto bakPosition = header.GetPosition(); if ((std::find(handledLocations.begin(), handledLocations.end(), bakPosition) != handledLocations.end()) || !header.PresentInChapter(mGameState.GetChapter())) { continue; } handledLocations.emplace_back(bakPosition); mLogger.Debug() << "Hidden container found: " << container << "\n"; const auto id = mSystems->GetNextItemId(); const auto& item = mZoneData->mZoneItems.GetZoneItem(header.GetModel()); const auto location = BAK::ToGlCoord<float>(bakPosition); auto renderable = Renderable{ id, mZoneData->mObjects.GetObject(item.GetName()), location, glm::vec3{}, glm::vec3{static_cast<float>(item.GetScale())}}; mSystems->AddRenderable(renderable); mSystems->AddClickable(Clickable{id}); mClickables.emplace(id, ClickableEntity(BAK::EntityTypeFromModelName(item.GetName()), &container)); } const auto monsters = BAK::MonsterNames::Get(); for (const auto& world : mZoneData->mWorldTiles.GetTiles()) { for (const auto& enc : world.GetEncounters(mGameState.GetChapter())) { auto id = mSystems->GetNextItemId(); const auto dims = enc.GetDims(); //if (std::holds_alternative<BAK::Encounter::Dialog>(enc.GetEncounter())) //{ // mSystems->AddRenderable( // Renderable{ // id, // mZoneData->mObjects.GetObject(std::string{BAK::Encounter::ToString(enc.GetEncounter())}), // enc.GetLocation(), // glm::vec3{0.0}, // glm::vec3{dims.x, 50.0, dims.y} / BAK::gWorldScale}); //} mSystems->AddIntersectable( Intersectable{ id, Intersectable::Rect{ static_cast<double>(dims.x), static_cast<double>(dims.y)}, enc.GetLocation()}); // Throw the enemies onto the map... evaluate_if<BAK::Encounter::Combat>(enc.GetEncounter(), [&](const auto& combat){ for (unsigned i = 0; i < combat.mCombatants.size(); i++) { const auto& enemy = combat.mCombatants[i]; auto entityId = mSystems->GetNextItemId(); mSystems->AddRenderable( Renderable{ entityId, mZoneData->mObjects.GetObject( monsters.GetMonsterAnimationFile(BAK::MonsterIndex{enemy.mMonster - 1u})), BAK::ToGlCoord<float>(enemy.mLocation.mPosition), glm::vec3{0}, glm::vec3{1}}); auto& containers = mGameState.GetCombatContainers(); auto container = std::find_if(containers.begin(), containers.end(), [&](auto& lhs){ return lhs.GetHeader().GetCombatNumber() == combat.mCombatIndex && lhs.GetHeader().GetCombatantNumber() == i; }); if (container != containers.end()) { mSystems->AddClickable(Clickable{entityId}); mClickables.emplace(entityId, ClickableEntity(BAK::EntityType::DEAD_COMBATANT, &(*container))); } } }); mEncounters.emplace(id, &enc); } } } void DoGenericContainer(BAK::EntityType et, BAK::GenericContainer& container) { mLogger.Debug() << __FUNCTION__ << " " << static_cast<unsigned>(et) << " " << container << "\n"; mCurrentInteractable = mInteractableFactory.MakeInteractable(et); ASSERT(mCurrentInteractable); mCurrentInteractable->BeginInteraction(container, et); } // Returns <combatActive, combatScouted> std::pair<bool, bool> CheckCombatEncounter( const BAK::Encounter::Encounter& encounter, const BAK::Encounter::Combat& combat) { mLogger.Info() << __FUNCTION__ << " Checking combat active\n"; if (!BAK::State::CheckCombatActive(mGameState, encounter, mGameState.GetZone())) { mLogger.Info() << __FUNCTION__ << " Combat inactive\n"; return std::make_pair(false, false); } if (!combat.mIsAmbush) { mLogger.Info() << __FUNCTION__ << " Combat is not ambush\n"; return std::make_pair(true, false); } else { // This seems to be a variable used to prevent the scouting of multiple combats // at once... const auto arg_dontDoCombatIfIsAmbush = false; if (arg_dontDoCombatIfIsAmbush) { return std::make_pair(false, false); } else { if (!BAK::State::CheckRecentlyEncountered(mGameState, encounter.GetIndex().mValue)) { mGameState.Apply(BAK::State::SetRecentlyEncountered, encounter.GetIndex().mValue); auto chance = GetRandomNumber(0, 0xfff) % 100; const auto [character, scoutSkill] = mGameState.GetPartySkill(BAK::SkillType::Scouting, true); mLogger.Info() << __FUNCTION__ << " Trying to scout combat: " << scoutSkill << " chance: " << chance << "\n"; if (scoutSkill > chance) { mGameState.GetParty().ImproveSkillForAll( BAK::SkillType::Scouting, BAK::SkillChange::ExercisedSkill, 1); mGuiManager.StartDialog( combat.mScoutDialog, false, false, &mDynamicDialogScene); mGameState.Apply(BAK::State::SetCombatEncounterScoutedState, encounter.GetIndex().mValue, true); return std::make_pair(false, true); } else { return std::make_pair(true, false); } } else { mLogger.Info() << __FUNCTION__ << " Combat was scouted already\n"; return std::make_pair(true, false); } } } } void CheckAndDoCombatEncounter( const BAK::Encounter::Encounter& encounter, const BAK::Encounter::Combat& combat) { const auto [combatActive, combatScouted] = CheckCombatEncounter(encounter, combat); mLogger.Debug() << __FUNCTION__ << " Combat checked, result: [" << combatActive << ", " << combatScouted << "]\n"; if (!combatActive) { mLogger.Debug() << __FUNCTION__ << " Combat not active, not doing it\n"; return; } const auto [character, stealthSkill] = mGameState.GetPartySkill(BAK::SkillType::Stealth, false); auto lowestStealth = stealthSkill; if (lowestStealth < 0x5a) // 90 { lowestStealth *= 0x1e; // 30 lowestStealth += (lowestStealth / 100); } if (lowestStealth > 0x5a) lowestStealth = 0x5a; if (combat.mIsAmbush) { if (mGameState.GetSpellActive(BAK::StaticSpells::DragonsBreath)) { lowestStealth = lowestStealth + ((100 - lowestStealth) >> 1); } } auto chance = GetRandomNumber(0, 0xfff) % 100; if (lowestStealth > chance) { mGameState.GetParty().ImproveSkillForAll( BAK::SkillType::Stealth , BAK::SkillChange::ExercisedSkill, 1); mLogger.Debug() << __FUNCTION__ << " Avoided combat due to stealth\n"; return; } // Check whether players are in valid combatable position??? auto timeOfScouting = mGameState.Apply(BAK::State::GetCombatClickedTime, combat.mCombatIndex); auto timeDiff = (mGameState.GetWorldTime().GetTime()- timeOfScouting).mTime; if ((timeDiff / 0x1e) < 0x1e) // within scouting valid time { auto chance = GetRandomNumber(0, 0xfff) % 100; if (chance > lowestStealth) { // failed to sneak up mGameState.SetDialogContext_7530(1); } else { // Successfully snuck mGameState.GetParty().ImproveSkillForAll( BAK::SkillType::Stealth , BAK::SkillChange::ExercisedSkill, 1); mGameState.SetDialogContext_7530(0); } } else { mGameState.SetDialogContext_7530(2); } if (!combat.mCombatants.empty()) { mGameState.SetMonster(BAK::MonsterIndex{combat.mCombatants.back().mMonster + 1u}); } if (combat.mEntryDialog.mValue != 0) { mGuiManager.StartDialog( combat.mEntryDialog, false, false, &mDynamicDialogScene); } // The below needs to be called in the return from the combat screen bool combatRetreated; //auto combatResult = EnterCombatScreen(surprisedEnemy, &combatRetreated); auto combatResult = 1; //recordTimeOfCombat at (combatIndex << 2) + 0x3967 if (combatResult == 2) { // retreat to a combat retreat location based on player entry } else if (combatResult == 1) { // Victory? if (encounter.mSaveAddress3 != 0) { mGameState.Apply(BAK::State::SetEventFlagTrue, encounter.mSaveAddress3); } } mGameState.Apply( BAK::State::SetUniqueEncounterStateFlag, mGameState.GetZone(), encounter.GetTileIndex(), encounter.GetIndex().mValue, true); mGameState.Apply( BAK::State::SetCombatEncounterState, combat.mCombatIndex, true); BAK::State::SetPostCombatCombatSpecificFlags(mGameState, combat.mCombatIndex); // This is a part of the above function, but I separate it out here // to keep things cleaner. Yes this is hardcoded in the game code. static constexpr auto NagoCombatIndex = 74; if (combat.mCombatIndex == NagoCombatIndex) { // I happen to know all this "dialog" does is set a bunch of flags, // so it's safe to do this rather than triggering an actual dialog. for (const auto& action : BAK::DialogStore::Get().GetSnippet(BAK::DialogSources::mAfterNagoCombatSetKeys).mActions) { mGameState.EvaluateAction(action); } } if (combatResult == 3) { } } void DoBlockEncounter( const BAK::Encounter::Encounter& encounter, const BAK::Encounter::Block& block) { if (!BAK::State::CheckEncounterActive(mGameState, encounter, mGameState.GetZone())) return; mGuiManager.StartDialog( block.mDialog, false, false, &mDynamicDialogScene); mCamera.UndoPositionChange(); mGameState.Apply( BAK::State::SetPostEnableOrDisableEventFlags, encounter, mGameState.GetZone()); } void DoEventFlagEncounter( const BAK::Encounter::Encounter& encounter, const BAK::Encounter::EventFlag& flag) { if (!BAK::State::CheckEncounterActive(mGameState, encounter, mGameState.GetZone())) return; if (flag.mEventPointer != 0) mGameState.SetEventValue(flag.mEventPointer, flag.mIsEnable ? 1 : 0); mGameState.Apply( BAK::State::SetPostEnableOrDisableEventFlags, encounter, mGameState.GetZone()); } void DoZoneEncounter( const BAK::Encounter::Encounter& encounter, const BAK::Encounter::Zone& zone) { if (!BAK::State::CheckEncounterActive(mGameState, encounter, mGameState.GetZone())) return; const auto& choices = BAK::DialogStore::Get().GetSnippet(zone.mDialog).mChoices; const bool isNoAffirmative = choices.size() == 2 && std::holds_alternative<BAK::QueryChoice>(choices.begin()->mChoice) && std::get<BAK::QueryChoice>(choices.begin()->mChoice).mQueryIndex == BAK::Keywords::sNoIndex; mDynamicDialogScene.SetDialogFinished( [&, isNoAffirmative=isNoAffirmative, zone=zone](const auto& choice){ // These dialogs should always result in a choice ASSERT(choice); Logging::LogDebug("Game::GameRunner") << "Switch to zone: " << zone << " got choice: " << choice << "\n"; if ((choice->mValue == BAK::Keywords::sYesIndex && !isNoAffirmative) || (choice->mValue == BAK::Keywords::sNoIndex && isNoAffirmative)) { DoTransition( zone.mTargetZone, zone.mTargetLocation); Logging::LogDebug("Game::GameRunner") << "Transition to: " << zone.mTargetZone << " complete\n"; } else { mCamera.UndoPositionChange(); } mDynamicDialogScene.ResetDialogFinished(); }); mLogger.Info() << "Zone transition: " << zone << "\n"; mGuiManager.StartDialog( zone.mDialog, false, false, &mDynamicDialogScene); } void DoDialogEncounter( const BAK::Encounter::Encounter& encounter, const BAK::Encounter::Dialog& dialog) { if (!BAK::State::CheckEncounterActive(mGameState, encounter, mGameState.GetZone())) return; mSavedAngle = mCamera.GetAngle(); mDynamicDialogScene.SetDialogFinished( [&](const auto&){ mCamera.SetAngle(mSavedAngle); mDynamicDialogScene.ResetDialogFinished(); }); mGuiManager.StartDialog( dialog.mDialog, false, true, &mDynamicDialogScene); mGameState.Apply( BAK::State::SetPostDialogEventFlags, encounter, mGameState.GetZone()); } void DoGDSEncounter( const BAK::Encounter::Encounter& encounter, const BAK::Encounter::GDSEntry& gds) { // Pretty sure GDS encoutners will always happen... //if (!mGameState.Apply(BAK::State::CheckEncounterActive, encounter, mGameState.GetZone())) // return; mDynamicDialogScene.SetDialogFinished( [&, gds=gds](const auto& choice){ // These dialogs should always result in a choice ASSERT(choice); if (choice->mValue == BAK::Keywords::sYesIndex) { mGuiManager.DoFade(.8, [this, gds=gds]{ mGuiManager.EnterGDSScene( gds.mHotspot, [&, exitDialog=gds.mExitDialog](){ mGuiManager.StartDialog( exitDialog, false, false, &mDynamicDialogScene); }); mCamera.SetGameLocation(gds.mExitPosition); }); } else { mCamera.UndoPositionChange(); } mGameState.Apply(BAK::State::SetPostGDSEventFlags, encounter); mDynamicDialogScene.ResetDialogFinished(); }); mGuiManager.StartDialog( gds.mEntryDialog, false, false, &mDynamicDialogScene); } void DoEncounter(const BAK::Encounter::Encounter& encounter) { mLogger.Spam() << "Doing Encounter: " << encounter << "\n"; std::visit( overloaded{ [&](const BAK::Encounter::GDSEntry& gds){ if (mGuiManager.InMainView()) DoGDSEncounter(encounter, gds); }, [&](const BAK::Encounter::Block& block){ if (mGuiManager.InMainView()) DoBlockEncounter(encounter, block); }, [&](const BAK::Encounter::Combat& combat){ if (mGuiManager.InMainView()) CheckAndDoCombatEncounter(encounter, combat); }, [&](const BAK::Encounter::Dialog& dialog){ if (mGuiManager.InMainView()) DoDialogEncounter(encounter, dialog); }, [&](const BAK::Encounter::EventFlag& flag){ if (mGuiManager.InMainView()) DoEventFlagEncounter(encounter, flag); }, [&](const BAK::Encounter::Zone& zone){ if (mGuiManager.InMainView()) DoZoneEncounter(encounter, zone); }, }, encounter.GetEncounter()); } void CheckAndDoEncounter(glm::uvec2 position) { mLogger.Debug() << __FUNCTION__ << " Pos: " << position << "\n"; auto intersectable = mSystems->RunIntersection( BAK::ToGlCoord<float>(position)); if (intersectable) { auto it = mEncounters.find(*intersectable); if (it != mEncounters.end()) { const auto* encounter = it->second; mActiveEncounter = encounter; if (mActiveEncounter) DoEncounter(*mActiveEncounter); } } } void RunGameUpdate() { if (mCamera.CheckAndResetDirty()) { // This class var is only really necessary so that // we can us IMGUI to pull the latest triggered interactable. // Might want to clean this up. mActiveEncounter = nullptr; auto intersectable = mSystems->RunIntersection(mCamera.GetPosition()); if (intersectable) { auto it = mEncounters.find(*intersectable); if (it != mEncounters.end()) { const auto* encounter = it->second; mActiveEncounter = encounter; } } if (auto unitsTravelled = mCamera.GetAndClearUnitsTravelled(); unitsTravelled > 0) { //auto camp = BAK::TimeChanger{mGameState}; //camp.ElapseTimeInMainView( // BAK::Time{0x1e * unitsTravelled}); } if (mActiveEncounter) { DoEncounter(*mActiveEncounter); } } } void CheckClickable(unsigned entityId) { assert(mSystems); auto bestId = std::optional<BAK::EntityIndex>{}; for (const auto& entity : mSystems->GetClickables()) { if (entity.GetId().mValue == entityId) { bestId = entity.GetId(); break; } } mLogger.Debug() << "Checked clickable entity id: " << entityId << " found: " << bestId << "\n"; if (bestId) { auto it = mClickables.find(*bestId); assert (it != mClickables.end()); auto& clickable = mClickables[*bestId]; assert(clickable.mContainer); DoGenericContainer(clickable.mEntityType, *clickable.mContainer); } } Camera& mCamera; BAK::GameState& mGameState; Gui::GuiManager& mGuiManager; InteractableFactory mInteractableFactory; std::unique_ptr<IInteractable> mCurrentInteractable; Gui::DynamicDialogScene mDynamicDialogScene; std::unique_ptr<BAK::GameData> mGameData; std::unique_ptr<BAK::Zone> mZoneData; const BAK::Encounter::Encounter* mActiveEncounter; std::unordered_map<BAK::EntityIndex, const BAK::Encounter::Encounter*> mEncounters; std::unordered_map<BAK::EntityIndex, ClickableEntity> mClickables{}; BAK::GenericContainer mNullContainer; std::unique_ptr<Systems> mSystems; glm::vec2 mSavedAngle; std::function<void(const BAK::Zone&)> mLoadRenderer; BAK::Encounter::TeleportFactory mTeleportFactory; bool mClickablesEnabled; const Logging::Logger& mLogger; }; }
29,525
C++
.h
711
27.759494
127
0.531001
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,602
console.hpp
xavieran_BaKGL/game/console.hpp
#pragma once #include "audio/audio.hpp" #include "bak/camera.hpp" #include "bak/coordinates.hpp" #include "bak/encounter/teleport.hpp" #include "bak/spells.hpp" #include "bak/worldClock.hpp" #include "com/string.hpp" #include "game/gameRunner.hpp" #include "imgui/imgui.h" #include <iomanip> struct Console : public std::streambuf { using ConsoleCommand = std::function<void(const std::vector<std::string>&)>; std::streamsize xsputn(const char_type* s, std::streamsize n) { std::size_t from = 0; for (unsigned i = 0; i < n; i++) { if (s[i] == '\n') { mStreamBuffer += std::string{s + from, i - from}; AddLog(mStreamBuffer.c_str()); mStreamBuffer.clear(); from = i; } } if (from != static_cast<std::size_t>(n)) { mStreamBuffer += std::string{s + from, n - from}; } return n; } int_type overflow(int_type c) { mStreamBuffer += std::string{1, static_cast<char_type>(c)}; if (c == '\n') { AddLog(mStreamBuffer.c_str()); mStreamBuffer.clear(); } return c; } // Console commands void ShowTeleports(const std::vector<std::string>& words) { if (!mGameRunner) { AddLog("[error] SHOW_TELEPORTS FAILED No GameRunner Connected"); return; } std::stringstream ss{}; for (unsigned i = 0; i < 40; i++) { ss = std::stringstream{}; ss << i << " " << mGameRunner->mTeleportFactory.Get(i); AddLog(ss.str().c_str()); } } void NextChapter(const std::vector<std::string>& words) { if (!mGameRunner) { AddLog("[error] NEXT_CHAPTER FAILED No GameRunner Connected"); return; } AddLog("Transitioning to chapter: %d", mGameState->GetChapter().mValue + 1); mGuiManager->DoChapterTransition(); } void SetComplexEvent(const std::vector<std::string>& words) { if (words.size() < 5) { std::stringstream ss{}; for (const auto& w : words) ss << w << "|"; AddLog("[error] Usage: SET_COMPLEX_EVENT EV_PTR EV_MASK EV_DATA EV_VALUE (%s)", ss.str().c_str()); return; } if (!mGameState) { AddLog("[error] SET_COMPLEX_EVENT FAILED No GameState Connected"); return; } std::uint16_t eventPtr; { std::stringstream ss{}; ss << words[1]; ss >> eventPtr; } unsigned eventMask; { std::stringstream ss{}; ss << words[2]; ss >> eventMask; } unsigned eventData; { std::stringstream ss{}; ss << words[3]; ss >> eventData; } std::uint16_t eventValue; { std::stringstream ss{}; ss << words[4]; ss >> eventValue; } auto setFlag = BAK::SetFlag{ eventPtr, static_cast<std::uint8_t>(eventMask), static_cast<std::uint8_t>(eventData), 0, eventValue}; Logging::LogInfo(__FUNCTION__) << " Setting event with: " << setFlag << "\n"; mGameState->SetEventState(setFlag); } void CastSpell(const std::vector<std::string>& words) { if (words.size() < 3) { std::stringstream ss{}; for (const auto& w : words) ss << w << "|"; AddLog("[error] Usage: CAST_SPELL SPELL DURATION (%s)", ss.str().c_str()); return; } if (!mGameState) { AddLog("[error] CAST_SPELL FAILED No GameState Connected"); return; } std::uint16_t spellI; { std::stringstream ss{}; ss << words[1]; ss >> spellI; } auto spell = BAK::StaticSpells{spellI}; std::uint32_t duration; { std::stringstream ss{}; ss << words[2]; ss >> duration; } mGameState->CastStaticSpell(spell, BAK::Time{duration}); } void SaveGame(const std::vector<std::string>& words) { if (words.size() < 2) { std::stringstream ss{}; for (const auto& w : words) ss << w << "|"; AddLog("[error] Usage: SAVE_GAME FILENAME (%s)", ss.str().c_str()); return; } if (!mGameState) { AddLog("[error] SAVE_GAME FAILED No GameState Connected"); return; } const auto saved = mGameState->Save(words[1]); if (saved) AddLog("Game saved to: %s", words[1].c_str()); else AddLog("Game not saved, no game data"); } void StopMusic(const std::vector<std::string>& words) { AudioA::AudioManager::Get().StopMusicTrack(); } void SwitchMidiPlayer(const std::vector<std::string>& words) { if (words.size() < 1) { std::stringstream ss{}; for (const auto& w : words) ss << w << "|"; AddLog("[error] Usage: SWITCH_MIDI_PLAYER MIDI_PLAYER [0, 1, 2] (%s)", ss.str().c_str()); return; } std::stringstream ss{}; ss << words[1]; unsigned midiPlayer; ss >> std::setbase(0) >> midiPlayer; AudioA::AudioManager::Get().SwitchMidiPlayer(static_cast<AudioA::MidiPlayer>(midiPlayer)); } void PlayMusic(const std::vector<std::string>& words) { if (words.size() < 1) { std::stringstream ss{}; for (const auto& w : words) ss << w << "|"; AddLog("[error] Usage: PLAY_MUSIC MUSIC_INDEX (%s)", ss.str().c_str()); return; } std::stringstream ss{}; ss << words[1]; unsigned music_index; ss >> std::setbase(0) >> music_index; AudioA::AudioManager::Get().ChangeMusicTrack(AudioA::MusicIndex{music_index}); } void LoadGame(const std::vector<std::string>& words) { if (words.size() < 1) { std::stringstream ss{}; for (const auto& w : words) ss << w << "|"; AddLog("[error] Usage: LOAD_GAME SAVE_PATH (%s)", ss.str().c_str()); return; } ASSERT(mGameRunner); mGameRunner->LoadGame(words[1], std::nullopt); mGuiManager->EnterMainView(); } void PlaySound(const std::vector<std::string>& words) { if (words.size() < 1) { std::stringstream ss{}; for (const auto& w : words) ss << w << "|"; AddLog("[error] Usage: PLAY_SOUND SOUND_INDEX (%s)", ss.str().c_str()); return; } std::stringstream ss{}; ss << words[1]; unsigned sound_index; ss >> std::setbase(0) >> sound_index; AudioA::AudioManager::Get().PlaySound(AudioA::SoundIndex{sound_index}); } void SetEventState(const std::vector<std::string>& words) { if (words.size() < 2) { std::stringstream ss{}; for (const auto& w : words) ss << w << "|"; AddLog("[error] Usage: SET_EVENT_STATE PTR VALUE (%s)", ss.str().c_str()); return; } std::stringstream ss{}; ss << words[1]; unsigned ptr; ss >> std::setbase(0) >> ptr; ss = std::stringstream{}; ss << words[2]; unsigned value; ss >> std::setbase(0) >> value; if (!mGameState) { AddLog("[error] SET_EVENT_STATE FAILED No GameState Connected"); return; } mGameState->SetEventValue(ptr, value); } void RemoveItem(const std::vector<std::string>& words) { if (words.size() < 3) { std::stringstream ss{}; for (const auto& w : words) ss << w << "|"; AddLog("[error] Usage: REMOVE_ITEM INDEX AMOUNT (%s)", ss.str().c_str()); return; } std::stringstream ss{}; ss << words[1]; unsigned itemIndex; ss >> std::setbase(0) >> itemIndex; ss = std::stringstream{}; ss << words[2]; unsigned amount; ss >> std::setbase(0) >> amount; if (!mGameState) { AddLog("[error] REMOVE_ITEM FAILED No GameState Connected"); return; } mGameState->GetParty().RemoveItem( itemIndex, amount); } void GiveItem(const std::vector<std::string>& words) { if (words.size() < 3) { std::stringstream ss{}; for (const auto& w : words) ss << w << "|"; AddLog("[error] Usage: GIVE_ITEM INDEX AMOUNT (%s)", ss.str().c_str()); return; } std::stringstream ss{}; ss << words[1]; unsigned itemIndex; ss >> std::setbase(0) >> itemIndex; ss = std::stringstream{}; ss << words[2]; unsigned amount; ss >> std::setbase(0) >> amount; if (!mGameState) { AddLog("[error] GiveItem FAILED No GameState Connected"); return; } mGameState->GetParty().GainItem( itemIndex, amount); } void DoTeleport(const std::vector<std::string>& words) { if (words.size() < 2) { std::stringstream ss{}; for (const auto& w : words) ss << w << "|"; AddLog("[error] Usage: DO_TELEPORT INDEX (%s)", ss.str().c_str()); return; } std::stringstream ss{}; ss << words[1]; unsigned index; ss >> std::setbase(0) >> index; if (!mGameRunner) { AddLog("[error] DoTeleport FAILED No GameRunner Connected"); return; } auto factory = BAK::Encounter::TeleportFactory(); mGameRunner->DoTeleport(factory.Get(index)); } void SetPosition(const std::vector<std::string>& words) { if (words.size() < 3) { std::stringstream ss{}; for (const auto& w : words) ss << w << "|"; AddLog("[error] Usage: SET_POSITION X Y (%s)", ss.str().c_str()); return; } std::stringstream ss{}; ss << words[1]; unsigned x; ss >> std::setbase(0) >> x; ss = std::stringstream{}; ss << words[2]; unsigned y; ss >> std::setbase(0) >> y; if (!mCamera) { AddLog("[error] SetPosition FAILED No Camera Connected"); return; } AddLog("SetPosition(%d, %d", x, y); mCamera->SetGameLocation( BAK::GamePositionAndHeading{ BAK::GamePosition{x, y}, BAK::GameHeading{0}}); } void SetChapter(const std::vector<std::string>& words) { if (words.size() < 2) { std::stringstream ss{}; for (const auto& w : words) ss << w << "|"; AddLog("[error] Usage: SET_CHAPTER CHAPTER (%s)", ss.str().c_str()); return; } std::stringstream ss{}; ss << words[1]; unsigned chapter; ss >> std::setbase(0) >> chapter; if (!mGameState) { AddLog("[error] SetChapter FAILED No GameState Connected"); return; } mGameState->SetChapter(BAK::Chapter{chapter}); } void SetLogLevel(const std::vector<std::string>& words) { if (words.size() < 2) { std::stringstream ss{}; for (const auto& w : words) ss << w << "|"; AddLog("[error] Usage: SET_LOG_LEVEL LEVEL (%s)", ss.str().c_str()); return; } if (words[1] == LevelToString(Logging::LogLevel::Spam)) { Logging::LogState::SetLevel(Logging::LogLevel::Spam); } else if (words[1] == LevelToString(Logging::LogLevel::Debug)) { Logging::LogState::SetLevel(Logging::LogLevel::Debug); } else if (words[1] == LevelToString(Logging::LogLevel::Info)) { Logging::LogState::SetLevel(Logging::LogLevel::Info); } else if (words[1] == LevelToString(Logging::LogLevel::Fatal)) { Logging::LogState::SetLevel(Logging::LogLevel::Fatal); } else { AddLog("[error] SET_LOG_LEVEL FAILED Invalid log level provided"); } } void DisableLogger(const std::vector<std::string>& words) { if (words.size() < 2) { std::stringstream ss{}; for (const auto& w : words) ss << w << "|"; AddLog("[error] Usage: DISABLE_LOGGER LOGGER (%s)", ss.str().c_str()); return; } Logging::LogState::Disable(words[1]); } Console() : mStream{this}, mStreamBuffer{} { ClearLog(); memset(mInputBuf, 0, sizeof(mInputBuf)); mHistoryPos = -1; mCommands.push_back("HELP"); mCommandActions.emplace_back([this](const auto&) { AddLog("Commands:"); for (int i = 0; i < mCommands.Size; i++) AddLog("- %s", mCommands[i]); }); mCommands.push_back("SAVE_GAME"); mCommandActions.emplace_back([this](const auto& cmd){ SaveGame(cmd); }); mCommands.push_back("SET_EVENT_STATE"); mCommandActions.emplace_back([this](const auto& cmd){ SetEventState(cmd); }); mCommands.push_back("REMOVE_ITEM"); mCommandActions.emplace_back([this](const auto& cmd){ RemoveItem(cmd); }); mCommands.push_back("GIVE_ITEM"); mCommandActions.emplace_back([this](const auto& cmd){ GiveItem(cmd); }); mCommands.push_back("DO_TELEPORT"); mCommandActions.emplace_back([this](const auto& cmd){ DoTeleport(cmd); }); mCommands.push_back("SHOW_TELEPORTS"); mCommandActions.emplace_back([this](const auto& cmd){ ShowTeleports(cmd); }); mCommands.push_back("SET_POSITION"); mCommandActions.emplace_back([this](const auto& cmd){ SetPosition(cmd); }); mCommands.push_back("SET_CHAPTER"); mCommandActions.emplace_back([this](const auto& cmd){ SetChapter(cmd); }); mCommands.push_back("STOP_MUSIC"); mCommandActions.emplace_back([this](const auto& cmd){ StopMusic(cmd); }); mCommands.push_back("SWITCH_MIDI_PLAYER"); mCommandActions.emplace_back([this](const auto& cmd){ SwitchMidiPlayer(cmd); }); mCommands.push_back("LOAD_GAME"); mCommandActions.emplace_back([this](const auto& cmd){ LoadGame(cmd); }); mCommands.push_back("PLAY_SOUND"); mCommandActions.emplace_back([this](const auto& cmd){ PlaySound(cmd); }); mCommands.push_back("PLAY_MUSIC"); mCommandActions.emplace_back([this](const auto& cmd){ PlayMusic(cmd); }); mCommands.push_back("HISTORY"); mCommandActions.emplace_back([this](const auto& cmd) { int first = mHistory.Size - 10; for (int i = first > 0 ? first : 0; i < mHistory.Size; i++) AddLog("%3d: %s\n", i, mHistory[i]); }); mCommands.push_back("SET_LOG_LEVEL"); mCommandActions.emplace_back([this](const auto& cmd){ SetLogLevel(cmd); }); mCommands.push_back("DISABLE_LOGGER"); mCommandActions.emplace_back([this](const auto& cmd){ DisableLogger(cmd); }); mCommands.push_back("SET_COMPLEX_EVENT"); mCommandActions.emplace_back([this](const auto& cmd){ SetComplexEvent(cmd); }); mCommands.push_back("CAST_SPELL"); mCommandActions.emplace_back([this](const auto& cmd){ CastSpell(cmd); }); mCommands.push_back("NEXT_CHAPTER"); mCommandActions.emplace_back([this](const auto& cmd){ NextChapter(cmd); }); mCommands.push_back("CLEAR"); mCommandActions.emplace_back([this](const auto& cmd) { ClearLog(); }); ASSERT(static_cast<std::size_t>(mCommands.size()) == mCommandActions.size()); mAutoScroll = true; mScrollToBottom = false; AddLog("Enter HELP for a list of commands"); mStreamLog = false; } ~Console() { ClearLog(); for (int i = 0; i < mHistory.Size; i++) free(mHistory[i]); } // Portable helpers static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } void ToggleLog() { mStreamLog = !mStreamLog; if (mStreamLog) Logging::LogState::AddStream(&mStream); else Logging::LogState::RemoveStream(&mStream); } void ClearLog() { for (int i = 0; i < mItems.Size; i++) free(mItems[i]); mItems.clear(); } void AddLog(const char* fmt, ...) IM_FMTARGS(2) { // FIXME-OPT char buf[1024]; va_list args; va_start(args, fmt); vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); buf[IM_ARRAYSIZE(buf) - 1] = 0; va_end(args); mItems.push_back(Strdup(buf)); } void Draw(const char* title, bool* p_open) { ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); if (!ImGui::Begin(title, p_open)) { ImGui::End(); return; } // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. // So e.g. IsItemHovered() will return true when hovering the title bar. // Here we create a context menu only available from the title bar. if (ImGui::BeginPopupContextItem()) { if (ImGui::MenuItem("Close Console")) *p_open = false; ImGui::EndPopup(); } ImGui::TextWrapped("Enter 'HELP' for help."); if (ImGui::SmallButton(mStreamLog ? "Logging On" : "Logging Off")) { ToggleLog(); } ImGui::SameLine(); if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine(); bool copy_to_clipboard = ImGui::SmallButton("Copy"); ImGui::Separator(); // Options menu if (ImGui::BeginPopup("Options")) { ImGui::Checkbox("Auto-scroll", &mAutoScroll); ImGui::EndPopup(); } // Options, Filter if (ImGui::Button("Options")) ImGui::OpenPopup("Options"); ImGui::SameLine(); mFilter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); ImGui::Separator(); // Reserve enough left-over height for 1 separator + 1 input text const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar); if (ImGui::BeginPopupContextWindow()) { if (ImGui::Selectable("Clear")) ClearLog(); ImGui::EndPopup(); } // Display every line as a separate entry so we can change their color or add custom widgets. // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping // to only process visible items. The clipper will automatically measure the height of your first item and then // "seek" to display only items in the visible area. // To use the clipper we can replace your standard loop: // for (int i = 0; i < mItems.Size; i++) // With: // ImGuiListClipper clipper; // clipper.Begin(mItems.Size); // while (clipper.Step()) // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) // - That your items are evenly spaced (same height) // - That you have cheap random access to your elements (you can access them given their index, // without processing all the ones before) // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. // We would need random-access on the post-filtered list. // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, // and appending newly elements as they are inserted. This is left as a task to the user until we can manage // to improve this example code! // If your items are of variable height: // - Split them into same height items would be simpler and facilitate random-seeking into your list. // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing if (copy_to_clipboard) ImGui::LogToClipboard(); for (int i = 0; i < mItems.Size; i++) ImGui::TextUnformatted(mItems[i]); //for (int i = 0; i < mItems.Size; i++) //{ // const char* item = mItems[i]; // if (!mFilter.PassFilter(item)) // continue; // // Normally you would store more information in your item than just a string. // // (e.g. make mItems[] an array of structure, store color/type etc.) // ImVec4 color; // bool has_color = false; // if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } // else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } // if (has_color) // ImGui::PushStyleColor(ImGuiCol_Text, color); // ImGui::TextUnformatted(item); // if (has_color) // ImGui::PopStyleColor(); //} if (copy_to_clipboard) ImGui::LogFinish(); if (mScrollToBottom || (mAutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) ImGui::SetScrollHereY(1.0f); mScrollToBottom = false; ImGui::PopStyleVar(); ImGui::EndChild(); ImGui::Separator(); // Command-line bool reclaim_focus = false; ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; const auto inputText = ImGui::InputText( "Input", mInputBuf, IM_ARRAYSIZE(mInputBuf), input_text_flags, &TextEditCallbackStub, (void*)this); if (inputText) { char* s = mInputBuf; Strtrim(s); if (s[0]) ExecCommand(s); strcpy(s, ""); reclaim_focus = true; } // Auto-focus on window apparition ImGui::SetItemDefaultFocus(); if (reclaim_focus) ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget ImGui::End(); } void ExecCommand(const char* command_line) { AddLog("# %s\n", command_line); // Insert into history. First find match and delete it so it can be pushed to the back. // This isn't trying to be smart or optimal. mHistoryPos = -1; for (int i = mHistory.Size - 1; i >= 0; i--) if (Stricmp(mHistory[i], command_line) == 0) { free(mHistory[i]); mHistory.erase(mHistory.begin() + i); break; } mHistory.push_back(Strdup(command_line)); const auto command = std::string{command_line}; const auto words = SplitString(" ", command); bool succeeded = false; for (unsigned i = 0; i < mCommandActions.size(); i++) { const auto candidate = std::string{mCommands[i]}; if (command.substr(0, candidate.length()) == candidate) { std::invoke(mCommandActions[i], words); succeeded = true; } } if (!succeeded) { AddLog("Unknown command: '%s'\n", command_line); } // On command input, we scroll to bottom even if mAutoScroll==false mScrollToBottom = true; } // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) { Console* console = (Console*)data->UserData; return console->TextEditCallback(data); } int TextEditCallback(ImGuiInputTextCallbackData* data) { switch (data->EventFlag) { case ImGuiInputTextFlags_CallbackCompletion: { // Locate beginning of current word const char* word_end = data->Buf + data->CursorPos; const char* word_start = word_end; while (word_start > data->Buf) { const char c = word_start[-1]; if (c == ' ' || c == '\t' || c == ',' || c == ';') break; word_start--; } // Build a list of candidates ImVector<const char*> candidates; for (int i = 0; i < mCommands.Size; i++) if (Strnicmp(mCommands[i], word_start, (int)(word_end - word_start)) == 0) candidates.push_back(mCommands[i]); if (candidates.Size == 0) { // No match AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); } else if (candidates.Size == 1) { // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); data->InsertChars(data->CursorPos, candidates[0]); data->InsertChars(data->CursorPos, " "); } else { // Multiple matches. Complete as much as we can.. // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. int match_len = (int)(word_end - word_start); for (;;) { int c = 0; bool all_candidates_matches = true; for (int i = 0; i < candidates.Size && all_candidates_matches; i++) if (i == 0) c = toupper(candidates[i][match_len]); else if (c == 0 || c != toupper(candidates[i][match_len])) all_candidates_matches = false; if (!all_candidates_matches) break; match_len++; } if (match_len > 0) { data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); } // List matches AddLog("Possible matches:\n"); for (int i = 0; i < candidates.Size; i++) AddLog("- %s\n", candidates[i]); } break; } case ImGuiInputTextFlags_CallbackHistory: { // Example of HISTORY const int prev_history_pos = mHistoryPos; if (data->EventKey == ImGuiKey_UpArrow) { if (mHistoryPos == -1) mHistoryPos = mHistory.Size - 1; else if (mHistoryPos > 0) mHistoryPos--; } else if (data->EventKey == ImGuiKey_DownArrow) { if (mHistoryPos != -1) if (++mHistoryPos >= mHistory.Size) mHistoryPos = -1; } // A better implementation would preserve the data on the current input line along with cursor position. if (prev_history_pos != mHistoryPos) { const char* history_str = (mHistoryPos >= 0) ? mHistory[mHistoryPos] : ""; data->DeleteChars(0, data->BufTextLen); data->InsertChars(0, history_str); } } } return 0; } //private: char mInputBuf[256]; ImVector<char*> mItems; ImVector<const char*> mCommands; std::vector<ConsoleCommand> mCommandActions; ImVector<char*> mHistory; int mHistoryPos; // -1: new line, 0..mHistory.Size-1 browsing history. ImGuiTextFilter mFilter; bool mAutoScroll; bool mScrollToBottom; bool mStreamLog; std::ostream mStream; std::string mStreamBuffer; Camera* mCamera; Game::GameRunner* mGameRunner; Gui::IGuiManager* mGuiManager; BAK::GameState* mGameState; }; static void ShowConsole(bool* p_open) { static Console console; console.Draw("Console", p_open); }
31,010
C++
.h
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27.409594
199
0.523589
xavieran/BaKGL
39
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,603
ladder.hpp
xavieran_BaKGL/game/interactable/ladder.hpp
#pragma once #include "game/interactable/IInteractable.hpp" #include "bak/IContainer.hpp" #include "bak/container.hpp" #include "bak/dialog.hpp" #include "bak/dialogSources.hpp" #include "bak/gameState.hpp" #include "bak/itemNumbers.hpp" #include "gui/IDialogScene.hpp" #include "gui/IGuiManager.hpp" namespace Game::Interactable { class Ladder : public IInteractable { private: enum class State { Idle, Done, }; public: Ladder( Gui::IGuiManager& guiManager, BAK::GameState& gameState) : mGuiManager{guiManager}, mGameState{gameState}, mDialogScene{ []{}, []{}, [&](const auto& choice){ DialogFinished(choice); }}, mCurrentLadder{nullptr}, mState{State::Idle} {} void BeginInteraction(BAK::GenericContainer& ladder, BAK::EntityType) override { ASSERT(mState == State::Idle); mCurrentLadder = &ladder; mGameState.SetDialogContext_7530(3); // All ladders should have dialog and a lock ASSERT(mCurrentLadder->HasLock()) StartDialog(BAK::DialogSources::mChooseUnlock); } void LockFinished() { ASSERT(!mCurrentLadder->GetLock().IsFairyChest()) if (mGuiManager.IsLockOpened()) { // Unlockable ladders must always have a dialog ASSERT(mCurrentLadder->HasDialog()); mState = State::Done; StartDialog(mCurrentLadder->GetDialog().mDialog); } else { mState = State::Idle; } } void DialogFinished(const std::optional<BAK::ChoiceIndex>& choice) { ASSERT(mCurrentLadder); if (mState == State::Done) { mState = State::Idle; if (mGameState.GetTransitionChapter_7541()) { mGameState.SetTransitionChapter_7541(false); mGuiManager.DoChapterTransition(); } return; } ASSERT(choice); if (choice->mValue == BAK::Keywords::sYesIndex) { mGuiManager.ShowLock( mCurrentLadder, [this]{ LockFinished(); }); } } void EncounterFinished() override { } void StartDialog(BAK::Target target) { mGuiManager.StartDialog( target, false, false, &mDialogScene); } private: Gui::IGuiManager& mGuiManager; BAK::GameState& mGameState; Gui::DynamicDialogScene mDialogScene; BAK::GenericContainer* mCurrentLadder; State mState; }; }
2,642
C++
.h
97
19.505155
82
0.598653
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,604
tomb.hpp
xavieran_BaKGL/game/interactable/tomb.hpp
#pragma once #include "game/interactable/IInteractable.hpp" #include "bak/IContainer.hpp" #include "bak/container.hpp" #include "bak/dialog.hpp" #include "bak/dialogSources.hpp" #include "bak/entityType.hpp" #include "bak/dialog.hpp" #include "bak/gameState.hpp" #include "bak/itemNumbers.hpp" #include "gui/IDialogScene.hpp" #include "gui/IGuiManager.hpp" namespace Game::Interactable { class Tomb : public IInteractable { private: enum class State { Idle, Done, }; public: Tomb( Gui::IGuiManager& guiManager, BAK::GameState& gameState, const EncounterCallback& encounterCallback) : mGuiManager{guiManager}, mGameState{gameState}, mDialogScene{ []{}, []{}, [&](const auto& choice){ DialogFinished(choice); }}, mCurrentTomb{nullptr}, mState{State::Idle}, mEncounterCallback{encounterCallback} {} void BeginInteraction(BAK::GenericContainer& tomb, BAK::EntityType) override { mCurrentTomb = &tomb; mGameState.SetDialogContext_7530(0); ASSERT(mState == State::Idle); // All tombs should have dialog ASSERT(mCurrentTomb->HasDialog()); StartDialog(mCurrentTomb->GetDialog().mDialog); } void DialogFinished(const std::optional<BAK::ChoiceIndex>& choice) { ASSERT(mCurrentTomb); if (mState == State::Done || !choice) { mState = State::Idle; return; } if (choice->mValue == BAK::Keywords::sYesIndex) { if (!mGameState.GetParty().HaveItem(BAK::sShovel)) { // Don't have a shovel mState = State::Done; StartDialog(BAK::DialogSources::mTombNoShovel); } else { if (mCurrentTomb->HasEncounter()) { DoEncounter(); } else { DigTomb(); } } } } void DigTomb() { const auto dialogOrder = mCurrentTomb->GetDialog().mDialogOrder; mGameState.GetParty().RemoveItem(BAK::sShovel.mValue, 1); // Just show this dialog and do nothing else if (CheckBitSet(dialogOrder, 1)) { mState = State::Idle; ShowTombContents(); } else if (CheckBitSet(dialogOrder, 2)) { mState = State::Done; // Just a body StartDialog(BAK::DialogSources::mTombJustABody); } else if (CheckBitSet(dialogOrder, 3)) { mState = State::Done; // No body StartDialog(BAK::DialogSources::mTombNoBody); } else { ASSERT(false); } } void DoEncounter() { Logging::LogInfo("Tomb") << __FUNCTION__ << " " << mCurrentTomb->GetEncounter() << "\n"; std::invoke( mEncounterCallback, *mCurrentTomb->GetEncounter().mEncounterPos); } void EncounterFinished() override { DigTomb(); } void StartDialog(BAK::Target target) { mGuiManager.StartDialog( target, false, false, &mDialogScene); } void ShowTombContents() { if (mCurrentTomb->HasEncounter() && mCurrentTomb->GetEncounter().mSetEventFlag != 0) { mGameState.SetEventValue( mCurrentTomb->GetEncounter().mSetEventFlag, 1); } mGuiManager.ShowContainer(mCurrentTomb, BAK::EntityType::TOMBSTONE); } private: Gui::IGuiManager& mGuiManager; BAK::GameState& mGameState; Gui::DynamicDialogScene mDialogScene; BAK::GenericContainer* mCurrentTomb; State mState; const EncounterCallback& mEncounterCallback; }; }
3,974
C++
.h
142
19.274648
80
0.565354
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,605
chest.hpp
xavieran_BaKGL/game/interactable/chest.hpp
#pragma once #include "game/interactable/IInteractable.hpp" #include "audio/audio.hpp" #include "bak/IContainer.hpp" #include "bak/container.hpp" #include "bak/dialog.hpp" #include "bak/dialogSources.hpp" #include "bak/gameState.hpp" #include "com/logger.hpp" #include "gui/IDialogScene.hpp" #include "gui/IGuiManager.hpp" namespace Game::Interactable { class Chest : public IInteractable { private: enum class State { Idle, OpenChest, UnlockChest, DisarmedTrap, Exploded }; static constexpr auto sExploded = AudioA::SoundIndex{0x39}; public: Chest( Gui::IGuiManager& guiManager, BAK::GameState& gameState) : mGuiManager{guiManager}, mGameState{gameState}, mDialogScene{ []{}, []{}, [&](const auto& choice){ DialogFinished(choice); }}, mCurrentChest{nullptr}, mState{State::Idle} {} void BeginInteraction(BAK::GenericContainer& chest, BAK::EntityType) override { ASSERT(mState == State::Idle); mCurrentChest = &chest; mGameState.SetDialogContext_7530(0); mState = State::OpenChest; if (!chest.HasLock()) { // If no lock, just open the box StartDialog(BAK::DialogSources::mOpenUnlockedBox); } else if (chest.GetLock().IsFairyChest()) { // If word lock, show flavour text then transition // into word lock screen StartDialog(BAK::DialogSources::mWordlockIntro); } else if (!chest.GetLock().IsTrapped()) { // If normal lock, ask if user wants to open lock StartDialog(BAK::DialogSources::mChooseUnlock); } else { // Scent of sarig active and chest is trapped if (mGameState.GetSpellActive(BAK::StaticSpells::ScentOfSarig) && chest.GetLock().mLockFlag == 4 && chest.GetLock().mTrapDamage > 0) { StartDialog(BAK::DialogSources::mOpenTrappedBox); } // Scent of sarig not active and chest was trapped, chest is incinerated else if (chest.GetLock().mLockFlag == 4 && chest.GetLock().mTrapDamage == 0) { StartDialog(BAK::DialogSources::mOpenExplodedChest); } // Chest is not trapped else if (chest.GetLock().mLockFlag == 1) { ASSERT(chest.GetLock().mLockFlag == 1); StartDialog(BAK::DialogSources::mChooseUnlock); } else { StartDialog(BAK::DialogSources::mChooseUnlock); } } } void EncounterFinished() override {} void DialogFinished(const std::optional<BAK::ChoiceIndex>& choice) { if (mState == State::OpenChest) { ASSERT(mCurrentChest); TryOpenChest(!choice || (choice->mValue == BAK::Keywords::sYesIndex)); } else if (mState == State::DisarmedTrap) { ShowChestContents(); mState = State::Idle; } else if (mState == State::Exploded) { mState = State::Idle; } else { return; } } void TryOpenChest(bool openChest) { ASSERT(mCurrentChest); ASSERT(mState != State::Idle); if (!mCurrentChest->HasLock()) { mState = State::Idle; ShowChestContents(); } else if (mCurrentChest->GetLock().IsFairyChest()) { TryUnlockChest(); } else if (!mCurrentChest->GetLock().IsTrapped()) { if (openChest) TryUnlockChest(); else mState = State::Idle; } else { if (openChest) { auto& lock = mCurrentChest->GetLock(); if (mGameState.GetSpellActive(BAK::StaticSpells::ScentOfSarig) && lock.mLockFlag == 4 && lock.mTrapDamage > 0) { TryDisarmTrap(); } else if ((lock.mLockFlag == 4 && lock.mTrapDamage == 0) || lock.mLockFlag == 1) { mState = State::Idle; ShowChestContents(); } else { Explode(); } } else mState = State::Idle; } } void StartDialog(BAK::Target target) { mGuiManager.StartDialog( target, false, false, &mDialogScene); } void TryDisarmTrap() { ASSERT(mState == State::OpenChest); ASSERT(mCurrentChest); auto& lock = mCurrentChest->GetLock(); const auto& [character, skill] = mGameState .GetPartySkill(BAK::SkillType::Lockpick, true); if (skill > lock.mRating) { mGameState.GetParty() .GetCharacter(character) .ImproveSkill( BAK::SkillType::Lockpick, BAK::SkillChange::ExercisedSkill, 2); lock.mTrapDamage = 0; mState = State::DisarmedTrap; StartDialog(BAK::DialogSources::mDisarmedTrappedBox); } else { Explode(); } } void Explode() { ASSERT(mCurrentChest->HasLock()); mGameState.GetParty().ImproveSkillForAll( BAK::SkillType::TotalHealth, BAK::SkillChange::HealMultiplier_100, -(mCurrentChest->GetLock().mTrapDamage << 8)); mCurrentChest->GetLock().mTrapDamage = 0; StartDialog(BAK::DialogSources::mTrappedChestExplodes); mState = State::Exploded; AudioA::AudioManager::Get().PlaySound(sExploded); } void ShowChestContents() { if (mCurrentChest->HasEncounter() && mCurrentChest->GetEncounter().mSetEventFlag != 0) { mGameState.SetEventValue( mCurrentChest->GetEncounter().mSetEventFlag, 1); } mGuiManager.ShowContainer(mCurrentChest, BAK::EntityType::CHEST); } void TryUnlockChest() { mState = State::UnlockChest; mGuiManager.ShowLock( mCurrentChest, [this]{ LockFinished(); }); } void LockFinished() { ASSERT(mState == State::UnlockChest); mState = State::Idle; if (mCurrentChest->GetLock().IsFairyChest()) { if (mGuiManager.IsWordLockOpened()) ShowChestContents(); } else { if (mGuiManager.IsLockOpened()) ShowChestContents(); } } private: Gui::IGuiManager& mGuiManager; BAK::GameState& mGameState; Gui::DynamicDialogScene mDialogScene; BAK::GenericContainer* mCurrentChest; State mState; }; }
7,149
C++
.h
238
19.920168
88
0.53711
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,606
generic.hpp
xavieran_BaKGL/game/interactable/generic.hpp
#pragma once #include "game/interactable/IInteractable.hpp" #include "bak/IContainer.hpp" #include "bak/container.hpp" #include "bak/dialog.hpp" #include "bak/dialogSources.hpp" #include "bak/gameState.hpp" #include "bak/itemNumbers.hpp" #include "bak/types.hpp" #include "gui/IDialogScene.hpp" #include "gui/IGuiManager.hpp" namespace Game::Interactable { /* * These containers have an optional dialog and inventory encounter */ class Generic : public IInteractable { private: public: Generic( Gui::IGuiManager& guiManager, BAK::Target target, const EncounterCallback& encounterCallback) : mGuiManager{guiManager}, mDialogScene{ []{}, []{}, [&](const auto& choice){ DialogFinished(choice); }}, mDefaultDialog{target}, mContainer{nullptr}, mEncounterCallback{encounterCallback} {} void BeginInteraction(BAK::GenericContainer& container, BAK::EntityType entityType) override { mContainer = &container; mEntityType = entityType; if (container.HasDialog()) StartDialog(container.GetDialog().mDialog); else if (container.HasEncounter()) DoEncounter(); else StartDialog(mDefaultDialog); } void DoEncounter() { std::invoke( mEncounterCallback, *mContainer->GetEncounter().mEncounterPos); } void DialogFinished(const std::optional<BAK::ChoiceIndex>& choice) { ASSERT(mContainer); if (mContainer->HasInventory()) { mGuiManager.ShowContainer(mContainer, mEntityType); } } void EncounterFinished() override { } void StartDialog(BAK::Target target) { mGuiManager.StartDialog( target, false, false, &mDialogScene); } private: Gui::IGuiManager& mGuiManager; Gui::DynamicDialogScene mDialogScene; BAK::Target mDefaultDialog; BAK::GenericContainer* mContainer; BAK::EntityType mEntityType; const EncounterCallback& mEncounterCallback; }; }
2,145
C++
.h
78
21.115385
96
0.657574
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,607
combatant.hpp
xavieran_BaKGL/game/interactable/combatant.hpp
#pragma once #include "game/interactable/IInteractable.hpp" #include "bak/IContainer.hpp" #include "bak/container.hpp" #include "bak/dialog.hpp" #include "bak/dialogSources.hpp" #include "bak/gameState.hpp" #include "bak/itemNumbers.hpp" #include "bak/types.hpp" #include "gui/IDialogScene.hpp" #include "gui/IGuiManager.hpp" namespace Game::Interactable { /* * These containers have an optional dialog and inventory encounter */ class Combatant : public IInteractable { private: public: Combatant( Gui::IGuiManager& guiManager, BAK::Target target) : mGuiManager{guiManager}, mDialogScene{ []{}, []{}, [&](const auto& choice){ DialogFinished(choice); }}, mDefaultDialog{target}, mContainer{nullptr} {} void BeginInteraction(BAK::GenericContainer& container, BAK::EntityType entityType) override { mContainer = &container; mEntityType = entityType; StartDialog(BAK::DialogSources::mBody); } void DialogFinished(const std::optional<BAK::ChoiceIndex>& choice) { ASSERT(mContainer); if (mContainer->HasInventory()) { mGuiManager.ShowContainer(mContainer, BAK::EntityType::DEADBODY1); } } void EncounterFinished() override { } void StartDialog(BAK::Target target) { mGuiManager.StartDialog( target, false, false, &mDialogScene); } private: Gui::IGuiManager& mGuiManager; Gui::DynamicDialogScene mDialogScene; BAK::Target mDefaultDialog; BAK::GenericContainer* mContainer; BAK::EntityType mEntityType; }; }
1,704
C++
.h
64
20.890625
96
0.665642
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,608
IInteractable.hpp
xavieran_BaKGL/game/interactable/IInteractable.hpp
#pragma once #include "bak/container.hpp" #include "bak/entityType.hpp" namespace Game { using EncounterCallback = std::function<void(glm::uvec2)>; class IInteractable { public: virtual void BeginInteraction(BAK::GenericContainer&, BAK::EntityType) = 0; virtual void EncounterFinished() = 0; virtual ~IInteractable() {}; }; }
344
C++
.h
13
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0.756923
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,609
factory.hpp
xavieran_BaKGL/game/interactable/factory.hpp
#pragma once #include "game/interactable/IInteractable.hpp" #include "game/interactable/building.hpp" #include "game/interactable/chest.hpp" #include "game/interactable/combatant.hpp" #include "game/interactable/door.hpp" #include "game/interactable/generic.hpp" #include "game/interactable/ladder.hpp" #include "game/interactable/pit.hpp" #include "game/interactable/tomb.hpp" #include "gui/IGuiManager.hpp" #include "bak/gameState.hpp" #include <memory> namespace Game { enum class InteractableType { Chest = 0, RiftMachine = 3, Building = 4, Tombstone = 6, Sign = 7, Pit = 9, Body = 10, DirtMound = 11, Corn = 12, Campfire = 13, Tunnel0 = 14, Door = 17, CrystalTree = 18, Stones = 19, FoodBush = 20, PoisonBush = 21, HealthBush = 22, Slab = 23, Stump = 24, Well = 25, SiegeEngine = 27, Scarecrow = 28, DeadAnimal = 29, Catapult = 30, Column = 31, Tunnel1 = 33, Bag = 35, Ladder = 36, DeadCombatant = 100, LivingCombatant = 101, }; std::string_view ToString(InteractableType); class InteractableFactory { public: InteractableFactory( Gui::IGuiManager& guiManager, BAK::GameState& gameState, EncounterCallback&& encounterCallback) : mGuiManager{guiManager}, mGameState{gameState}, mEncounterCallback{std::move(encounterCallback)} {} std::unique_ptr<IInteractable> MakeInteractable( BAK::EntityType entity) const { using namespace Interactable; constexpr auto nonInteractables = 6; const auto interactableType = static_cast<InteractableType>( static_cast<unsigned>(entity) - nonInteractables); Logging::LogDebug(__FUNCTION__) << " Handling: " << ToString(interactableType) << "\n"; const auto MakeGeneric = [this](BAK::Target dialog){ return std::make_unique<Generic>( mGuiManager, dialog, mEncounterCallback); }; switch (interactableType) { case InteractableType::Building: return std::make_unique<Building>( mGuiManager, mGameState, mEncounterCallback); case InteractableType::Chest: return std::make_unique<Chest>( mGuiManager, mGameState); case InteractableType::Tombstone: return std::make_unique<Tomb>( mGuiManager, mGameState, mEncounterCallback); case InteractableType::Ladder: return std::make_unique<Ladder>( mGuiManager, mGameState); case InteractableType::Bag: return MakeGeneric(BAK::DialogSources::mBag); case InteractableType::Body: return MakeGeneric(BAK::DialogSources::mBody); case InteractableType::Campfire: return MakeGeneric(BAK::DialogSources::mCampfire); case InteractableType::Door: return std::make_unique<Door>( mGuiManager, mGameState); case InteractableType::Pit: return std::make_unique<Pit>( mGuiManager, mGameState); case InteractableType::Corn: return MakeGeneric(BAK::DialogSources::mCorn); case InteractableType::CrystalTree: return MakeGeneric(BAK::DialogSources::mCrystalTree); case InteractableType::DirtMound: return MakeGeneric(BAK::DialogSources::mDirtpile); case InteractableType::Stones: return MakeGeneric(BAK::DialogSources::mStones); case InteractableType::Scarecrow: return MakeGeneric(BAK::DialogSources::mScarecrow); case InteractableType::Stump: return MakeGeneric(BAK::DialogSources::mStump); case InteractableType::SiegeEngine: return MakeGeneric(BAK::DialogSources::mSiegeEngine); case InteractableType::DeadAnimal: return MakeGeneric(BAK::DialogSources::mTrappedAnimal); case InteractableType::HealthBush: return MakeGeneric(BAK::DialogSources::mHealthBush); case InteractableType::PoisonBush: return MakeGeneric(BAK::DialogSources::mPoisonBush); case InteractableType::FoodBush: return MakeGeneric(BAK::DialogSources::mFoodBush); case InteractableType::Well: return MakeGeneric(BAK::DialogSources::mWell); case InteractableType::Column: [[ fallthrough ]]; case InteractableType::Sign: [[ fallthrough ]]; case InteractableType::Slab: [[ fallthrough ]]; case InteractableType::Tunnel0: [[ fallthrough ]]; case InteractableType::Tunnel1: return MakeGeneric(BAK::DialogSources::mUnknownObject); case InteractableType::DeadCombatant: return std::make_unique<Combatant>( mGuiManager, BAK::KeyTarget{0}); default: Logging::LogFatal(__FUNCTION__) << "Unhandled entity type: " << static_cast<unsigned>(entity) << " interactableType: " << ToString(interactableType) << std::endl; return MakeGeneric(BAK::DialogSources::mUnknownObject); } } private: Gui::IGuiManager& mGuiManager; BAK::GameState& mGameState; EncounterCallback mEncounterCallback; }; }
5,605
C++
.h
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27.496774
95
0.620309
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,610
building.hpp
xavieran_BaKGL/game/interactable/building.hpp
#pragma once #include "game/interactable/IInteractable.hpp" #include "bak/IContainer.hpp" #include "bak/container.hpp" #include "bak/dialog.hpp" #include "bak/dialogSources.hpp" #include "bak/gameState.hpp" #include "bak/itemNumbers.hpp" #include "com/logger.hpp" #include "gui/IDialogScene.hpp" #include "gui/IGuiManager.hpp" namespace Game::Interactable { class Building : public IInteractable { private: enum class State { Idle, SkipFirstDialog, DoFirstDialog, TryUnlock, Unlocking, ShowInventory, TryDoGDS, Done, }; public: Building( Gui::IGuiManager& guiManager, BAK::GameState& gameState, const EncounterCallback& encounterCallback) : mGuiManager{guiManager}, mGameState{gameState}, mDialogScene{ []{}, []{}, [&](const auto& choice){ DialogFinished(choice); }}, mCurrentBuilding{nullptr}, mState{State::Idle}, mEncounterCallback{encounterCallback} {} void BeginInteraction(BAK::GenericContainer& building, BAK::EntityType) override { ASSERT(mState == State::Idle); mCurrentBuilding = &building; ASSERT(mCurrentBuilding->HasDialog()); mGameState.SetDialogContext_7530(2); if (!CheckBitSet(mCurrentBuilding->GetDialog().mDialogOrder, 5)) { // Skip dialog mState = State::SkipFirstDialog; Logging::LogDebug("Building") << "State: SkipFirstDialog\n"; TryDoEncounter(); } else { mState = State::DoFirstDialog; Logging::LogDebug("Building") << "State: DoFirstDialog\n"; StartDialog(mCurrentBuilding->GetDialog().mDialog); } } void LockFinished() { ASSERT(!mCurrentBuilding->GetLock().IsFairyChest()) if (mGuiManager.IsLockOpened()) { // Unlockable buildings must always have a dialog ASSERT(mCurrentBuilding->HasDialog()); mState = State::ShowInventory; if (!CheckBitSet(mCurrentBuilding->GetDialog().mDialogOrder, 5)) { StartDialog(mCurrentBuilding->GetDialog().mDialog); } else { TryDoInventory(); } } else { mState = State::Idle; } } void DialogFinished(const std::optional<BAK::ChoiceIndex>& choice) { ASSERT(mState != State::SkipFirstDialog); if (mState == State::DoFirstDialog) { Logging::LogDebug("Building") << "State: DoneFirstDialog: \n"; TryDoEncounter(); StartDialog(mCurrentBuilding->GetDialog().mDialog); return; } else if (mState == State::TryUnlock) { ASSERT(choice); if (choice->mValue == BAK::Keywords::sYesIndex) { mState = State::Unlocking; mGuiManager.ShowLock( mCurrentBuilding, [this]{ LockFinished(); }); } else { mState = State::Idle; } } else if (mState == State::ShowInventory) { Logging::LogDebug("Building") << "State: ShowInv\n"; TryDoInventory(); } else if (mState == State::TryDoGDS) { Logging::LogDebug("Building") << "State: TryDoGDS\n"; if ((!choice || choice->mValue == BAK::Keywords::sYesIndex) && mGameState.GetEndOfDialogState() != -1) TryDoGDS(); else mState = State::Idle; } else if (mState == State::Done) { mState = State::Idle; } else { ASSERT(false); } } void TryDoEncounter() { if (mCurrentBuilding->HasEncounter() // Hack... probably there's a nicer way && !mCurrentBuilding->GetEncounter().mHotspotRef) { Logging::LogInfo("Building") << __FUNCTION__ << " " << mCurrentBuilding->GetEncounter() << "\n"; std::invoke( mEncounterCallback, *mCurrentBuilding->GetEncounter().mEncounterPos + glm::uvec2{600, 600}); // If this encounter is now inactive, we can run this dialog instead //StartDialog(mCurrentBuilding->GetDialog().mDialog); //mState = State::Done; } else { TryDoLock(); } } void TryDoLock() { if (mCurrentBuilding->HasLock()) { mState = State::TryUnlock; mGameState.SetDialogContext_7530(2); StartDialog(BAK::DialogSources::mChooseUnlock); } else { mState = State::TryDoGDS; if (!CheckBitSet(mCurrentBuilding->GetDialog().mDialogOrder, 5)) StartDialog(mCurrentBuilding->GetDialog().mDialog); else TryDoGDS(); } } void TryDoGDS() { ASSERT(mState == State::TryDoGDS); if (mCurrentBuilding->HasEncounter() && mCurrentBuilding->GetEncounter().mHotspotRef) { // Do GDS mState = State::Idle; mGuiManager.DoFade(.8, [this]{ mGuiManager.EnterGDSScene( *mCurrentBuilding->GetEncounter().mHotspotRef, []{}); }); } else { mState = State::ShowInventory; TryDoInventory(); } } void TryDoInventory() { ASSERT(mState == State::ShowInventory); if (mCurrentBuilding->HasInventory()) { mGuiManager.ShowContainer(mCurrentBuilding, BAK::EntityType::BUILDING); } mState = State::Idle; } void EncounterFinished() override { TryDoLock(); } void StartDialog(BAK::Target target) { mGuiManager.StartDialog( target, false, false, &mDialogScene); } private: Gui::IGuiManager& mGuiManager; BAK::GameState& mGameState; Gui::DynamicDialogScene mDialogScene; BAK::GenericContainer* mCurrentBuilding; State mState; const EncounterCallback& mEncounterCallback; }; }
6,473
C++
.h
219
19.945205
88
0.5476
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,611
door.hpp
xavieran_BaKGL/game/interactable/door.hpp
#pragma once #include "game/interactable/IInteractable.hpp" #include "bak/dialogTarget.hpp" #include "bak/state/door.hpp" #include "bak/IContainer.hpp" #include "bak/container.hpp" #include "bak/dialog.hpp" #include "bak/dialogSources.hpp" #include "bak/gameState.hpp" #include "graphics/glm.hpp" #include "gui/IDialogScene.hpp" #include "gui/IGuiManager.hpp" #include <glm/geometric.hpp> namespace Game::Interactable { class Door : public IInteractable { private: public: Door( Gui::IGuiManager& guiManager, BAK::GameState& gameState) : mGuiManager{guiManager}, mGameState{gameState}, mDialogScene{ []{}, []{}, [&](const auto& choice){ DialogFinished(choice); }}, mContainer{nullptr} {} void BeginInteraction(BAK::GenericContainer& container, BAK::EntityType) override { mContainer = &container; assert(mContainer->HasDoor()); const auto doorIndex = mContainer->GetDoor(); const auto doorState = BAK::State::GetDoorState(mGameState, doorIndex.mValue); Logging::LogInfo("Door") << "DoorIndex: " << doorIndex << " DoorOpen? " << std::boolalpha << doorState << " locked? " << (mContainer->HasLock() ? mContainer->GetLock().mRating : 0) << "\n"; const auto playerPos = glm::cast<float>(mGameState.GetLocation().mPosition); const auto doorPos = glm::cast<float>(container.GetHeader().GetPosition()); if (glm::distance(playerPos, doorPos) < 800) { StartDialog(BAK::DialogSources::mDoorTooClose); } else if (doorState) { // Door opened, can always close it CloseDoor(); } else if (mContainer->HasLock() && mContainer->GetLock().mRating > 0) { mGameState.SetDialogContext_7530(1); StartDialog(BAK::DialogSources::mChooseUnlock); } else { OpenDoor(); } } void DialogFinished(const std::optional<BAK::ChoiceIndex>& choice) { ASSERT(mContainer); ASSERT(choice); if (choice->mValue == BAK::Keywords::sYesIndex) { mGuiManager.ShowLock( mContainer, [this]{ LockFinished(); }); } } void LockFinished() { if (mGuiManager.IsLockOpened()) { OpenDoor(); } } void OpenDoor() { const auto doorIndex = mContainer->GetDoor().mValue; mGameState.Apply(BAK::State::SetDoorState, doorIndex, true); Logging::LogInfo(__FUNCTION__) << " index; " << doorIndex << "\n"; } void CloseDoor() { const auto doorIndex = mContainer->GetDoor().mValue; mGameState.Apply(BAK::State::SetDoorState, doorIndex, false); Logging::LogInfo(__FUNCTION__) << " index; " << doorIndex << "\n"; } void EncounterFinished() override { } void StartDialog(BAK::Target target) { mGuiManager.StartDialog( target, false, false, &mDialogScene); } private: Gui::IGuiManager& mGuiManager; BAK::GameState& mGameState; Gui::DynamicDialogScene mDialogScene; BAK::GenericContainer* mContainer; }; }
3,298
C++
.h
106
23.830189
197
0.607256
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,612
pit.hpp
xavieran_BaKGL/game/interactable/pit.hpp
#pragma once #include "game/interactable/IInteractable.hpp" #include "bak/IContainer.hpp" #include "bak/container.hpp" #include "bak/dialog.hpp" #include "bak/dialogSources.hpp" #include "bak/entityType.hpp" #include "bak/dialog.hpp" #include "bak/gameState.hpp" #include "bak/itemNumbers.hpp" #include "gui/IDialogScene.hpp" #include "gui/IGuiManager.hpp" namespace Game::Interactable { class Pit : public IInteractable { public: Pit( Gui::IGuiManager& guiManager, BAK::GameState& gameState) : mGuiManager{guiManager}, mGameState{gameState}, mDialogScene{ []{}, []{}, [&](const auto& choice){ DialogFinished(choice); }}, mCurrentPit{nullptr} {} void BeginInteraction(BAK::GenericContainer& pit, BAK::EntityType) override { mCurrentPit = &pit; if (mGameState.GetParty().HaveItem(BAK::sRope)) { StartDialog(BAK::DialogSources::mPitHaveRope); } else { StartDialog(BAK::DialogSources::mPitNoRope); } } void DialogFinished(const std::optional<BAK::ChoiceIndex>& choice) { ASSERT(mCurrentPit); if (choice && choice->mValue == BAK::Keywords::sYesIndex) { Logging::LogDebug(__FUNCTION__) << "Swing across pit...\n"; } else { Logging::LogDebug(__FUNCTION__) << "Not crossing pit\n"; } } void StartDialog(BAK::Target target) { mGuiManager.StartDialog( target, false, false, &mDialogScene); } void EncounterFinished() override { } private: Gui::IGuiManager& mGuiManager; BAK::GameState& mGameState; Gui::DynamicDialogScene mDialogScene; BAK::GenericContainer* mCurrentPit; }; }
1,855
C++
.h
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19.971429
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0.618377
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,613
textBox.hpp
xavieran_BaKGL/gui/textBox.hpp
#pragma once #include "bak/font.hpp" #include "com/assert.hpp" #include "com/logger.hpp" #include "graphics/glm.hpp" #include "graphics/sprites.hpp" #include "gui/colors.hpp" #include "gui/fontManager.hpp" #include "gui/core/widget.hpp" #include <glm/glm.hpp> namespace Gui { class TextBox : public Widget { public: TextBox( glm::vec2 pos, glm::vec2 dim) : Widget{ RectTag{}, pos, dim, glm::vec4{0}, //glm::vec4{0,1,0,.3}, true }, mText{} { // no point propagating MouseMoved to every // character of text SetInactive(); } struct Line { std::vector<std::size_t> mChars; glm::vec2 mDimensions; }; std::pair<glm::vec2, std::string_view> SetText( const Font& fr, std::string_view text, bool centerHorizontal=false, bool centerVertical=false, bool isBold=false, double newLineMultiplier=1.0, float scale=1.0) { const auto& logger = Logging::LogState::GetLogger("Gui::TextBox"); ClearChildren(); mText.clear(); mText.reserve(text.size() * 2); const auto& font = fr.GetFont(); const auto initialPosition = glm::vec2{0}; auto charPos = initialPosition; auto limit = initialPosition + GetPositionInfo().mDimensions; std::vector<Line> lines{}; lines.emplace_back(Line{{}, glm::vec2{0}}); auto italic = false; auto emphasis = false; auto bold = false; auto unbold = false; auto red = false; auto white = false; auto inWord = false; auto moredhel = false; const auto NextLine = [&](bool halfLine){ // Save this line's dims and move on to the next ASSERT(lines.size() > 0); auto ydiff = ((font.GetHeight() * newLineMultiplier + 1) / scale) * (halfLine ? .45 : 1.0); lines.back().mDimensions = glm::vec2{ charPos.x + (font.GetSpace() / scale), charPos.y + ydiff }; logger.Spam() << "NextLine: pos: " << charPos << " prevDims: " << lines.back().mDimensions << "\n"; lines.emplace_back(Line{{}, glm::vec2{0}}); charPos.x = initialPosition.x; charPos.y += ydiff; italic = false; unbold = false; red = false; white = false; emphasis = false; inWord = false; }; const auto AdvanceChar = [&](auto w){ charPos.x += (w / scale); }; const auto Advance = [&](auto w){ AdvanceChar(w); if (charPos.x > limit.x) NextLine(false); }; unsigned wordLetters = 0; const auto Draw = [&](const auto& pos, auto c, const auto& color) { ASSERT(lines.size() > 0); lines.back().mChars.emplace_back(mText.size()); mText.emplace_back( Graphics::DrawMode::Sprite, fr.GetSpriteSheet(), static_cast<Graphics::TextureIndex>( font.GetIndex(c)), Graphics::ColorMode::ReplaceColor, color, pos, glm::vec2{fr.GetFont().GetWidth(c), fr.GetFont().GetHeight()} / scale, true); }; const auto DrawNormal = [&](const auto& pos, auto c) { Draw( charPos, c, Color::black); }; const auto DrawBold = [&](const auto& pos, auto c, auto bg, auto fg) { Draw( charPos + glm::vec2{0, 1}, c, bg); Draw( charPos, c, fg); }; const auto DrawMoredhel = [&](const auto& pos, auto c) { Draw( charPos + glm::vec2{0, -1}, c, Color::moredhelFontUpper); Draw( charPos + glm::vec2{0, 1}, c, Color::moredhelFontLower); Draw( charPos, c, Color::black); }; unsigned currentChar = 0; for (; currentChar < text.size(); currentChar++) { if (text.size() == 0) { break; } const auto c = text[currentChar]; logger.Spam() << "Char[" << c << "]" << std::hex << +c << std::dec << " " << charPos << "\n"; if (c == '\n') { NextLine(false); } else if (c == '\t') { Advance(font.GetSpace() * 4); bold = false; } else if (c == ' ') { if (moredhel) { // moredhel text is very spaced... Advance(font.GetSpace() * 6); } Advance(font.GetSpace()); emphasis = false; italic = false; } else if (c == '#') { bold = !bold; } else if (c == static_cast<char>(0xf0)) { emphasis = true; } else if (c == static_cast<char>(0xf1)) { emphasis = true; } else if (c == static_cast<char>(0xf3)) { italic = true; } else if (c == static_cast<char>(0xf4)) { unbold = !unbold; } else if (c == static_cast<char>(0xf5)) { red = !red; } else if (c == static_cast<char>(0xf6)) { white = !white; } else if (c == static_cast<char>(0xf7)) { moredhel = !moredhel; } else if (c == static_cast<char>(0xf8)) { NextLine(true); } else if (c == static_cast<char>(0xe1) || c == static_cast<char>(0xe2) // not sure on e2 || c == static_cast<char>(0xe3)) // not sure on e3 { // Book text.. quoted or something DrawNormal(charPos, ' '); Advance(font.GetSpace() / 2.0); } else { if (moredhel) { DrawMoredhel(charPos, c); } else if (bold) { if (isBold) DrawNormal(charPos, c); else DrawBold(charPos, c, Color::buttonShadow, Color::fontHighlight); } else if (unbold) { // Maybe "lowlight", inactive DrawBold(charPos, c, Color::black, Color::fontUnbold); //DrawUnbold(charPos, c); } else if (red) { DrawBold(charPos, c, Color::fontRedLowlight, Color::fontRedHighlight); } else if (white) { DrawBold(charPos, c, Color::black, Color::fontWhiteHighlight); } else if (emphasis) { Draw( charPos, c, Color::fontEmphasis); } else if (italic) { Draw( charPos, c, Color::fontLowlight); // Draw italic... } else { if (isBold) DrawBold(charPos, c, Color::buttonShadow, Color::fontHighlight); else DrawNormal(charPos, c); } Advance(font.GetWidth(c)); } const auto nextChar = currentChar + 1; if (nextChar < text.size()) { const auto ch = text[nextChar]; const auto isAlphaNum = ch >= '!' || c <= 'z'; if (isAlphaNum && !inWord) { const auto saved = charPos; const auto wordStart = std::next(text.begin(), nextChar); const auto it = std::find_if( wordStart, std::next(text.begin(), text.size()), [](const auto& c){ return c < '!' || c > 'z'; }); // Check if this word would overflow our bounds wordLetters = std::distance(wordStart, it); for (const auto& ch : text.substr(nextChar, wordLetters)) AdvanceChar(font.GetWidth(ch)); logger.Spam() << "Next Word: " << text.substr(nextChar, wordLetters) << "\n"; if (charPos.x >= limit.x) { charPos = saved; NextLine(false); } else charPos = saved; } else if (isAlphaNum) { inWord = true; } else { // Exiting a word emphasis = false; italic = false; inWord = false; } } if (charPos.y + font.GetHeight() > limit.y) break; } // Set the dims of the final line logger.Spam() << "LastLine\n"; NextLine(false); for (auto& elem : mText) this->AddChildBack(&elem); if (centerVertical) { const auto verticalAdjustment = limit.y > charPos.y ? (limit.y - charPos.y ) / 2.0 : 0; for (auto& w : mText) w.AdjustPosition( glm::vec2{0, verticalAdjustment}); charPos.y += verticalAdjustment; } if (centerHorizontal) { for (const auto& line : lines) { const auto lineWidth = line.mDimensions.x; auto horizontalAdjustment = (limit.x - lineWidth) / 2.0; if (horizontalAdjustment < 0) horizontalAdjustment = 0; logger.Spam() << "Line: " << lineWidth << " lim: " << limit.x << " adj: " << horizontalAdjustment << "\n"; for (const auto c : line.mChars) { ASSERT(c < mText.size()); mText[c].AdjustPosition( glm::vec2{horizontalAdjustment, 0}); } } } auto maxX = std::max_element( lines.begin(), lines.end(), [](auto lhs, auto rhs){ return lhs.mDimensions.x < rhs.mDimensions.x; }); ASSERT(currentChar <= text.size() * 2); return std::make_pair( glm::vec2{maxX->mDimensions.x, charPos.y}, text.substr( currentChar, text.size() - currentChar)); } private: std::vector<Widget> mText; }; }
11,695
C++
.h
353
19.025496
122
0.416955
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,614
temple.hpp
xavieran_BaKGL/gui/temple.hpp
#pragma once #include "audio/audio.hpp" #include "bak/hotspot.hpp" #include "bak/dialogSources.hpp" #include "bak/money.hpp" #include "bak/temple.hpp" #include "bak/textureFactory.hpp" #include "com/logger.hpp" #include "graphics/sprites.hpp" #include "gui/IDialogScene.hpp" #include "gui/IGuiManager.hpp" #include "gui/dialogDisplay.hpp" #include "gui/hotspot.hpp" #include "gui/staticTTM.hpp" #include "gui/core/widget.hpp" namespace Gui { class Temple : public IDialogScene { enum class State { Idle, Talk, Cure, Bless, BlessChosen, BlessAlreadyBlessed, }; public: Temple( BAK::GameState& gameState, IGuiManager& guiManager) : mState{State::Idle}, mGameState{gameState}, mGuiManager{guiManager}, mItem{nullptr}, mShopStats{nullptr}, mTarget{BAK::KeyTarget{0}}, mTempleNumber{0}, mParentScene{}, mLogger{Logging::LogState::GetLogger("Gui::Temple")} {} Temple(const Temple&) = delete; Temple& operator=(const Temple&) = delete; void EnterTemple( BAK::KeyTarget keyTarget, unsigned templeIndex, BAK::ShopStats& shopStats, IDialogScene* parentScene) { mShopStats = &shopStats; mTarget = keyTarget; mState = State::Idle; mTempleNumber = templeIndex; mGameState.SetDialogContext_7530(templeIndex); mParentScene = parentScene; StartDialog(keyTarget); } void DialogFinished(const std::optional<BAK::ChoiceIndex>& choice) override { mLogger.Info() << " Choice: " << choice << "\n"; if (mState == State::Idle) { if (choice) { // (269, #Talk),(272, #Cure),(271, #Bless),(268, #Done) if (*choice == BAK::ChoiceIndex{269}) { StartDialog(mTarget); } else if (*choice == BAK::ChoiceIndex{272}) { if (mGameState.GetEndOfDialogState() != -1) { bool canHeal = false; for (unsigned i = 0; i < mGameState.GetParty().GetNumCharacters(); i++) { const auto& character = mGameState.GetParty().GetCharacter(BAK::ActiveCharIndex{i}); const auto cureCost = BAK::Temple::CalculateCureCost( mShopStats->GetTempleHealFactor(), mTempleNumber == BAK::Temple::sTempleOfSung, character.mSkills, character.GetConditions(), character.GetSkillAffectors()); if (cureCost.mValue != 0) { // will this always be true? // I vaguely remember temple of Eortis might be free canHeal = true; } } mState = State::Cure; if (canHeal) { mGuiManager.ShowCureScreen( mTempleNumber, mShopStats->GetTempleHealFactor(), [this](){ DialogFinished(std::nullopt); }); } else { StartDialog( mTempleNumber == BAK::Temple::sTempleOfSung ? BAK::DialogSources::mHealDialogCantHealNotSick : BAK::DialogSources::mHealDialogCantHealNotSickEnough); } } else { mState = State::Idle; StartDialog(mTarget); } } else if (*choice == BAK::ChoiceIndex{271}) { mLogger.Debug() << "End of dialog state: " << mGameState.GetEndOfDialogState() << "\n"; if (mGameState.GetEndOfDialogState() != -1) { mState = State::Bless; mGuiManager.SelectItem( [this](auto item){ HandleItemSelected(item); }); } else { mState = State::Idle; StartDialog(mTarget); } } else if (*choice == BAK::ChoiceIndex{268}) { mParentScene->DialogFinished(std::nullopt); } } } else if (mState == State::BlessChosen) { if (choice) HandleBlessChoice(*choice); } else if (mState == State::BlessAlreadyBlessed) { ASSERT(choice); HandleUnblessChoice(*choice); } else if (mState == State::Cure) { mState = State::Idle; StartDialog(mTarget); } } void DisplayNPCBackground() override { assert(mParentScene); mParentScene->DisplayNPCBackground(); } void DisplayPlayerBackground() override { assert(mParentScene); mParentScene->DisplayPlayerBackground(); } private: void StartDialog(BAK::KeyTarget keyTarget) { mGuiManager.StartDialog(keyTarget, false, false, this); } void HandleBlessChoice(BAK::ChoiceIndex choice) { ASSERT(mItem); const auto cost = BAK::Temple::CalculateBlessPrice(*mItem, *mShopStats); if (choice == BAK::ChoiceIndex{260} && mGameState.GetMoney() > cost) { mLogger.Info() << __FUNCTION__ << " Blessing item\n"; mGameState.GetParty().LoseMoney(cost); if (BAK::Temple::IsBlessed(*mItem)) { BAK::Temple::RemoveBlessing(*mItem); } BAK::Temple::BlessItem(*mItem, *mShopStats); AudioA::AudioManager::Get().PlaySound(AudioA::SoundIndex{0x3e}); } } void HandleUnblessChoice(BAK::ChoiceIndex choice) { ASSERT(mItem); if (choice == BAK::ChoiceIndex{256}) { mLogger.Info() << __FUNCTION__ << " Unblessing item\n"; mState = State::BlessChosen; StartDialog(BAK::DialogSources::mBlessDialogCost); } } void HandleItemSelected(std::optional<std::pair<BAK::ActiveCharIndex, BAK::InventoryIndex>> selectedItem) { ASSERT(mShopStats); if (!selectedItem) { mState = State::Idle; StartDialog(mTarget); return; } const auto [charIndex, itemIndex] = *selectedItem; auto& character = mGameState.GetParty().GetCharacter(charIndex); auto& item = character.GetInventory().GetAtIndex(itemIndex); mItem = &item; mGameState.SetActiveCharacter(character.GetIndex()); mGameState.SetInventoryItem(item); mGameState.SetItemValue(BAK::Temple::CalculateBlessPrice(item, *mShopStats)); if (BAK::Temple::IsBlessed(item)) { mState = State::BlessAlreadyBlessed; StartDialog(BAK::DialogSources::mBlessDialogItemAlreadyBlessed); } else if (!BAK::Temple::CanBlessItem(item)) { StartDialog(BAK::DialogSources::mBlessDialogCantBlessItem); } else { mState = State::BlessChosen; if (mItem->IsItemType(BAK::ItemType::Sword)) { mGameState.SetDialogContext_7530(0); } else { mGameState.SetDialogContext_7530(1); } StartDialog(BAK::DialogSources::mBlessDialogCost); } } State mState; BAK::GameState& mGameState; IGuiManager& mGuiManager; BAK::InventoryItem* mItem; BAK::ShopStats* mShopStats; BAK::KeyTarget mTarget; unsigned mTempleNumber; IDialogScene* mParentScene; const Logging::Logger& mLogger; }; }
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xavieran/BaKGL
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9/20/2024, 10:44:02 PM (Europe/Amsterdam)
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1,533,615
gdsScene.hpp
xavieran_BaKGL/gui/gdsScene.hpp
#pragma once #include "bak/hotspot.hpp" #include "bak/textureFactory.hpp" #include "graphics/sprites.hpp" #include "gui/IDialogScene.hpp" #include "gui/IGuiManager.hpp" #include "gui/dialogDisplay.hpp" #include "gui/hotspot.hpp" #include "gui/staticTTM.hpp" #include "gui/temple.hpp" #include "gui/repair.hpp" #include "gui/core/widget.hpp" namespace Gui { class GDSScene : public Widget, public IDialogScene { public: GDSScene( Cursor& cursor, BAK::HotspotRef hotspotRef, Graphics::SpriteManager& spriteManager, const Actors& actors, const Backgrounds& backgrounds, const Font& font, BAK::GameState& gameState, IGuiManager& guiManager); GDSScene(const GDSScene&) = delete; GDSScene& operator=(const GDSScene&) = delete; void EnterGDSScene(); void DisplayNPCBackground() override; void DisplayPlayerBackground() override; const auto& GetSceneHotspots() const { return mSceneHotspots; } public: void HandleHotspotLeftClicked(const BAK::Hotspot& hotspot, bool); void HandleHotspotLeftClicked2(const BAK::Hotspot& hotspot, bool); void HandleHotspotRightClicked(const BAK::Hotspot& hotspot); void StartDialog(BAK::Target target, bool isTooltip); void DialogFinished(const std::optional<BAK::ChoiceIndex>&) override; void AddStaticTTM(BAK::Scene scene1, BAK::Scene scene2); void EvaluateHotspotAction(); void EnterContainer(); void DoInn(); void DoBard(); void DoRepair(); void DoTeleport(); void DoTemple(BAK::KeyTarget); void DoGoto(); void DoExit(); Graphics::SpriteManager::TemporarySpriteSheet mSpriteSheet; const Font& mFont; BAK::HotspotRef mReference; BAK::GameState& mGameState; BAK::SceneHotspots mSceneHotspots; BAK::KeyTarget mFlavourText; Graphics::SpriteManager& mSpriteManager; // Frame to surround the scene Widget mFrame; std::vector<StaticTTM> mStaticTTMs{}; std::vector<Hotspot> mHotspots{}; std::vector<bool> mHotspotClicked{}; Cursor& mCursor; IGuiManager& mGuiManager; DialogDisplay mDialogDisplay; std::optional<BAK::HotspotAction> mPendingAction{}; std::optional<BAK::HotspotRef> mPendingGoto{}; // e.g. when you fail barding bool mKickedOut{}; bool mBarding{}; Temple mTemple; Repair mRepair; static constexpr auto mMaxSceneNesting = 4; const Logging::Logger& mLogger; }; }
2,473
C++
.h
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xavieran/BaKGL
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
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false
false
false
false
1,533,616
hotspot.hpp
xavieran_BaKGL/gui/hotspot.hpp
#pragma once #include "com/logger.hpp" #include "com/visit.hpp" #include "gui/core/clickable.hpp" #include "gui/core/highlightable.hpp" #include "gui/core/widget.hpp" #include "gui/colors.hpp" #include "gui/cursor.hpp" #include "gui/textBox.hpp" namespace Gui { namespace detail { class HotspotBase : public Widget { public: HotspotBase( Cursor& cursor, const Font& font, glm::vec2 pos, glm::vec2 dims, unsigned id, unsigned highlightCursor) : Widget{ RectTag{}, // Filthy hack - make these a little smaller // because some of them overlap which breaks the cursor pos + glm::vec2{2}, dims - glm::vec2{3}, //Color::debug, glm::vec4{0}, true }, mCursor{cursor}, mHighlightCursor{highlightCursor} { } void Entered() { mCursor.PushCursor(mHighlightCursor); } void Exited() { mCursor.PopCursor(); } private: Cursor& mCursor; unsigned mHighlightCursor; }; } using Hotspot = Clickable< Clickable< Highlightable< detail::HotspotBase, false>, RightMousePress, std::function<void()>>, LeftMousePress, std::function<void()>>; }
1,317
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.h
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xavieran/BaKGL
39
2
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,617
scrollView.hpp
xavieran_BaKGL/gui/scrollView.hpp
#pragma once #include "gui/backgrounds.hpp" #include "gui/colors.hpp" #include "gui/clickButton.hpp" #include "gui/icons.hpp" #include "gui/scrollBar.hpp" #include "gui/core/widget.hpp" #include <glm/glm.hpp> namespace Gui { template <ImplementsWidget T> class ScrollView : public Widget { // FIXME: Implement horizontal scroll static constexpr auto sScrollSpeed = 10.0f; public: template <typename ...Args> ScrollView( glm::vec2 pos, glm::vec2 dims, const Icons& icons, bool scrollHorizontal, bool scrollVertical, Args&&... childArgs) : Widget{ ClipRegionTag{}, pos, dims, true }, mScrollHorizontal{scrollHorizontal}, mScrollVertical{scrollVertical}, mLastMousePos{0}, mChild{std::forward<Args>(childArgs)...}, mScrollBar{ glm::vec2{dims.x - 16, 0}, glm::vec2{16, dims.y}, icons, glm::vec2{16, dims.y}, true, [this](const auto& adjustment){ Scroll(adjustment); } }, mLogger{Logging::LogState::GetLogger("Gui::ScrollView")} { AddChildren(); } T& GetChild() { return mChild; } void SetDimensions(glm::vec2 dims) override { Widget::SetDimensions(dims); mChild.SetDimensions(dims); mScrollBar.SetDimensions(glm::vec2{16, dims.y}); } bool OnMouseEvent(const MouseEvent& event) override { // ... track mouse position if (std::holds_alternative<MouseMove>(event)) { mLastMousePos = GetValue(event); return Widget::OnMouseEvent(event); } if (Within(mLastMousePos) && std::holds_alternative<MouseScroll>(event)) { Scroll(GetValue(event)); return true; } else if (Within(GetValue(event))) { return Widget::OnMouseEvent(event); } return false; } void ResetScroll() { mScrollBar.SetScale(std::min(GetDimensions().y / mChild.GetDimensions().y, 1.0f)); mChild.SetPosition(glm::vec2{}); mScrollBar.SetBarPosition(0); } private: void Scroll(glm::vec2 adjustment) { const auto scale = glm::vec2{mScrollHorizontal, mScrollVertical} * sScrollSpeed; auto newPosition = mChild.GetTopLeft() + adjustment * scale; const auto dimDiff = (GetDimensions().y - mChild.GetDimensions().y); if (newPosition.y > 0 || newPosition.y < dimDiff) { if (adjustment.y > 0) { newPosition = glm::vec2{newPosition.x, 0}; } else if (adjustment.y < 0) { newPosition = glm::vec2{newPosition.x, dimDiff}; } } // No need for scrolling if the child fits in the scroll view if (mChild.GetDimensions().y < GetDimensions().y) return; mChild.SetPosition(newPosition); mScrollBar.SetBarPosition(mChild.GetTopLeft().y / dimDiff); } void AddChildren() { ClearChildren(); AddChildBack(&mChild); AddChildBack(&mScrollBar); } // Ideally we'd just track the cursor..? const bool mScrollHorizontal; const bool mScrollVertical; glm::vec2 mLastMousePos; T mChild; ScrollBar mScrollBar; const Logging::Logger& mLogger; }; }
3,496
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.h
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xavieran/BaKGL
39
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,618
animatorStore.hpp
xavieran_BaKGL/gui/animatorStore.hpp
#pragma once #include "com/assert.hpp" #include "com/logger.hpp" #include "com/visit.hpp" #include "gui/IAnimator.hpp" #include <glm/glm.hpp> namespace Gui { class AnimatorStore { public: AnimatorStore() : mAnimators{}, mLogger{Logging::LogState::GetLogger("Gui::AnimatorStore")} { } void AddAnimator(std::unique_ptr<IAnimator>&& animator) { mAnimators.emplace_back(std::move(animator)); mLogger.Spam() << "Added animator @" << mAnimators.back() << "\n"; } void OnTimeDelta(double delta) { mLogger.Spam() << "Ticking : " << delta << "\n"; for (auto& animator : mAnimators) animator->OnTimeDelta(delta); mAnimators.erase( std::remove_if( mAnimators.begin(), mAnimators.end(), [&](const auto& a){ return !a->IsAlive(); }), mAnimators.end()); } private: std::vector<std::unique_ptr<IAnimator>> mAnimators; const Logging::Logger& mLogger; }; }
1,059
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.h
39
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xavieran/BaKGL
39
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,619
cutscenePlayer.hpp
xavieran_BaKGL/gui/cutscenePlayer.hpp
#pragma once #include "bak/cutscenes.hpp" #include "gui/IGuiManager.hpp" #include "gui/bookPlayer.hpp" #include "gui/core/widget.hpp" #include "gui/dynamicTTM.hpp" namespace Gui { class CutscenePlayer : public Widget { public: CutscenePlayer( Graphics::SpriteManager& spriteManager, AnimatorStore& animatorStore, const Font& font, const Font& bookFont, const Backgrounds& background, IGuiManager& guiManager, std::function<void()>&& cutsceneFinished) : Widget(RectTag{}, glm::vec2{}, glm::vec2{320, 200}, glm::vec4{}, true), mBookPlayer( spriteManager, bookFont, background, [&](){ BookFinished(); }), mDynamicTTM( spriteManager, animatorStore, font, background, [&](){ SceneFinished(); }, [&](auto book){ PlayBook(book); }), mGuiManager{guiManager}, mCutsceneFinished{std::move(cutsceneFinished)} { } void QueueAction(BAK::CutsceneAction action) { mActions.emplace_back(action); } void Play() { if (mActions.empty()) { mCutsceneFinished(); return; } auto action = *mActions.begin(); mActions.erase(mActions.begin()); std::visit(overloaded{ [&](const BAK::TTMScene& scene) { mDynamicTTM.BeginScene(scene.mAdsFile, scene.mTTMFile); ClearChildren(); AddChildBack(mDynamicTTM.GetScene()); mTtmPlaying = true; mDynamicTTM.AdvanceAction(); }, [&](const BAK::BookChapter& book) { mBookPlayer.PlayBook(book.mBookFile); ClearChildren(); AddChildBack(mBookPlayer.GetBackground()); }}, action); } bool OnMouseEvent(const MouseEvent& event) override { const auto result = std::visit(overloaded{ [this](const LeftMousePress& p){ Advance(); return true; }, [](const auto& p){ return false; } }, event); if (result) return result; return false; } void Advance() { if (GetChildren()[0] == mDynamicTTM.GetScene()) { mDynamicTTM.AdvanceAction(); } else if (GetChildren()[0] == mBookPlayer.GetBackground()) { mBookPlayer.AdvancePage(); } } private: void BookFinished() { if (mTtmPlaying) { mGuiManager.DoFade(1.5, [&]{ ClearChildren(); AddChildBack(mDynamicTTM.GetScene()); mDynamicTTM.AdvanceAction(); }); } else { mGuiManager.DoFade(1.5, [&]{ Play(); }); } } void SceneFinished() { mTtmPlaying = false; mGuiManager.DoFade(1.5, [&]{ Play(); }); } void PlayBook(unsigned book) { ClearChildren(); AddChildBack(mBookPlayer.GetBackground()); std::stringstream ss{}; ss << "C"; ss << (book / 10) % 10; ss << book % 10; ss << ".BOK"; mBookPlayer.PlayBook(ss.str()); } bool mTtmPlaying = false; std::vector<BAK::CutsceneAction> mActions; BookPlayer mBookPlayer; DynamicTTM mDynamicTTM; IGuiManager& mGuiManager; std::function<void()> mCutsceneFinished; }; }
3,572
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.h
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xavieran/BaKGL
39
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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false
false
false
false
1,533,620
guiManager.hpp
xavieran_BaKGL/gui/guiManager.hpp
#pragma once #include "audio/audio.hpp" #include "bak/IZoneLoader.hpp" #include "bak/chapterTransitions.hpp" #include "bak/cutscenes.hpp" #include "bak/dialog.hpp" #include "bak/encounter/teleport.hpp" #include "bak/entityType.hpp" #include "bak/gameState.hpp" #include "bak/saveManager.hpp" #include "bak/startupFiles.hpp" #include "com/assert.hpp" #include "com/cpptrace.hpp" #include "gui/IDialogScene.hpp" #include "gui/IGuiManager.hpp" #include "gui/animatorStore.hpp" #include "gui/camp/campScreen.hpp" #include "gui/cast/castScreen.hpp" #include "gui/cureScreen.hpp" #include "gui/dialogRunner.hpp" #include "gui/fadeScreen.hpp" #include "gui/fontManager.hpp" #include "gui/fullMap.hpp" #include "gui/gdsScene.hpp" #include "gui/icons.hpp" #include "gui/info/infoScreen.hpp" #include "gui/inventory/inventoryScreen.hpp" #include "gui/lock/lockScreen.hpp" #include "gui/lock/moredhelScreen.hpp" #include "gui/mainMenuScreen.hpp" #include "gui/mainView.hpp" #include "gui/teleportScreen.hpp" #include "gui/cutscenePlayer.hpp" #include "gui/core/widget.hpp" #include <glm/glm.hpp> #include <iostream> #include <functional> #include <utility> #include <variant> namespace Gui { class GuiScreen { public: GuiScreen(std::function<void()> finished) : mFinished{finished} {} std::function<void()> mFinished; }; class GuiManager final : public Widget, public IGuiManager { public: GuiManager( Cursor& cursor, Graphics::SpriteManager& spriteManager, BAK::GameState& gameState) : Widget{ Graphics::DrawMode::Rect, Graphics::SpriteSheetIndex{0}, Graphics::TextureIndex{0}, Graphics::ColorMode::SolidColor, glm::vec4{0}, glm::vec2{0}, glm::vec2{1}, false }, mFontManager{spriteManager}, mActors{spriteManager}, mBackgrounds{spriteManager}, mIcons{spriteManager}, mCursor{cursor}, mGameState{gameState}, mScreenStack{}, mDialogRunner{ glm::vec2{0, 0}, glm::vec2{320, 240}, mActors, mBackgrounds, mFontManager.GetGameFont(), gameState, mScreenStack, [this](const auto& choice){ DialogFinished(choice); } }, mSpriteManager{spriteManager}, mCutscenePlayer{ spriteManager, mAnimatorStore, mFontManager.GetGameFont(), mFontManager.GetBookFont(), mBackgrounds, *this, [this](){ CutsceneFinished(); } }, mMainView{*this, mBackgrounds, mIcons, mFontManager.GetSpellFont()}, mMainMenu{*this, mSpriteManager, mBackgrounds, mIcons, mFontManager.GetGameFont()}, mInfoScreen{ *this, mActors, mBackgrounds, mIcons, mFontManager.GetGameFont(), mGameState }, mInventoryScreen{ *this, mBackgrounds, mIcons, mFontManager.GetGameFont(), mGameState }, mCampScreen{ *this, mBackgrounds, mIcons, mFontManager.GetGameFont(), mGameState }, mCastScreen{ *this, mBackgrounds, mIcons, mFontManager.GetGameFont(), mFontManager.GetSpellFont(), mGameState }, mCureScreen{ *this, mActors, mBackgrounds, mIcons, mFontManager.GetGameFont(), mGameState }, mLockScreen{ *this, mBackgrounds, mIcons, mFontManager.GetGameFont(), mGameState }, mFullMap{ *this, mBackgrounds, mIcons, mFontManager.GetGameFont(), mGameState }, mMoredhelScreen{ *this, mBackgrounds, mIcons, mFontManager.GetAlienFont(), mFontManager.GetPuzzleFont(), mGameState }, mTeleportScreen{ *this, mBackgrounds, mIcons, mFontManager.GetGameFont(), mGameState }, mFadeScreen{ mAnimatorStore, [this]{ FadeInDone(); }, [this]{ FadeOutDone(); } }, mFadeFunction{}, mGdsScenes{}, mDialogScene{nullptr}, mGuiScreens{}, mAnimatorStore{}, mZoneLoader{nullptr}, mLogger{Logging::LogState::GetLogger("Gui::GuiManager")} { mGdsScenes.reserve(4); AddChildBack(&mScreenStack); } [[nodiscard]] bool OnMouseEvent(const MouseEvent& event) override { if (HaveChild(&mFadeScreen)) { return true; } else { return Widget::OnMouseEvent(event); } } ScreenStack& GetScreenStack() override { return mScreenStack; } void LoadGame(std::string save, std::optional<BAK::Chapter> chapter) override { ASSERT(mZoneLoader); mZoneLoader->LoadGame(save, chapter); mMainView.SetHeading(mGameState.GetLocation().mHeading); } void SaveGame(const BAK::SaveFile& saveFile) override { mGameState.Save(saveFile); EnterMainView(); } void SetZoneLoader(BAK::IZoneLoader* zoneLoader) { ASSERT(zoneLoader); mZoneLoader = zoneLoader; } void DoFade(double duration, std::function<void()>&& fadeFunction) override { CPPTRACE(mLogger.Info(), __FUNCTION__); mFadeFunction.emplace_back(std::move(fadeFunction)); if (!HaveChild(&mFadeScreen)) { AddChildBack(&mFadeScreen); mFadeScreen.FadeIn(duration); } } void PlayCutscene( std::vector<BAK::CutsceneAction> actions, std::function<void()>&& cutsceneFinished) override { mCutsceneFinished = std::move(cutsceneFinished); for (const auto& action : actions) { mCutscenePlayer.QueueAction(action); } DoFade(1.5, [this]{ if (mScreenStack.HasChildren()) { mPreviousScreen = mScreenStack.Top(); mScreenStack.PopScreen(); } mScreenStack.PushScreen(&mCutscenePlayer); mCutscenePlayer.Play(); }); } void CutsceneFinished() { mCutsceneFinished(); } bool InMainView() const override { return mScreenStack.size() > 0 && mScreenStack.Top() == &mMainView; } void EnterMainView() override { mLogger.Info() << "Entering main view\n"; mMainView.UpdatePartyMembers(mGameState); DoFade(1.0, [this]{ mScreenStack.PopScreen(); mScreenStack.PushScreen(&mMainView); if (mOnEnterMainView) { mOnEnterMainView(); mOnEnterMainView = nullptr; } }); } void EnterMainMenu(bool gameRunning) override { DoFade(1.0, [this, gameRunning]{ if (gameRunning) { mScreenStack.PopScreen(); } mScreenStack.PushScreen(&mMainMenu); mMainMenu.EnterMainMenu(gameRunning); }); } void TeleportToGDS( const BAK::HotspotRef& hotspot) { mLogger.Debug() << __FUNCTION__ << ":" << hotspot << "\n"; // When teleporting we need to add the "root" GDS scene to the stack // because it won't have been there... if (hotspot.mGdsNumber < 12 && hotspot.mGdsChar != 'A') { const auto rootScene = BAK::HotspotRef{hotspot.mGdsNumber, 'A'}; mLogger.Debug() << "Teleporting to root first: " << rootScene << "\n"; EnterGDSScene(rootScene, []{}); } mLogger.Debug() << "Teleporting to child: " << hotspot << "\n"; EnterGDSScene(hotspot, []{}); } void OnTimeDelta(double delta) { mAnimatorStore.OnTimeDelta(delta); } void AddAnimator(std::unique_ptr<IAnimator>&& animator) override { mAnimatorStore.AddAnimator(std::move(animator)); } void EnterGDSScene( const BAK::HotspotRef& hotspot, std::function<void()>&& finished) override { mLogger.Debug() << __FUNCTION__ << ":" << hotspot << "\n"; mCursor.PushCursor(0); mGdsScenes.emplace_back( std::make_unique<GDSScene>( mCursor, hotspot, mSpriteManager, mActors, mBackgrounds, mFontManager.GetGameFont(), mGameState, static_cast<IGuiManager&>(*this))); const auto song = mGdsScenes.back()->GetSceneHotspots().mSong; if (song != 0) { AudioA::AudioManager::Get().ChangeMusicTrack(AudioA::MusicIndex{song}); mGuiScreens.push(GuiScreen{ [fin = std::move(finished)](){ AudioA::AudioManager::Get().PopTrack(); std::invoke(fin); }}); } else { mGuiScreens.push(finished); } mScreenStack.PushScreen(mGdsScenes.back().get()); mGdsScenes.back()->EnterGDSScene(); } void ExitGDSScene() override { mLogger.Debug() << "Exiting GDS Scene" << std::endl; RemoveGDSScene(true); } void RemoveGDSScene(bool runFinished=false) { ASSERT(!mGdsScenes.empty()); mLogger.Debug() << __FUNCTION__ << " Widgets: " << mScreenStack.GetChildren() << "\n"; mScreenStack.PopScreen(); mCursor.PopCursor(); mCursor.PopCursor(); if (runFinished) PopAndRunGuiScreen(); else PopGuiScreen(); mLogger.Debug() << "Removed GDS Scene: " << mGdsScenes.back() << std::endl; mGdsScenes.pop_back(); } void StartDialog( BAK::Target dialog, bool isTooltip, bool drawWorldFrame, IDialogScene* scene) override { mCursor.PushCursor(0); mDialogRunner.SetInWorldView(InMainView() || drawWorldFrame); mGuiScreens.push(GuiScreen{[](){ }}); mScreenStack.PushScreen(&mDialogRunner); mDialogScene = scene; mDialogRunner.SetDialogScene(scene); mDialogRunner.BeginDialog(dialog, isTooltip); } void DialogFinished(const std::optional<BAK::ChoiceIndex>& choice) { ASSERT(mDialogScene); PopAndRunGuiScreen(); mScreenStack.PopScreen(); // Dialog runner mCursor.PopCursor(); mLogger.Debug() << "Finished dialog with choice : " << choice << "\n"; mDialogScene->DialogFinished(choice); const auto teleportIndex = mDialogRunner.GetAndResetPendingTeleport(); if (teleportIndex) { const auto& teleport = mTeleportFactory.Get(teleportIndex->mValue); DoTeleport(teleport); } if (mGameState.GetTransitionChapter_7541()) { mGameState.SetTransitionChapter_7541(false); DoChapterTransition(); } mMainView.UpdatePartyMembers(mGameState); } void DoChapterTransition() override { auto actions = BAK::CutsceneList::GetFinishScene(mGameState.GetChapter()); const auto nextChapter = BAK::Chapter(mGameState.GetChapter().mValue + 1); for (const auto& action : BAK::CutsceneList::GetStartScene(nextChapter)) { actions.emplace_back(action); } PlayCutscene(actions, [this, nextChapter]{ // Remove gds scenes in case we transitioned from a GDS while (!mGdsScenes.empty()) RemoveGDSScene(); auto teleport = BAK::TransitionToChapter(nextChapter, mGameState); ShowGameStartMap(); mOnEnterMainView = [this, nextChapter, teleport]{ // Always teleport to the new world location const auto startLocation = LoadChapterStartLocation(nextChapter).mLocation; DoTeleport( BAK::Encounter::Teleport{ startLocation.mZone, startLocation.mLocation, std::nullopt}); // Optionally we may need to teleport to a GDS location if (teleport) { mLogger.Info() << "Teleporting to: " << *teleport << std::endl; DoTeleport(mTeleportFactory.Get(teleport->mIndex.mValue)); } }; }); } void DoTeleport(BAK::Encounter::Teleport teleport) override { mLogger.Info() << "Teleporting to teleport index: " << teleport << "\n"; // Clear all stacked GDS scenes while (!mGdsScenes.empty()) RemoveGDSScene(); mLogger.Debug() << __FUNCTION__ << "Widgets: " << GetChildren() << "\n"; if (mZoneLoader) mZoneLoader->DoTeleport(teleport); mLogger.Debug() << "Finished teleporting Widgets: " << GetChildren() << "\n"; } void ShowCharacterPortrait(BAK::ActiveCharIndex character) override { DoFade(.8, [this, character]{ mInfoScreen.SetSelectedCharacter(character); mInfoScreen.UpdateCharacter(); mScreenStack.PushScreen(&mInfoScreen); }); } void ExitSimpleScreen() override { mScreenStack.PopScreen(); } void ShowInventory(BAK::ActiveCharIndex character) override { DoFade(.8, [this, character]{ mCursor.PushCursor(0); mGuiScreens.push(GuiScreen{[](){}}); mInventoryScreen.SetSelectionMode(false, nullptr); mInventoryScreen.SetSelectedCharacter(character); mScreenStack.PushScreen(&mInventoryScreen); }); } void ShowContainer(BAK::GenericContainer* container, BAK::EntityType containerType) override { mCursor.PushCursor(0); ASSERT(container); ASSERT(container->GetInventory().GetCapacity() > 0); mGuiScreens.push(GuiScreen{[this, container, containerType](){ mLogger.Debug() << "ExitContainer guiScreen hasDiag: " << container->HasDialog() << " et: " << std::to_underlying(containerType) << "\n"; mInventoryScreen.ClearContainer(); if (container->HasDialog()) { if (containerType == BAK::EntityType::CHEST) { StartDialog(container->GetDialog().mDialog, false, false, mDialogScene); } } }}); mInventoryScreen.SetSelectionMode(false, nullptr); mInventoryScreen.SetContainer(container, containerType); mLogger.Debug() << __FUNCTION__ << " Pushing inv\n"; mScreenStack.PushScreen(&mInventoryScreen); } void SelectItem(std::function<void(std::optional<std::pair<BAK::ActiveCharIndex, BAK::InventoryIndex>>)>&& itemSelected) override { mCursor.PushCursor(0); mGuiScreens.push(GuiScreen{[&, selected=itemSelected]() mutable { mLogger.Debug() << __FUNCTION__ << " SelectItem\n"; selected(std::nullopt); }}); mInventoryScreen.SetSelectionMode(true, std::move(itemSelected)); mLogger.Debug() << __FUNCTION__ << " Pushing select item\n"; mScreenStack.PushScreen(&mInventoryScreen); } void ExitInventory() override { mLogger.Debug() << __FUNCTION__ << " BEGIN" << std::endl; auto exitInventory = [&]{ mCursor.PopCursor(); mScreenStack.PopScreen(); PopAndRunGuiScreen(); }; if (mGameState.GetTransitionChapter_7541()) { exitInventory(); mGameState.SetTransitionChapter_7541(false); DoChapterTransition(); } else { DoFade(1.0, [this, exitInventory]{ exitInventory(); mLogger.Debug() << __FUNCTION__ << " ExitInventory" << std::endl; }); } } void ShowLock( BAK::IContainer* container, std::function<void()>&& finished) override { ASSERT(container->HasLock() && (container->GetLock().IsFairyChest() || !container->GetLock().IsTrapped())); mCursor.PushCursor(0); if (container->GetLock().IsFairyChest()) { mMoredhelScreen.SetContainer(container); mScreenStack.PushScreen(&mMoredhelScreen); AudioA::AudioManager::Get().ChangeMusicTrack(AudioA::PUZZLE_CHEST_THEME); mGuiScreens.push(GuiScreen{ [fin = std::move(finished)](){ AudioA::AudioManager::Get().PopTrack(); std::invoke(fin); }}); } else { mLockScreen.SetContainer(container); mScreenStack.PushScreen(&mLockScreen); mGuiScreens.push(finished); } } void ShowCamp(bool isInn, BAK::ShopStats* inn) override { assert(!isInn || inn); mGuiScreens.push(GuiScreen{[this]{ mCursor.PopCursor(); }}); DoFade(.8, [this, isInn, inn]{ mScreenStack.PushScreen(&mCampScreen); mCursor.PushCursor(0); mCampScreen.BeginCamp(isInn, inn); }); } void ShowCast(bool inCombat) override { mGuiScreens.push(GuiScreen{[this]{ mCursor.PopCursor(); }}); DoFade(.8, [this, inCombat]{ mScreenStack.PushScreen(&mCastScreen); mCursor.PushCursor(0); mCastScreen.BeginCast(inCombat); }); } void ShowFullMap() override { mFullMap.UpdateLocation(); mFullMap.DisplayMapMode(); DoFade(1.0, [this]{ mScreenStack.PushScreen(&mFullMap); }); } void ShowGameStartMap() override { DoFade(1.0, [this]{ mScreenStack.PopScreen(); mFullMap.DisplayGameStartMode(mGameState.GetChapter(), mGameState.GetMapLocation()); mScreenStack.PushScreen(&mFullMap); }); } void ShowCureScreen( unsigned templeNumber, unsigned cureFactor, std::function<void()>&& finished) override { DoFade(.8, [this, templeNumber, cureFactor, finished=std::move(finished)]() mutable { mCureScreen.EnterScreen(templeNumber, cureFactor, std::move(finished)); mScreenStack.PushScreen(&mCureScreen); }); } void ShowTeleport(unsigned sourceTemple, BAK::ShopStats* temple) override { mTeleportScreen.SetSourceTemple(sourceTemple, temple); DoFade(.8, [this]{ mCursor.PopCursor(); mScreenStack.PushScreen(&mTeleportScreen); }); } void ExitLock() override { mCursor.PopCursor(); mScreenStack.PopScreen(); PopAndRunGuiScreen(); } bool IsLockOpened() const override { return mLockScreen.IsUnlocked(); } bool IsWordLockOpened() const override { return mMoredhelScreen.IsUnlocked(); } void PopGuiScreen() { mGuiScreens.pop(); } void PopAndRunGuiScreen() { // Avoids reentrancy issue by ensuring this gui screen is not // in the stack when it is executed. auto guiScreen = mGuiScreens.top(); mGuiScreens.pop(); guiScreen.mFinished(); } private: void FadeInDone() { mLogger.Spam() << "FadeInDone\n"; ASSERT(!mFadeFunction.empty()); unsigned i = 0; while (!mFadeFunction.empty()) { mLogger.Spam() << "Executing fade function #" << i++ << "\n"; auto function = std::move(mFadeFunction.front()); mFadeFunction.erase(mFadeFunction.begin()); function(); } mFadeScreen.FadeOut(); } void FadeOutDone() { RemoveChild(&mFadeScreen); if (mEndFadeFunction) { mEndFadeFunction(); mEndFadeFunction = nullptr; } } FontManager mFontManager; Actors mActors; Backgrounds mBackgrounds; Icons mIcons; Cursor& mCursor; BAK::GameState& mGameState; ScreenStack mScreenStack; DialogRunner mDialogRunner; Graphics::SpriteManager& mSpriteManager; CutscenePlayer mCutscenePlayer; public: MainView mMainView; private: MainMenuScreen mMainMenu; InfoScreen mInfoScreen; InventoryScreen mInventoryScreen; Camp::CampScreen mCampScreen; Cast::CastScreen mCastScreen; CureScreen mCureScreen; LockScreen mLockScreen; public: FullMap mFullMap; private: MoredhelScreen mMoredhelScreen; TeleportScreen mTeleportScreen; FadeScreen mFadeScreen; std::vector<std::function<void()>> mFadeFunction; std::function<void()> mEndFadeFunction; std::function<void()> mCutsceneFinished; std::function<void()> mOnEnterMainView; std::vector<std::unique_ptr<GDSScene>> mGdsScenes; IDialogScene* mDialogScene; std::stack<GuiScreen> mGuiScreens; AnimatorStore mAnimatorStore; BAK::IZoneLoader* mZoneLoader; Widget* mPreviousScreen{nullptr}; BAK::Encounter::TeleportFactory mTeleportFactory{}; const Logging::Logger& mLogger; }; }
21,784
C++
.h
674
23.155786
149
0.588294
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,621
repair.hpp
xavieran_BaKGL/gui/repair.hpp
#pragma once #include "audio/audio.hpp" #include "bak/hotspot.hpp" #include "bak/dialogSources.hpp" #include "bak/money.hpp" #include "bak/shop.hpp" #include "bak/textureFactory.hpp" #include "graphics/sprites.hpp" #include "gui/IDialogScene.hpp" #include "gui/IGuiManager.hpp" #include "gui/dialogDisplay.hpp" #include "gui/hotspot.hpp" #include "gui/staticTTM.hpp" #include "gui/core/widget.hpp" namespace Gui { class Repair : public IDialogScene { enum class State { Idle, Repairing }; public: Repair( BAK::GameState& gameState, IGuiManager& guiManager) : mState{State::Idle}, mGameState{gameState}, mGuiManager{guiManager}, mItem{nullptr}, mShopStats{nullptr}, mLogger{Logging::LogState::GetLogger("Gui::Repair")} {} Repair(const Repair&) = delete; Repair& operator=(const Repair&) = delete; void EnterRepair( BAK::ShopStats& shopStats) { mShopStats = &shopStats; mState = State::Idle; mGuiManager.SelectItem( [this](auto item){ HandleItemSelected(item); }); } void DialogFinished(const std::optional<BAK::ChoiceIndex>& choice) override { mLogger.Info() << " Choice: " << choice << "\n"; if (mState == State::Idle) { } else if (mState == State::Repairing) { mState = State::Idle; ASSERT(mItem); ASSERT(mShopStats); const auto cost = BAK::Shop::CalculateRepairCost(*mItem, *mShopStats); if (choice && *choice == BAK::ChoiceIndex{260} && mGameState.GetParty().GetGold().mValue > cost.mValue) { mGameState.GetParty().LoseMoney(cost); BAK::Shop::RepairItem(*mItem); } } } void DisplayNPCBackground() override { } void DisplayPlayerBackground() override { } private: void StartDialog(BAK::KeyTarget keyTarget) { mGuiManager.StartDialog(keyTarget, false, false, this); } void HandleItemSelected(std::optional<std::pair<BAK::ActiveCharIndex, BAK::InventoryIndex>> selectedItem) { ASSERT(mShopStats); if (!selectedItem) { mState = State::Idle; return; } const auto [charIndex, itemIndex] = *selectedItem; auto& character = mGameState.GetParty().GetCharacter(charIndex); auto& item = character.GetInventory().GetAtIndex(itemIndex); mItem = &item; mGameState.SetActiveCharacter(character.GetIndex()); mGameState.SetInventoryItem(item); if (!BAK::Shop::CanRepair(item, *mShopStats)) { StartDialog(BAK::DialogSources::mRepairShopCantRepairItem); } else if (!item.IsRepairableByShop() && !item.IsBroken()) { StartDialog(BAK::DialogSources::mRepairShopItemDoesntNeedRepair); } else { mState = State::Repairing; mGameState.SetItemValue(BAK::Shop::CalculateRepairCost(item, *mShopStats)); StartDialog(BAK::DialogSources::mRepairShopCost); } } State mState; BAK::GameState& mGameState; IGuiManager& mGuiManager; BAK::InventoryItem* mItem; BAK::ShopStats* mShopStats; const Logging::Logger& mLogger; }; }
3,387
C++
.h
108
23.916667
109
0.6235
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,622
window.hpp
xavieran_BaKGL/gui/window.hpp
#pragma once #include "gui/core/widget.hpp" #include "gui/cursor.hpp" #include "gui/colors.hpp" #include "com/visit.hpp" namespace Gui { class Window : public Widget { public: Window( Graphics::SpriteManager& spriteManager, float width, float height) : Widget{ RectTag{}, glm::vec2{0}, glm::vec2{width, height}, glm::vec4{0}, true}, mCursor{spriteManager} { AddChildBack(&mCursor); } bool OnMouseEvent(const MouseEvent& event) override { Logging::LogSpam("Window") << __FUNCTION__ << " " << event << "\n"; return std::visit(overloaded{ [this](const MouseMove& p){ mCursor.SetPosition(p.mValue); return Widget::OnMouseEvent(p); }, [this](const auto& p){ return Widget::OnMouseEvent(p); }}, event); } void ShowCursor() { AddChildBack(&mCursor); } void HideCursor() { RemoveChild(&mCursor); } Cursor& GetCursor() { return mCursor; } private: Cursor mCursor; }; }
1,194
C++
.h
53
15.226415
75
0.538462
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,623
icons.hpp
xavieran_BaKGL/gui/icons.hpp
#pragma once #include "bak/textureFactory.hpp" #include "com/assert.hpp" #include "graphics/texture.hpp" #include "graphics/sprites.hpp" #include "gui/core/widget.hpp" #include <glm/glm.hpp> #include <iostream> #include <tuple> #include <variant> namespace Gui { class Icons { public: using IconInfo = std::tuple< Graphics::SpriteSheetIndex, Graphics::TextureIndex, glm::vec2>; static constexpr auto sInventoryModsOffset = 132; Icons( Graphics::SpriteManager& spriteManager) : mButtonIconsSpriteSheet{spriteManager.AddSpriteSheet()}, mInventoryIconsSpriteSheet{spriteManager.AddSpriteSheet()}, mLogger{Logging::LogState::GetLogger("Gui::Icons")} { { auto textures = Graphics::TextureStore{}; BAK::TextureFactory::AddToTextureStore( textures, "BICONS1.BMX", "OPTIONS.PAL"); mPressedOffset = textures.size(); BAK::TextureFactory::AddToTextureStore( textures, "BICONS2.BMX", "OPTIONS.PAL"); for (const auto& t : textures.GetTextures()) { mButtonIconsDims.emplace_back(t.GetDims()); } auto& spriteSheet = spriteManager.GetSpriteSheet(mButtonIconsSpriteSheet); spriteSheet.LoadTexturesGL(textures); } { auto textures = Graphics::TextureStore{}; BAK::TextureFactory::AddToTextureStore( textures, "INVSHP1.BMX", "OPTIONS.PAL"); BAK::TextureFactory::AddToTextureStore( textures, "INVSHP2.BMX", "OPTIONS.PAL"); mHeadsOffset = textures.size(); BAK::TextureFactory::AddToTextureStore( textures, "HEADS.BMX", "OPTIONS.PAL"); mCompassOffset = textures.size(); BAK::TextureFactory::AddToTextureStore( textures, "COMPASS.BMX", "OPTIONS.PAL"); mInventoryMiscOffset = textures.size(); BAK::TextureFactory::AddToTextureStore( textures, "INVMISC.BMX", "OPTIONS.PAL"); mInventoryLockOffset = textures.size(); BAK::TextureFactory::AddToTextureStore( textures, "INVLOCK.BMX", "OPTIONS.PAL"); mFullMapIconOffset = textures.size(); BAK::TextureFactory::AddToTextureStore( textures, "FMAP_ICN.BMX", "FULLMAP.PAL"); mTeleportIconOffset = textures.size(); BAK::TextureFactory::AddToTextureStore( textures, "TELEPORT.BMX", "TELEPORT.PAL"); mEncampIconOffset = textures.size(); BAK::TextureFactory::AddToTextureStore( textures, "ENCAMP.BMX", "OPTIONS.PAL"); mCastIconOffset = textures.size(); BAK::TextureFactory::AddToTextureStore( textures, "CASTFACE.BMX", "OPTIONS.PAL"); for (const auto& t : textures.GetTextures()) { mInventoryIconsDims.emplace_back(t.GetDims()); } auto& spriteSheet = spriteManager.GetSpriteSheet(mInventoryIconsSpriteSheet); spriteSheet.LoadTexturesGL(textures); } } IconInfo GetButton(unsigned i) const { ASSERT(i < mButtonIconsDims.size()); return std::make_tuple( mButtonIconsSpriteSheet, Graphics::TextureIndex{i}, mButtonIconsDims[i]); } IconInfo GetPressedButton(unsigned i) const { const auto index = i + mPressedOffset; ASSERT(index < mButtonIconsDims.size()); return std::make_tuple( mButtonIconsSpriteSheet, Graphics::TextureIndex{index}, mButtonIconsDims[index]); } IconInfo GetInventoryIcon(unsigned i) const { ASSERT(i < mInventoryIconsDims.size()); return std::make_tuple( mInventoryIconsSpriteSheet, Graphics::TextureIndex{i}, mInventoryIconsDims[i]); } IconInfo GetStippledBorderHorizontal() const { return GetInventoryIcon(145); } IconInfo GetStippledBorderVertical() const { return GetInventoryIcon(146); } IconInfo GetCharacterHead(unsigned i) const { const auto index = i + mHeadsOffset; ASSERT(index < mInventoryIconsDims.size()); return std::make_tuple( mInventoryIconsSpriteSheet, Graphics::TextureIndex{index}, mInventoryIconsDims[index]); } IconInfo GetCompass() const { const auto index = mCompassOffset; ASSERT(index < mInventoryIconsDims.size()); return std::make_tuple( mInventoryIconsSpriteSheet, Graphics::TextureIndex{index}, mInventoryIconsDims[index]); } IconInfo GetInventoryMiscIcon(unsigned i) const { const auto index = i + mInventoryMiscOffset; ASSERT(index < mInventoryIconsDims.size()); return std::make_tuple( mInventoryIconsSpriteSheet, Graphics::TextureIndex{index}, mInventoryIconsDims[index]); } IconInfo GetInventoryModifierIcon(unsigned i) const { const auto index = i + sInventoryModsOffset; ASSERT(index < mInventoryIconsDims.size()); return std::make_tuple( mInventoryIconsSpriteSheet, Graphics::TextureIndex{index}, mInventoryIconsDims[index]); } IconInfo GetInventoryLockIcon(unsigned i) const { const auto index = i + mInventoryLockOffset; ASSERT(index < mInventoryIconsDims.size()); return std::make_tuple( mInventoryIconsSpriteSheet, Graphics::TextureIndex{index}, mInventoryIconsDims[index]); } IconInfo GetFullMapIcon(unsigned i) const { const auto index = i + mFullMapIconOffset; ASSERT(index < mInventoryIconsDims.size()); return std::make_tuple( mInventoryIconsSpriteSheet, Graphics::TextureIndex{index}, mInventoryIconsDims[index]); } IconInfo GetTeleportIcon(unsigned i) const { const auto index = i + mTeleportIconOffset; ASSERT(index < mInventoryIconsDims.size()); return std::make_tuple( mInventoryIconsSpriteSheet, Graphics::TextureIndex{index}, mInventoryIconsDims[index]); } IconInfo GetEncampIcon(unsigned i) const { const auto index = i + mEncampIconOffset; ASSERT(index < mInventoryIconsDims.size()); return std::make_tuple( mInventoryIconsSpriteSheet, Graphics::TextureIndex{index}, mInventoryIconsDims[index]); } IconInfo GetCastIcon(unsigned i) const { const auto index = i + mCastIconOffset; ASSERT(index < mInventoryIconsDims.size()); return std::make_tuple( mInventoryIconsSpriteSheet, Graphics::TextureIndex{index}, mInventoryIconsDims[index]); } std::size_t GetSize() const { return mInventoryIconsDims.size(); } private: Graphics::SpriteSheetIndex mButtonIconsSpriteSheet; unsigned mPressedOffset; std::vector<glm::vec2> mButtonIconsDims; Graphics::SpriteSheetIndex mInventoryIconsSpriteSheet; unsigned mHeadsOffset; unsigned mCompassOffset; unsigned mInventoryMiscOffset; unsigned mInventoryLockOffset; unsigned mFullMapIconOffset; unsigned mTeleportIconOffset; unsigned mEncampIconOffset; unsigned mCastIconOffset; std::vector<glm::vec2> mInventoryIconsDims; const Logging::Logger& mLogger; }; }
7,716
C++
.h
213
27.046948
89
0.636047
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,624
tickAnimator.hpp
xavieran_BaKGL/gui/tickAnimator.hpp
#pragma once #include "gui/IAnimator.hpp" #include <functional> namespace Gui { // Calls the callback every "tickSpeed" seconds, until stopped. class TickAnimator : public IAnimator { public: TickAnimator( double tickSpeed, std::function<void()>&& callback) : mTickSpeed{tickSpeed}, mAccumulatedTimeDelta{0}, mAlive{true}, mCallback{std::move(callback)} { } void OnTimeDelta(double delta) override { mAccumulatedTimeDelta += delta; if (mAccumulatedTimeDelta > mTickSpeed && mAlive) { mAccumulatedTimeDelta = 0; mCallback(); } } bool IsAlive() const override { return mAlive; } void Stop() { mAlive = false; } private: double mTickSpeed; double mAccumulatedTimeDelta; bool mAlive; std::function<void()> mCallback; }; }
915
C++
.h
42
16.095238
63
0.627315
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,625
IDialogScene.hpp
xavieran_BaKGL/gui/IDialogScene.hpp
#pragma once #include "bak/types.hpp" #include <functional> #include <optional> namespace Gui { // Interface for a DialogScene // This should be implemented by GDSScenes and the 3d adventure view class IDialogScene { public: virtual void DisplayNPCBackground() = 0; virtual void DisplayPlayerBackground() = 0; virtual void DialogFinished(const std::optional<BAK::ChoiceIndex>&) = 0; }; class NullDialogScene : public IDialogScene { public: void DisplayNPCBackground() override {} void DisplayPlayerBackground() override {} void DialogFinished(const std::optional<BAK::ChoiceIndex>&) override {} }; class DynamicDialogScene : public IDialogScene { public: DynamicDialogScene( std::function<void()>&& displayNPC, std::function<void()>&& displayPlayer, std::function<void(const std::optional<BAK::ChoiceIndex>&)>&& dialogFinished) : mDisplayNPC{displayNPC}, mDisplayPlayer{displayPlayer}, mDialogFinished{dialogFinished} {} void DisplayNPCBackground() override { mDisplayNPC(); } void DisplayPlayerBackground() override { mDisplayPlayer(); } void DialogFinished(const std::optional<BAK::ChoiceIndex>& choice) override { mDialogFinished(choice); } void SetDialogFinished(std::function<void(const std::optional<BAK::ChoiceIndex>&)>&& fn) { mDialogFinished = std::move(fn); } void ResetDialogFinished() { mDialogFinished = [](const auto&){}; } private: std::function<void()> mDisplayNPC; std::function<void()> mDisplayPlayer; std::function<void(const std::optional<BAK::ChoiceIndex>&)> mDialogFinished; }; }
1,661
C++
.h
50
29.04
108
0.72125
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,626
mainMenuScreen.hpp
xavieran_BaKGL/gui/mainMenuScreen.hpp
#pragma once #include "audio/audio.hpp" #include "bak/IContainer.hpp" #include "bak/textureFactory.hpp" #include "gui/IDialogScene.hpp" #include "gui/IGuiManager.hpp" #include "gui/backgrounds.hpp" #include "gui/colors.hpp" #include "gui/clickButton.hpp" #include "gui/contents.hpp" #include "gui/preferencesScreen.hpp" #include "gui/saveScreen.hpp" #include "gui/textBox.hpp" #include "gui/core/widget.hpp" #include <glm/glm.hpp> namespace Gui { class MainMenuScreen: public Widget { public: static constexpr auto sMainMenuSong = AudioA::MusicIndex{1015}; static constexpr auto sLayoutFile = "REQ_OPT0.DAT"; static constexpr auto sLayoutFileGameRunning = "REQ_OPT1.DAT"; static constexpr auto sBackground = "OPTIONS0.SCX"; static constexpr auto sBackgroundGameRunning = "OPTIONS1.SCX"; static constexpr auto sStartNew = 0; static constexpr auto sRestore = 1; static constexpr auto sSaveGame= 2; static constexpr auto sPreferences = 3; static constexpr auto sContents = 4; static constexpr auto sQuit = 5; static constexpr auto sCancel = 6; MainMenuScreen( IGuiManager& guiManager, Graphics::SpriteManager& spriteManager, const Backgrounds& backgrounds, const Icons& icons, const Font& font) : Widget{ RectTag{}, glm::vec2{0, 0}, glm::vec2{320, 200}, Color::black, false }, mGuiManager{guiManager}, mFont{font}, mBackgrounds{backgrounds}, mLayout{sLayoutFile}, mLayoutGameRunning{sLayoutFileGameRunning}, mFrame{ ImageTag{}, backgrounds.GetSpriteSheet(), backgrounds.GetScreen(sBackground), glm::vec2{0}, GetPositionInfo().mDimensions, true }, mStartNew{ mLayout.GetWidgetLocation(sStartNew), mLayout.GetWidgetDimensions(sStartNew), mFont, "#Start New Game", [this]{ StartNewGame(); } }, mRestore{ mLayout.GetWidgetLocation(sRestore), mLayout.GetWidgetDimensions(sRestore), mFont, "#Restore Game", [this]{ ShowSaveOrLoad(false); } }, mSaveGame{ mLayoutGameRunning.GetWidgetLocation(sSaveGame), mLayoutGameRunning.GetWidgetDimensions(sSaveGame), mFont, "#Save Game", [this]{ ShowSaveOrLoad(true); } }, mPreferences{ mLayout.GetWidgetLocation(sPreferences), mLayout.GetWidgetDimensions(sPreferences), mFont, "#Preferences", [this]{ ShowPreferences(); } }, mContents{ mLayout.GetWidgetLocation(sContents), mLayout.GetWidgetDimensions(sContents), mFont, "#Contents", [this]{ ShowContents(); } }, mQuit{ mLayout.GetWidgetLocation(sQuit), mLayout.GetWidgetDimensions(sQuit), mFont, "#Quit to DOS", [this]{ mGuiManager.DoFade( 1.0, []{ std::exit(0); }); } }, mCancel{ mLayoutGameRunning.GetWidgetLocation(sCancel), mLayoutGameRunning.GetWidgetDimensions(sCancel), mFont, "#Cancel", [this]{ EnterMainView(); } }, mPreferencesScreen{ guiManager, backgrounds, font, [this]{ BackToMainMenu(); } }, mContentsScreen{ guiManager, spriteManager, backgrounds, font, [this]{ BackToMainMenu(); } }, mSaveScreen{ backgrounds, icons, font, [this]{ BackToMainMenu(); }, [this](const auto& file){ Load(file); }, [this](const auto& saveFile){ mState = State::MainMenu; AudioA::AudioManager::Get().PopTrack(); mGuiManager.SaveGame(saveFile); } }, mState{State::MainMenu}, mGameRunning{false}, mLogger{Logging::LogState::GetLogger("Gui::MainMenuScreen")} { } void EnterMainMenu(bool gameRunning) { mGameRunning = gameRunning; AddChildren(); AudioA::AudioManager::Get().ChangeMusicTrack(sMainMenuSong); } [[nodiscard]] bool OnMouseEvent(const MouseEvent& event) override { return Widget::OnMouseEvent(event) || true; } private: enum class State { MainMenu, Preferences, Save, Contents }; void ShowPreferences() { mGuiManager.DoFade(1.0, [this]{ mState = State::Preferences; AddChildren(); }); } void ShowContents() { mGuiManager.DoFade(1.0, [this]{ mState = State::Contents; AddChildren(); }); } void ShowSaveOrLoad(bool isSave) { mGuiManager.DoFade(1.0, [this, isSave]{ mState = State::Save; mSaveScreen.SetSaveOrLoad(isSave); AddChildren(); }); } void BackToMainMenu() { mGuiManager.DoFade(1.0, [this]{ mState = State::MainMenu; AddChildren(); }); } void EnterMainView() { AudioA::AudioManager::Get().PopTrack(); mGuiManager.EnterMainView(); } void StartNewGame() { AudioA::AudioManager::Get().PopTrack(); auto start = BAK::CutsceneList::GetStartScene(BAK::Chapter{1}); mGuiManager.PlayCutscene(start , [&]{ mGuiManager.ShowGameStartMap(); }); mGuiManager.LoadGame("startup.gam", std::make_optional(BAK::Chapter{1})); } void Load(std::string file) { mState = State::MainMenu; AudioA::AudioManager::Get().PopTrack(); mGuiManager.LoadGame(file, std::nullopt); mGuiManager.ShowGameStartMap(); } void AddChildren() { ClearChildren(); switch (mState) { case State::MainMenu: AddMainMenu(); break; case State::Preferences: AddPreferences(); break; case State::Contents: AddContents(); break; case State::Save: AddSave(); break; } } void AddMainMenu() { AddChildBack(&mFrame); if (mGameRunning) { mFrame.SetTexture(mBackgrounds.GetScreen(sBackgroundGameRunning)); mStartNew.SetPosition(mLayoutGameRunning.GetWidgetLocation(sStartNew)); mRestore.SetPosition(mLayoutGameRunning.GetWidgetLocation(sRestore)); mPreferences.SetPosition(mLayoutGameRunning.GetWidgetLocation(sPreferences)); mContents.SetPosition(mLayoutGameRunning.GetWidgetLocation(sContents)); mQuit.SetPosition(mLayoutGameRunning.GetWidgetLocation(sQuit)); AddChildBack(&mSaveGame); AddChildBack(&mCancel); } else { mFrame.SetTexture(mBackgrounds.GetScreen(sBackground)); mStartNew.SetPosition(mLayout.GetWidgetLocation(sStartNew)); mRestore.SetPosition(mLayout.GetWidgetLocation(sRestore)); mPreferences.SetPosition(mLayout.GetWidgetLocation(sPreferences)); mContents.SetPosition(mLayout.GetWidgetLocation(sContents)); mQuit.SetPosition(mLayout.GetWidgetLocation(sQuit)); } AddChildBack(&mStartNew); AddChildBack(&mRestore); AddChildBack(&mPreferences); AddChildBack(&mContents); AddChildBack(&mQuit); } void AddPreferences() { AddChildBack(&mPreferencesScreen); } void AddContents() { AddChildBack(&mContentsScreen); } void AddSave() { AddChildBack(&mSaveScreen); } IGuiManager& mGuiManager; const Font& mFont; const Backgrounds& mBackgrounds; BAK::Layout mLayout; BAK::Layout mLayoutGameRunning; Widget mFrame; ClickButton mStartNew; ClickButton mRestore; ClickButton mSaveGame; ClickButton mPreferences; ClickButton mContents; ClickButton mQuit; ClickButton mCancel; PreferencesScreen mPreferencesScreen; ContentsScreen mContentsScreen; SaveScreen mSaveScreen; State mState; bool mGameRunning; const Logging::Logger& mLogger; }; }
8,745
C++
.h
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xavieran/BaKGL
39
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
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false
1,533,627
animator.hpp
xavieran_BaKGL/gui/animator.hpp
#pragma once #include "gui/IAnimator.hpp" #include "com/assert.hpp" #include "com/logger.hpp" #include <glm/glm.hpp> #include <algorithm> #include <iostream> #include <utility> #include <variant> namespace Gui { class LinearAnimator : public IAnimator { public: // every 10ms static constexpr auto mTickFrequency = .01; LinearAnimator( double duration, glm::vec4 begin, glm::vec4 end, std::function<bool(glm::vec4)>&& callback, std::function<void()>&& finished) : mAlive{true}, mAccumulatedTimeDelta{0}, mDuration{duration}, mTrueDuration{duration}, mDelta{(end - begin)}, mCallback{std::move(callback)}, mFinished{std::move(finished)} { ASSERT(mCallback); ASSERT(mFinished); } ~LinearAnimator() { } void OnTimeDelta(double delta) override { mAccumulatedTimeDelta += delta; mDuration -= delta; bool finishEarly = false; if (mAccumulatedTimeDelta > mTickFrequency) { mAccumulatedTimeDelta -= mTickFrequency; finishEarly = mCallback(mDelta * static_cast<float>(delta / mTrueDuration));//mDelta); } if (finishEarly || mDuration < 0) { mAlive = false; mFinished(); } } bool IsAlive() const override { return mAlive; } private: bool mAlive; double mAccumulatedTimeDelta; double mDuration; double mTrueDuration; glm::vec4 mDelta; std::function<bool(glm::vec4)> mCallback; std::function<void()> mFinished; }; }
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xavieran/BaKGL
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
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false
false
false
false
1,533,628
button.hpp
xavieran_BaKGL/gui/button.hpp
#pragma once #include "gui/core/widget.hpp" #include "gui/colors.hpp" namespace Gui { class Button : public Widget { public: Button( glm::vec2 pos, glm::vec2 dim, glm::vec4 mainColor, glm::vec4 highlight, glm::vec4 shadow, glm::vec4 dropShadow=Color::black) : // Bottom left edge Widget{ RectTag{}, pos, dim, shadow, true }, mTopRightEdge{ RectTag{}, glm::vec2{1, 0}, dim - glm::vec2{1, 1}, highlight, true }, mCenter{ RectTag{}, glm::vec2{1, 1}, dim - glm::vec2{2, 2}, mainColor, true } { // Top Right edge AddChildBack(&mTopRightEdge); AddChildBack(&mCenter); } void SetDimensions(glm::vec2 dims) override { Widget::SetDimensions(dims); mTopRightEdge.SetDimensions(dims - glm::vec2{1}); mCenter.SetDimensions(dims - glm::vec2{2}); } Widget mTopRightEdge; Widget mCenter; }; }
1,153
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.h
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xavieran/BaKGL
39
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,629
dialogRunner.hpp
xavieran_BaKGL/gui/dialogRunner.hpp
#pragma once #include "bak/dialog.hpp" #include "bak/gameState.hpp" #include "bak/types.hpp" #include "com/algorithm.hpp" #include "com/assert.hpp" #include "com/ostream.hpp" #include "com/random.hpp" #include "com/visit.hpp" #include "gui/IDialogScene.hpp" #include "gui/actors.hpp" #include "gui/backgrounds.hpp" #include "gui/colors.hpp" #include "gui/choiceScreen.hpp" #include "gui/dialogDisplay.hpp" #include "gui/label.hpp" #include "gui/textBox.hpp" #include "gui/core/widget.hpp" #include <regex> #include <stack> #include <variant> namespace Gui { class DialogRunner : public Widget { public: using FinishCallback = std::function< void(std::optional<BAK::ChoiceIndex>)>; DialogRunner( glm::vec2 pos, glm::vec2 dims, const Actors& actors, const Backgrounds& bgs, const Font& fr, BAK::GameState& gameState, ScreenStack& screenStack, FinishCallback&& finished); ~DialogRunner(); const std::optional<BAK::ChoiceIndex>& GetLastChoice() const { return mLastChoice; } std::optional<BAK::TeleportIndex> GetAndResetPendingTeleport(); void SetDialogScene(IDialogScene* dialogScene); void SetInWorldView(bool); void BeginDialog( BAK::Target target, bool isTooltip); bool OnMouseEvent(const MouseEvent& event) override; private: bool IsActive(); bool LeftMousePressed(glm::vec2); bool MouseMoved(glm::vec2 pos); void EvaluateSnippetActions(); void DisplaySnippet(); const BAK::DialogSnippet& GetSnippet() const; std::optional<BAK::Target> GetNextTarget(); void MakeChoice(BAK::ChoiceIndex choice); void ShowDialogChoices(); void ShowQueryChoices(); void ContinueDialogFromStack(); bool RunDialog(); void CompleteDialog(); BAK::Target GetAndPopTargetStack(); struct DialogState { void ActivateDialog() { mDialogActive = true; } void MouseMoved(glm::vec2 pos) { mMousePos = pos; } void ActivateTooltip() { mTooltipPos = mMousePos; mTooltipActive = true; } void DeactivateDialog() { mDialogActive = false; } template <typename F> void ForceDeactivateTooltip(F&& f) { ASSERT(mTooltipActive); f(); mTooltipActive = false; } template <typename F> void DeactivateTooltip(F&& f) { constexpr auto tooltipSensitivity = 15; if (mTooltipActive && glm::distance(mMousePos, mTooltipPos) > tooltipSensitivity) { f(); mTooltipActive = false; } } bool mDialogActive{}; bool mTooltipActive{}; glm::vec2 mMousePos{}; glm::vec2 mTooltipPos{}; }; ScreenStack& mScreenStack; DialogState mDialogState; ChoiceScreen mChoices; BAK::Keywords mKeywords; BAK::GameState& mGameState; glm::vec2 mCenter{}; const Font& mFont; const Actors& mActors; std::optional<BAK::Target> mCurrentTarget{}; std::optional<BAK::ChoiceIndex> mLastChoice{}; std::optional<BAK::TeleportIndex> mPendingZoneTeleport{}; std::stack<BAK::Target> mTargetStack{}; bool mStartedMusic{}; bool mInWorldView{}; std::string mRemainingText{}; glm::vec2 mTextDims{}; DialogDisplay mDialogDisplay; FinishCallback mFinished; IDialogScene* mDialogScene; const Logging::Logger& mLogger; }; }
3,619
C++
.h
124
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88
0.649884
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,630
bookPlayer.hpp
xavieran_BaKGL/gui/bookPlayer.hpp
#pragma once #include "bak/book.hpp" #include "com/logger.hpp" #include "graphics/guiTypes.hpp" #include "graphics/sprites.hpp" #include "gui/animatorStore.hpp" #include "gui/scene.hpp" #include "gui/dialogDisplay.hpp" #include "gui/core/widget.hpp" #include "gui/textBox.hpp" namespace Gui { class BookPlayer { public: BookPlayer( Graphics::SpriteManager& spriteManager, const Font& font, const Backgrounds& background, std::function<void()> finishedBook); void PlayBook(std::string); void AdvancePage(); Widget* GetBackground(); private: void RenderPage(const BAK::Page&); Graphics::SpriteManager& mSpriteManager; Graphics::SpriteManager::TemporarySpriteSheet mSpriteSheet; const Font& mFont; Graphics::TextureStore mTextures; Widget mBackground; TextBox mTextBox; std::vector<Widget> mImages; std::optional<BAK::Book> mBook{}; unsigned mCurrentPage{}; std::string mText{}; std::function<void()> mFinishedBook{}; }; }
1,034
C++
.h
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xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,631
IDialogDisplay.hpp
xavieran_BaKGL/gui/IDialogDisplay.hpp
#pragma once #include "bak/dialog.hpp" #include "gui/IDialogScene.hpp" #include "graphics/glm.hpp" namespace Gui { class IDialogDisplay { virtual void DisplayPlayer(IDialogScene& dialogScene, unsigned act) = 0; virtual std::pair<glm::vec2, std::string> DisplaySnippet( IDialogScene& dialogScene, const BAK::DialogSnippet& snippet, std::string_view remainingText, bool inMainView, glm::vec2) = 0; virtual void ShowFlavourText(BAK::Target target) = 0; virtual void Clear() = 0; }; }
606
C++
.h
18
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xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,632
textInput.hpp
xavieran_BaKGL/gui/textInput.hpp
#pragma once #include "graphics/glfw.hpp" #include "gui/button.hpp" #include "gui/core/widget.hpp" #include "gui/colors.hpp" #include "gui/fontManager.hpp" #include "gui/textBox.hpp" #include "com/logger.hpp" #include "com/visit.hpp" namespace Gui { class TextInput : public Widget { public: TextInput( const Font& font, glm::vec2 pos, glm::vec2 dim, unsigned maxChars) : Widget{ RectTag{}, pos, dim, glm::vec4{0}, true }, mFont{font}, mButton{glm::vec2{}, dim, Color::buttonBackground, Color::buttonShadow, Color::buttonShadow}, mHighlight{RectTag{}, glm::vec2{2}, glm::vec2{3, dim.y - 4}, {}, true}, mTextBox{glm::vec2{2}, dim - glm::vec2{2}}, mText{}, mMaxChars{maxChars}, mHaveFocus{false} { AddChildBack(&mButton); AddChildBack(&mHighlight); AddChildBack(&mTextBox); } bool OnMouseEvent(const MouseEvent& event) override { return std::visit(overloaded{ [this](const LeftMousePress& p){ return LeftMousePressed(p.mValue); }, [](const auto&){ return false; } }, event); } bool OnKeyEvent(const KeyEvent& event) override { return std::visit(overloaded{ [this](const KeyPress& p){ return KeyPressed(p.mValue); }, [this](const Character& p){ return CharacterEntered(p.mValue); }, [](const auto&){ return false; } }, event); } void SetText(const std::string& text) { mText = text; RefreshText(); } const std::string& GetText() const { return mText; } void SetFocus(bool focus) { mHaveFocus = focus; if (!mHaveFocus) { mHighlight.SetColor(glm::vec4{0, 0, 0, 0}); } else { mHighlight.SetColor(glm::vec4{0, 0, 0, .2}); } } private: bool LeftMousePressed(const auto& clickPos) { if (Within(clickPos)) { SetFocus(true); } else { SetFocus(false); } return false; } bool KeyPressed(int key) { if (mHaveFocus) { if (key == GLFW_KEY_BACKSPACE) { if (mText.size() > 0) { mText.pop_back(); RefreshText(); } return true; } } return false; } void RefreshText() { const auto [pos, _] = mTextBox.SetText(mFont, mText); mHighlight.SetPosition(glm::vec2{pos.x - 2, 2}); } bool CharacterEntered(char character) { if (mHaveFocus && mText.size() < mMaxChars) { mText += character; RefreshText(); return true; } return false; } const Font& mFont; Button mButton; Widget mHighlight; TextBox mTextBox; std::string mText; unsigned mMaxChars; bool mHaveFocus; }; }
3,146
C++
.h
127
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101
0.528743
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,633
scene.hpp
xavieran_BaKGL/gui/scene.hpp
#pragma once #include "bak/scene.hpp" #include "bak/sceneData.hpp" #include <glm/glm.hpp> #include <variant> namespace Gui { struct EnableClipRegion { glm::vec<2, int> mTopLeft; glm::vec<2, int> mDims; }; struct DisableClipRegion { }; struct SceneSprite { unsigned mImage; glm::vec2 mPosition; glm::vec2 mScale; }; struct SceneRect { glm::vec4 mColor; glm::vec2 mPosition; glm::vec2 mDimensions; }; using DrawingAction = std::variant< EnableClipRegion, DisableClipRegion, SceneSprite, SceneRect>; DrawingAction ConvertSceneAction(const BAK::SceneAction& action); EnableClipRegion ConvertSceneAction(const BAK::ClipRegion&); DisableClipRegion ConvertSceneAction(const BAK::DisableClipRegion&); template <typename T, typename S> SceneSprite ConvertSceneAction( const BAK::DrawScreen& action, const T& textures, const S& offsets) // make this const { const auto sprite = offsets.at(25); const auto tex = textures.GetTexture(sprite); //auto scale = glm::vec2{tex.GetWidth(), tex.GetHeight()}; auto scale = action.mDimensions; return SceneSprite{ sprite, action.mPosition, scale}; } template <typename T, typename S> SceneSprite ConvertSceneAction( const BAK::DrawSprite& action, const T& textures, const S& offsets) // make this const { const auto sprite = action.mSpriteIndex + offsets.at(action.mImageSlot); const auto tex = textures.GetTexture(sprite); auto x = action.mX; auto y = action.mY; auto scale = glm::vec2{tex.GetWidth(), tex.GetHeight()}; if (action.mTargetWidth != 0) { scale.x = static_cast<float>(action.mTargetWidth); scale.y = static_cast<float>(action.mTargetHeight); } if (action.mFlippedInY) { // Need to shift before flip to ensure sprite stays in same // relative pos. One way of achieving rotation about the // centerline of the sprite... x += scale.x; scale.x *= -1; } return SceneSprite{ sprite, glm::vec2{x, y}, scale}; } template <typename T> SceneSprite ConvertSceneAction( const BAK::DrawSprite& action, const T& textures) { const auto sprite = static_cast<unsigned>(action.mSpriteIndex); const auto tex = textures.GetTexture(sprite); auto x = action.mX; auto y = action.mY; auto scale = glm::vec2{tex.GetWidth(), tex.GetHeight()}; if (action.mTargetWidth != 0) { scale.x = static_cast<float>(action.mTargetWidth); scale.y = static_cast<float>(action.mTargetHeight); } if (action.mFlippedInY) { // Need to shift before flip to ensure sprite stays in same // relative pos. One way of achieving rotation about the // centerline of the sprite... x += scale.x; scale.x *= -1; } return SceneSprite{ sprite, glm::vec2{x, y}, scale}; } }
2,981
C++
.h
108
22.685185
68
0.670891
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,634
screenStack.hpp
xavieran_BaKGL/gui/screenStack.hpp
#pragma once #include "gui/colors.hpp" #include "gui/core/widget.hpp" #include "com/ostream.hpp" #include <glm/glm.hpp> #include <iostream> #include <variant> namespace Gui { // Renders all screens in order from bottom to back, // only passes input to the back screen class ScreenStack : public Widget { public: ScreenStack() : Widget{ Graphics::DrawMode::Rect, Graphics::SpriteSheetIndex{0}, Graphics::TextureIndex{0}, Graphics::ColorMode::SolidColor, Color::debug, glm::vec2{0}, glm::vec2{1}, false }, mLogger{Logging::LogState::GetLogger("Gui::ScreenStack")} { mLogger.Debug() << "Constructed @" << std::hex << this << std::dec << "\n"; } bool OnMouseEvent(const MouseEvent& event) override { if (mChildren.size() > 0) { if (mChildren.back()->OnMouseEvent(event)) return true; } return false; } void PushScreen(Widget* widget) { mLogger.Debug() << "Widgets: " << GetChildren() << " Pushed widget " << std::hex << widget << std::dec << "\n"; AddChildBack(widget); } void PopScreen() { ASSERT(mChildren.size() > 0); mLogger.Debug() << "Popped widget: " << std::hex << mChildren.back() << std::dec << "\n"; PopChild(); } Widget* Top() const { assert(mChildren.size() > 0); return mChildren.back(); } bool HasChildren() { return mChildren.size() > 0; } private: const Logging::Logger& mLogger; }; }
1,647
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.h
62
19.951613
119
0.565966
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,635
mainView.hpp
xavieran_BaKGL/gui/mainView.hpp
#pragma once #include "bak/coordinates.hpp" #include "bak/hotspot.hpp" #include "bak/layout.hpp" #include "bak/scene.hpp" #include "bak/sceneData.hpp" #include "bak/textureFactory.hpp" #include "graphics/IGuiElement.hpp" #include "graphics/texture.hpp" #include "graphics/sprites.hpp" #include "gui/IGuiManager.hpp" #include "gui/backgrounds.hpp" #include "gui/colors.hpp" #include "gui/compass.hpp" #include "gui/clickButton.hpp" #include "gui/icons.hpp" #include "gui/scene.hpp" #include "gui/core/widget.hpp" #include <glm/glm.hpp> #include <iostream> #include <utility> #include <variant> namespace Gui { class MainView : public Widget { public: static constexpr auto sLayoutFile = "REQ_MAIN.DAT"; static constexpr auto sForward = 2; static constexpr auto sBackward = 1; static constexpr auto sSnapToRoad = 4; static constexpr auto sFullMap = 5; static constexpr auto sCast = 6; static constexpr auto sBookmark = 7; static constexpr auto sCamp = 8; static constexpr auto sMainMenu = 9; static constexpr auto sCharacterWidgetBegin = 10; MainView( IGuiManager& guiManager, const Backgrounds& backgrounds, const Icons& icons, const Font& spellFont) : Widget{ Graphics::DrawMode::Sprite, backgrounds.GetSpriteSheet(), backgrounds.GetScreen("FRAME.SCX"), Graphics::ColorMode::Texture, glm::vec4{1}, glm::vec2{0}, glm::vec2{320, 200}, true }, mGuiManager{guiManager}, mIcons{icons}, mSpellFont{spellFont}, mLayout{sLayoutFile}, mActiveSpells{}, mCompass{ glm::vec2{144,121}, glm::vec2{32,12}, std::get<glm::vec2>(icons.GetCompass()) + glm::vec2{0, 1}, std::get<Graphics::SpriteSheetIndex>(icons.GetCompass()), std::get<Graphics::TextureIndex>(icons.GetCompass()) }, mButtons{}, mCharacters{}, mLogger{Logging::LogState::GetLogger("Gui::MainView")} { mButtons.reserve(mLayout.GetSize()); for (unsigned i = 0; i < mLayout.GetSize(); i++) { const auto& widget = mLayout.GetWidget(i); switch (widget.mWidget) { case 3: //REQ_IMAGEBUTTON { const auto& button = icons.GetButton(widget.mImage); assert(std::get<Graphics::SpriteSheetIndex>(button) == std::get<Graphics::SpriteSheetIndex>(icons.GetPressedButton(widget.mImage))); mButtons.emplace_back( mLayout.GetWidgetLocation(i), mLayout.GetWidgetDimensions(i), std::get<Graphics::SpriteSheetIndex>(button), std::get<Graphics::TextureIndex>(button), std::get<Graphics::TextureIndex>(icons.GetPressedButton(widget.mImage)), [this, buttonIndex=i]{ HandleButton(buttonIndex); }, []{}); mButtons.back().CenterImage(std::get<glm::vec2>(button)); // Not sure why the dims aren't right to begin with for these buttons if (i == sForward || i == sBackward) { mButtons.back().AdjustPosition( glm::vec2{-mButtons.back().GetDimensions().x / 4 + 1.5, 0}); } } break; default: mLogger.Info() << "Unhandled: " << i << "\n"; break; } } AddChildren(); } void SetHeading(BAK::GameHeading heading) { mCompass.SetHeading(heading); } void HandleButton(unsigned buttonIndex) { switch (buttonIndex) { case sCast: mGuiManager.ShowCast(false); break; case sCamp: mGuiManager.ShowCamp(false, nullptr); break; case sFullMap: mGuiManager.ShowFullMap(); break; case sBookmark: break; case sMainMenu: mGuiManager.EnterMainMenu(true); break; default: break; } } void UpdatePartyMembers(const BAK::GameState& gameState) { ClearChildren(); mCharacters.clear(); mCharacters.reserve(3); const auto& party = gameState.GetParty(); mLogger.Spam() << "Updating Party: " << party<< "\n"; BAK::ActiveCharIndex person{0}; do { const auto [spriteSheet, image, dimss] = mIcons.GetCharacterHead( party.GetCharacter(person).GetIndex().mValue); mCharacters.emplace_back( mLayout.GetWidgetLocation(person.mValue + sCharacterWidgetBegin), mLayout.GetWidgetDimensions(person.mValue + sCharacterWidgetBegin), spriteSheet, image, image, [this, character=person]{ ShowInventory(character); }, [this, character=person]{ ShowPortrait(character); } ); person = party.NextActiveCharacter(person); } while (person != BAK::ActiveCharIndex{0}); auto pos = glm::vec2{140, 1}; // FIXME: Update these whenever time changes... mActiveSpells.clear(); for (std::uint16_t i = 0; i < 6; i++) { if (gameState.GetSpellActive(BAK::StaticSpells{i})) { auto spellI = BAK::sStaticSpellMapping[i]; mActiveSpells.emplace_back(Gui::Widget{ Graphics::DrawMode::Sprite, mSpellFont.GetSpriteSheet(), static_cast<Graphics::TextureIndex>( mSpellFont.GetFont().GetIndex(spellI)), Graphics::ColorMode::Texture, glm::vec4{1.2f, 0.f, 0.f, 1.f}, pos, glm::vec2{ mSpellFont.GetFont().GetWidth(spellI), mSpellFont.GetFont().GetHeight()}, true }); pos += glm::vec2{mSpellFont.GetFont().GetWidth(spellI) + 1, 0}; } } AddChildren(); } void ShowPortrait(BAK::ActiveCharIndex character) { mGuiManager.ShowCharacterPortrait(character); } void ShowInventory(BAK::ActiveCharIndex character) { mGuiManager.ShowInventory(character); } private: void AddChildren() { ClearChildren(); for (auto& button : mButtons) { AddChildBack(&button); } for (auto& spell : mActiveSpells) { AddChildBack(&spell); } AddChildBack(&mCompass); for (auto& character : mCharacters) AddChildBack(&character); } IGuiManager& mGuiManager; const Icons& mIcons; const Font& mSpellFont; BAK::Layout mLayout; std::vector<Widget> mActiveSpells; Compass mCompass; std::vector<ClickButtonImage> mButtons; std::vector<ClickButtonImage> mCharacters; const Logging::Logger& mLogger; }; }
7,351
C++
.h
218
23.293578
100
0.560508
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,636
saveScreen.hpp
xavieran_BaKGL/gui/saveScreen.hpp
#pragma once #include "bak/saveManager.hpp" #include "gui/backgrounds.hpp" #include "gui/colors.hpp" #include "gui/list.hpp" #include "gui/clickButton.hpp" #include "gui/scrollView.hpp" #include "gui/textBox.hpp" #include "gui/textInput.hpp" #include "gui/core/widget.hpp" #include <glm/glm.hpp> #include <iomanip> #include <filesystem> #include <functional> namespace Gui { class SaveScreen: public Widget { public: static constexpr auto sLayoutFile = "REQ_SAVE.DAT"; static constexpr auto sLayoutRestoreFile = "REQ_LOAD.DAT"; static constexpr auto sBackground = "OPTIONS2.SCX"; static constexpr auto sDirectories = 0; static constexpr auto sFiles = 1; static constexpr auto sRmDirectory = 2; static constexpr auto sRmFile = 3; static constexpr auto sSave = 4; static constexpr auto sCancel = 5; static constexpr auto sLoadOffset = 2; using LeaveSaveFn = std::function<void()>; using LoadSaveFn = std::function<void(std::string)>; using SaveFn = std::function<void(const BAK::SaveFile&)>; SaveScreen( const Backgrounds& backgrounds, const Icons& icons, const Font& font, LeaveSaveFn&& leaveSaveFn, LoadSaveFn&& loadSaveFn, SaveFn&& saveFn) : Widget{ RectTag{}, glm::vec2{0, 0}, glm::vec2{320, 200}, Color::black, false }, mFont{font}, mBackgrounds{backgrounds}, mLayout{sLayoutFile}, mLayoutRestore{sLayoutRestoreFile}, mLeaveSaveFn{std::move(leaveSaveFn)}, mLoadSaveFn{std::move(loadSaveFn)}, mSaveFn{std::move(saveFn)}, mIsSave{true}, mFrame{ ImageTag{}, backgrounds.GetSpriteSheet(), backgrounds.GetScreen(sBackground), glm::vec2{0}, GetPositionInfo().mDimensions, true }, mRestoreLabel{ glm::vec2{132, 12}, glm::vec2{80, 16} }, mDirectoryLabel{ glm::vec2{22, 30}, glm::vec2{80, 16} }, mFilesLabel{ glm::vec2{132, 30}, glm::vec2{40, 16} }, mDirectories{ glm::vec2{20, 40}, glm::vec2{100, 90}, icons, false, true, 40u, 0.0f, true}, mDirectorySaveInput{ font, glm::vec2{20, 132}, glm::vec2{100, 16}, 30 }, mFiles{ glm::vec2{130, 40}, glm::vec2{160, 90}, icons, false, true, 40u, 0.0f, true}, mFileSaveInput{ font, glm::vec2{130, 132}, glm::vec2{160, 16}, 30 }, mRmDirectory{ mLayout.GetWidgetLocation(sRmDirectory), mLayout.GetWidgetDimensions(sRmDirectory), mFont, "#Remove Directory", [&]{ RemoveDirectory(); } }, mRmFile{ mLayout.GetWidgetLocation(sRmFile), mLayout.GetWidgetDimensions(sRmFile), mFont, "#Remove File", [&]{ RemoveFile(); } }, mSave{ mLayout.GetWidgetLocation(sSave), mLayout.GetWidgetDimensions(sSave), mFont, "#Save", [this]{ SaveGame(false); } }, mRestore{ mLayoutRestore.GetWidgetLocation(sSave - sLoadOffset), mLayoutRestore.GetWidgetDimensions(sSave - sLoadOffset), mFont, "#Restore", [this]{ RestoreGame(); } }, mCancel{ mLayout.GetWidgetLocation(sCancel), mLayout.GetWidgetDimensions(sCancel), mFont, "#Cancel", [this]{ std::invoke(mLeaveSaveFn); } }, mRefreshDirectories{false}, mRefreshSaves{false}, mSelectedDirectory{}, mSelectedSave{}, mSaveManager{(GetBakDirectoryPath() / "GAMES").string()}, mNeedRefresh{false}, mLogger{Logging::LogState::GetLogger("Gui::SaveScreen")} { mDirectoryLabel.SetText(mFont, "Directories"); mFilesLabel.SetText(mFont, "Games"); mRestoreLabel.SetText(mFont, "#Restore Game"); } bool OnMouseEvent(const MouseEvent& event) override { const bool handled = Widget::OnMouseEvent(event); if (mNeedRefresh) { RefreshGui(); } return handled; } void SetSaveOrLoad(bool isSave) { mSaveManager.RefreshSaves(); mIsSave = isSave; mDirectories.SetDimensions(glm::vec2{100, mIsSave ? 90 : 108}); mFiles.SetDimensions(glm::vec2{160, mIsSave ? 90 : 108}); if (!mSelectedDirectory || !mSelectedSave) { if (mSaveManager.GetSaves().size() > 0) { mSelectedDirectory = 0; if (mSaveManager.GetSaves().at(*mSelectedDirectory).mSaves.size() > 0) { mSelectedSave = 0; } } } mDirectorySaveInput.SetText( mSelectedDirectory ? mSaveManager.GetSaves().at(*mSelectedDirectory).mName : ""); mFileSaveInput.SetText( (mSelectedDirectory && mSelectedSave) ? mSaveManager.GetSaves().at(*mSelectedDirectory).mSaves.at(*mSelectedSave).mName : ""); mRefreshSaves = true; mRefreshDirectories = true; RefreshGui(); } private: void RemoveDirectory() { if (!mSelectedDirectory) return; mSaveManager.RemoveDirectory(*mSelectedDirectory); if (*mSelectedDirectory > 0) { (*mSelectedDirectory)--; } RefreshGui(); } void RemoveFile() { if (!mSelectedSave) return; assert(mSelectedDirectory); // Disable remove file button when no saves in selected dir mSaveManager.RemoveSave(*mSelectedDirectory, *mSelectedSave); if (*mSelectedSave > 0) { (*mSelectedSave)--; mFileSaveInput.SetText(mSaveManager.GetSaves().at(*mSelectedDirectory).mSaves.front().mName); } if (mSaveManager.GetSaves().at(*mSelectedDirectory).mSaves.size() == 0) { RemoveDirectory(); } RefreshGui(); } void SaveGame(bool isBookmark) { const auto saveDir = mDirectorySaveInput.GetText(); const auto saveName = mFileSaveInput.GetText(); if (saveDir.empty() || saveName.empty()) { mLogger.Error() << "Cannot save game, no directory or save name\n"; return; } mLogger.Info() << "Saving game to: " << saveDir << " " << saveName << "\n"; mSaveFn(mSaveManager.MakeSave(saveDir, saveName, isBookmark)); } void RestoreGame() { assert(mSelectedDirectory && mSelectedSave); const auto savePath = mSaveManager.GetSaves().at(*mSelectedDirectory) .mSaves.at(*mSelectedSave).mPath; std::invoke(mLoadSaveFn, savePath); } void DirectorySelected(std::size_t i) { mSelectedDirectory = i; const auto& saves = mSaveManager.GetSaves().at(*mSelectedDirectory).mSaves; mSelectedSave = saves.size() > 0 ? std::make_optional(0) : std::nullopt; mDirectorySaveInput.SetFocus(true); mFileSaveInput.SetFocus(false); mDirectorySaveInput.SetText( mSaveManager.GetSaves().at(*mSelectedDirectory).mName); mFileSaveInput.SetText(saves.size() > 0 ? saves.front().mName : ""); mNeedRefresh = true; mRefreshSaves = true; } void SaveSelected(std::size_t i) { assert(mSelectedDirectory); const auto& saves = mSaveManager.GetSaves().at(*mSelectedDirectory).mSaves; mSelectedSave = i; mDirectorySaveInput.SetFocus(false); mFileSaveInput.SetFocus(true); const auto saveName = saves.at(*mSelectedSave).mName; mFileSaveInput.SetText(saveName); mNeedRefresh = true; } void RefreshGui() { mNeedRefresh = false; AddChildren(); } void AddChildren() { mDirectories.GetChild().ClearWidgets(); mFiles.GetChild().ClearWidgets(); ClearChildren(); AddChildBack(&mFrame); std::size_t index = 0; for (const auto& dir : mSaveManager.GetSaves()) { mDirectories.GetChild().AddWidget( glm::vec2{0, 0}, glm::vec2{mDirectories.GetDimensions().x - 16, 15}, mFont, (index == mSelectedDirectory ? "#" : "") + dir.mName, [this, i=index]{ DirectorySelected(i); } ); index++; } if (mSelectedDirectory) { index = 0; for (auto save : mSaveManager.GetSaves().at(*mSelectedDirectory).mSaves) { mFiles.GetChild().AddWidget( glm::vec2{0, 0}, glm::vec2{mFiles.GetDimensions().x - 16, 15}, mFont, (index == mSelectedSave ? "#" : "") + save.mName, [this, i=index]{ SaveSelected(i); } ); index++; } } AddChildBack(&mDirectories); AddChildBack(&mFiles); AddChildBack(&mDirectoryLabel); AddChildBack(&mFilesLabel); AddChildBack(&mCancel); if (mIsSave) { mRmDirectory.SetPosition(mLayout.GetWidgetLocation(sRmDirectory)); mRmFile.SetPosition(mLayout.GetWidgetLocation(sRmFile)); mSave.SetPosition(mLayout.GetWidgetLocation(sSave)); mCancel.SetPosition(mLayout.GetWidgetLocation(sCancel)); AddChildBack(&mRmDirectory); AddChildBack(&mRmFile); AddChildBack(&mSave); AddChildBack(&mRestoreLabel); AddChildBack(&mDirectorySaveInput); AddChildBack(&mFileSaveInput); } else { mCancel.SetPosition(mLayoutRestore.GetWidgetLocation(sCancel - sLoadOffset)); AddChildBack(&mRestore); AddChildBack(&mRestoreLabel); } // Only refresh this when the directory changes // otherwises the scroll view will pop back to the top // when we click on a save if (mRefreshSaves) { mFiles.ResetScroll(); mRefreshSaves = false; } if (mRefreshDirectories) { mDirectories.ResetScroll(); mRefreshDirectories = false; } } const Font& mFont; const Backgrounds& mBackgrounds; BAK::Layout mLayout; BAK::Layout mLayoutRestore; LeaveSaveFn mLeaveSaveFn; LoadSaveFn mLoadSaveFn; SaveFn mSaveFn; bool mIsSave; Widget mFrame; TextBox mRestoreLabel; TextBox mDirectoryLabel; TextBox mFilesLabel; ScrollView<List<ClickButton>> mDirectories; TextInput mDirectorySaveInput; ScrollView<List<ClickButton>> mFiles; TextInput mFileSaveInput; ClickButton mRmDirectory; ClickButton mRmFile; ClickButton mSave; ClickButton mRestore; ClickButton mCancel; bool mRefreshDirectories; bool mRefreshSaves; std::optional<std::size_t> mSelectedDirectory; std::optional<std::size_t> mSelectedSave; BAK::SaveManager mSaveManager; bool mNeedRefresh; const Logging::Logger& mLogger; }; }
11,785
C++
.h
368
22.434783
105
0.574659
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,637
dialogDisplay.hpp
xavieran_BaKGL/gui/dialogDisplay.hpp
#pragma once #include "bak/dialog.hpp" #include "bak/gameState.hpp" #include "com/algorithm.hpp" #include "com/assert.hpp" #include "com/visit.hpp" #include "gui/IDialogDisplay.hpp" #include "gui/IDialogScene.hpp" #include "gui/actors.hpp" #include "gui/backgrounds.hpp" #include "gui/button.hpp" #include "gui/colors.hpp" #include "gui/label.hpp" #include "gui/textBox.hpp" #include "gui/core/widget.hpp" #include <string> #include <string_view> namespace Gui { enum class DialogFrame { Fullscreen = 0, ActionArea = 1, ActionAreaInventory = 2, LowerArea = 3, Popup = 4 }; class DialogDisplay : public Widget, IDialogDisplay { public: DialogDisplay( glm::vec2 pos, glm::vec2 dims, const Actors& actors, const Backgrounds& bgs, const Font& fr, BAK::GameState& gameState) : Widget{ RectTag{}, pos, dims, glm::vec4{0}, true }, mKeywords{}, mGameState{gameState}, mCenter{160, 112}, mFont{fr}, mActors{actors}, mLabel{ mCenter, glm::vec2{320, 20}, mFont, "#LABEL#"}, mActor{ Graphics::DrawMode::Sprite, mActors.GetSpriteSheet(), Graphics::TextureIndex{}, Graphics::ColorMode::Texture, glm::vec4{0}, glm::vec2{100, 19}, glm::vec2{0}, true}, mFullscreenFrame{ Graphics::DrawMode::Sprite, bgs.GetSpriteSheet(), bgs.GetScreen("OPTIONS2.SCX"), Graphics::ColorMode::Texture, glm::vec4{0}, glm::vec2{0, 0}, glm::vec2{320, 200}, true }, mWorldViewFrame{ Graphics::DrawMode::Sprite, bgs.GetSpriteSheet(), bgs.GetScreen("DIALOG_BG_MAIN.SCX"), Graphics::ColorMode::Texture, glm::vec4{0}, glm::vec2{0, 0}, glm::vec2{320, 200}, true }, mActionAreaFrame{ ClipRegionTag{}, glm::vec2{15, 11}, glm::vec2{289, 101}, true }, mActionAreaBackground{ Graphics::DrawMode::Sprite, bgs.GetSpriteSheet(), bgs.GetScreen("DIALOG.SCX"), Graphics::ColorMode::Texture, glm::vec4{0}, glm::vec2{-15, -11}, glm::vec2{320, 200}, true }, mLowerFrame{ RectTag{}, glm::vec2{15, 125}, glm::vec2{285, 66}, glm::vec4{0}, true }, mFullscreenTextBox{ glm::vec2{30, 30}, glm::vec2{320 - 30*2, 135} }, mActionAreaTextBox{ glm::vec2{6, 6}, glm::vec2{290, 103} }, mLowerTextBox{ glm::vec2{0, 0}, glm::vec2{285, 66} }, mPopup{ glm::vec2{}, glm::vec2{}, Color::buttonBackground, Color::buttonHighlight, Color::buttonShadow, Color::black }, mPopupText{ glm::vec2{}, glm::vec2{} }, mLogger{Logging::LogState::GetLogger("Gui::DialogDisplay")} { mFullscreenFrame.AddChildBack(&mFullscreenTextBox); mLowerFrame.AddChildBack(&mLowerTextBox); mActionAreaFrame.AddChildBack(&mActionAreaBackground); mActionAreaFrame.AddChildBack(&mActionAreaTextBox); mPopup.AddChildBack(&mPopupText); } void ShowWorldViewPane(bool isInWorldView) { if (isInWorldView) AddChildBack(&mWorldViewFrame); } void DisplayPlayer(IDialogScene& dialogScene, unsigned act) { const auto actor = mGameState.GetActor(act); if (actor) { SetActor(*actor, dialogScene, false); AddLabel("#" + std::string{mKeywords.GetNPCName(*actor)} + " asked about:#"); } else { } } std::pair<glm::vec2, std::string> DisplaySnippet( IDialogScene& dialogScene, const BAK::DialogSnippet& snippet, std::string_view remainingText, bool isInWorldView, glm::vec2 mousePos) { ClearChildren(); auto popup = snippet.GetPopup(); if (popup) { // Need a more reliable way of getting mouse pos //mPopup.SetPosition(mousePos); mPopup.SetPosition(popup->mPos); mPopup.SetDimensions(popup->mDims); mPopupText.SetPosition(glm::vec2{1}); mPopupText.SetDimensions(popup->mDims); } std::string text{remainingText}; text = mGameState.GetTextVariableStore().SubstituteVariables(text); const auto ds1 = snippet.mDisplayStyle; const auto ds2 = snippet.mDisplayStyle2; const auto ds3 = snippet.mDisplayStyle3; const auto act = snippet.mActor; const auto dialogFrame = std::invoke([&]{ if (popup) return DialogFrame::Popup; else if (act != 0x0) return DialogFrame::LowerArea; else if (ds1 == 0x06) return DialogFrame::Fullscreen; else if (ds1 == 0x05) return DialogFrame::ActionAreaInventory; else if (ds1 == 0x03 || ds1 == 0x04) return DialogFrame::LowerArea; else if (ds1 == 0x02 || ds2 == 0x14 || ds3 == 0x02 || ds2 == 0x10) return DialogFrame::ActionArea; else return DialogFrame::Fullscreen; }); const bool verticallyCentered = ((ds2 & 0x10) != 0) || (ds2 == 0x3); const bool horizontallyCentered = (ds2 & 0x4) == 0x4; const bool isBold = ds2 == 0x3; std::optional<unsigned> actor{}; if (act != 0) { actor = mGameState.GetActor(act); } const auto [charPos, undisplayedText] = SetText( text, dialogFrame, horizontallyCentered, verticallyCentered, isBold, isInWorldView); if (actor) { SetActor(*actor, dialogScene, true); } return std::make_pair(charPos, std::string{undisplayedText}); } void ShowFlavourText(BAK::Target target) { const auto& snippet = BAK::DialogStore::Get().GetSnippet(target); const auto text = snippet.GetText(); const auto flavourText = find_nth(text.begin(), text.end(), '#', 2); ASSERT(flavourText != text.end()); const auto remainingText = std::string{flavourText, text.end()}; auto nullScene = NullDialogScene{}; DisplaySnippet(nullScene, snippet, remainingText, false, glm::vec2{}); const auto label = std::string{text.begin(), flavourText}; AddLabel(label); } void Clear() { ClearChildren(); mWorldViewFrame.ClearChildren(); } private: void AddLabel(std::string_view text) { mLabel.SetText(text); mLabel.SetCenter(mCenter); AddChildBack(&mLabel); } std::pair<glm::vec2, std::string_view> SetText( std::string_view text, DialogFrame dialogFrame, bool centeredX, bool centeredY, bool isBold, bool isInWorldView) { Clear(); switch (dialogFrame) { case DialogFrame::Fullscreen: { AddChildBack(&mFullscreenFrame); auto [charPos, remaining] = mFullscreenTextBox.SetText( mFont, text, centeredX, centeredY, isBold); return std::make_pair<glm::vec2, std::string_view>(charPos + mFullscreenTextBox.GetTopLeft(), std::move(remaining)); } break; case DialogFrame::ActionAreaInventory: [[fallthrough]]; case DialogFrame::ActionArea: { AddChildBack(&mActionAreaFrame); if (dialogFrame == DialogFrame::ActionArea) { mActionAreaFrame.SetPosition({13, 11}); mActionAreaFrame.SetDimensions({295, 101}); mActionAreaTextBox.SetDimensions({288, 97}); } // Inventory style is a bit bigger.. else { mActionAreaFrame.SetPosition({12, 11}); mActionAreaFrame.SetDimensions({295, 121}); mActionAreaTextBox.SetDimensions({288, 118}); } auto [charPos, remaining] = mActionAreaTextBox.SetText( mFont, text, centeredX, centeredY, isBold); return std::make_pair<glm::vec2, std::string_view>(charPos + mActionAreaFrame.GetTopLeft(), std::move(remaining)); } break; case DialogFrame::LowerArea: { if (isInWorldView) { AddChildBack(&mWorldViewFrame); mWorldViewFrame.AddChildBack(&mLowerFrame); } else { AddChildBack(&mLowerFrame); } auto [charPos, remaining] = mLowerTextBox.SetText( mFont, text, centeredX, centeredY, isBold); // the subtraction of 10 is a hack to stop the buttons getting displayed half off the bottom of the screen... not ideal return std::make_pair<glm::vec2, std::string_view>(charPos + mLowerFrame.GetTopLeft() - glm::vec2{0, 10}, std::move(remaining)); } break; case DialogFrame::Popup: { AddChildBack(&mPopup); auto [charPos, remaining] = mPopupText.SetText(mFont, text, true, true); // probably not required... return std::make_pair<glm::vec2, std::string_view>(charPos + mPopup.GetTopLeft() - glm::vec2{0, 10}, std::move(remaining)); } break; default: throw std::runtime_error("Invalid DialogArea"); } } void SetActor( unsigned actor, IDialogScene& dialogScene, bool showName) { mLogger.Debug() <<" Actor: " << actor << "\n"; if (actor > 6) dialogScene.DisplayNPCBackground(); else dialogScene.DisplayPlayerBackground(); const auto& [index, dims] = mActors.GetActor(actor); mActor.SetTexture(index); // we want the bottom of this picture to end up here mActor.SetPosition(glm::vec2{100, 112 - dims.y}); mActor.SetDimensions(dims); AddChildBack(&mActor); if (showName) { AddLabel("#" + std::string{mKeywords.GetNPCName(actor)} + "#"); } } private: BAK::Keywords mKeywords; BAK::GameState& mGameState; glm::vec2 mCenter; const Font& mFont; const Actors& mActors; Label mLabel; Widget mActor; Widget mFullscreenFrame; Widget mWorldViewFrame; Widget mActionAreaFrame; Widget mActionAreaBackground; Widget mLowerFrame; TextBox mFullscreenTextBox; TextBox mActionAreaTextBox; TextBox mLowerTextBox; Button mPopup; TextBox mPopupText; const Logging::Logger& mLogger; }; }
11,540
C++
.h
365
21.619178
140
0.550777
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,638
IAnimator.hpp
xavieran_BaKGL/gui/IAnimator.hpp
#pragma once namespace Gui { class IAnimator { public: virtual void OnTimeDelta(double delta) = 0; virtual bool IsAlive() const = 0; virtual ~IAnimator() = default; }; }
186
C++
.h
10
16
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0.715116
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,639
cureScreen.hpp
xavieran_BaKGL/gui/cureScreen.hpp
#pragma once #include "audio/audio.hpp" #include "bak/dialogSources.hpp" #include "bak/layout.hpp" #include "bak/temple.hpp" #include "gui/IDialogScene.hpp" #include "gui/IGuiManager.hpp" #include "gui/backgrounds.hpp" #include "gui/icons.hpp" #include "gui/info/portrait.hpp" #include "gui/info/ratings.hpp" #include "gui/colors.hpp" #include "gui/teleportDest.hpp" #include "gui/core/widget.hpp" #include <glm/glm.hpp> #include <iostream> #include <utility> #include <variant> namespace Gui { class CureScreen : public Widget, public IDialogScene { public: static constexpr auto sLayoutFile = "REQ_HEAL.DAT"; static constexpr auto sInfoLayoutFile = "REQ_INFO.DAT"; static constexpr auto sScreen = "OPTIONS1.SCX"; static constexpr auto sCurePlayer = 0; static constexpr auto sNextPlayer = 1; static constexpr auto sDone = 2; static constexpr auto sPortraitWidget = 0; CureScreen( IGuiManager& guiManager, const Actors& actors, const Backgrounds& backgrounds, const Icons& icons, const Font& font, BAK::GameState& gameState) : Widget{ Graphics::DrawMode::Sprite, backgrounds.GetSpriteSheet(), backgrounds.GetScreen(sScreen), Graphics::ColorMode::Texture, glm::vec4{1}, glm::vec2{0}, glm::vec2{320, 200}, true }, mGuiManager{guiManager}, mFont{font}, mGameState{gameState}, mIcons{icons}, mLayout{sLayoutFile}, mInfoLayout{sInfoLayoutFile}, mSelectedCharacter{BAK::ActiveCharIndex{0}}, mTempleNumber{BAK::Temple::sTempleOfSung}, mCureFactor{65}, mFinished{nullptr}, mCost{BAK::Royals{0}}, mPortrait{ mInfoLayout.GetWidgetLocation(sPortraitWidget), mInfoLayout.GetWidgetDimensions(sPortraitWidget), actors, mFont, std::get<Graphics::SpriteSheetIndex>(icons.GetStippledBorderVertical()), std::get<Graphics::TextureIndex>(icons.GetStippledBorderHorizontal()), std::get<Graphics::TextureIndex>(icons.GetStippledBorderVertical()), [this](){ AdvanceCharacter(); }, [this](){ const auto character = mGameState .GetParty() .GetCharacter(BAK::ActiveCharIndex{mSelectedCharacter}) .GetIndex(); mGameState.SetDialogContext_7530(character.mValue); mGuiManager.StartDialog( BAK::DialogSources::mCharacterFlavourDialog, false, false, this); } }, mRatings{ mPortrait.GetPositionInfo().mPosition + glm::vec2{mPortrait.GetPositionInfo().mDimensions.x + 4, 0}, glm::vec2{222, mPortrait.GetPositionInfo().mDimensions.y}, mFont, std::get<Graphics::SpriteSheetIndex>(icons.GetStippledBorderVertical()), std::get<Graphics::TextureIndex>(icons.GetStippledBorderHorizontal()), std::get<Graphics::TextureIndex>(icons.GetStippledBorderVertical()) }, mCureText{ glm::vec2{34, 94}, glm::vec2{240, 80} }, mCureButton{ mLayout.GetWidgetLocation(sCurePlayer), mLayout.GetWidgetDimensions(sCurePlayer) + glm::vec2{0, 1}, mFont, "#Cure Player", [this]{ CureCharacter(); } }, mNextPlayerButton{ mLayout.GetWidgetLocation(sNextPlayer), mLayout.GetWidgetDimensions(sNextPlayer) + glm::vec2{0, 1}, mFont, "#Next Player", [this]{ AdvanceCharacter(); } }, mDoneButton{ mLayout.GetWidgetLocation(sDone), mLayout.GetWidgetDimensions(sDone) + glm::vec2{0, 1}, mFont, "#Done", [this]{ mGuiManager.ExitSimpleScreen(); ASSERT(mFinished); mFinished(); } }, mLogger{Logging::LogState::GetLogger("Gui::CureScreen")} { AddChildren(); } void DisplayNPCBackground() override {} void DisplayPlayerBackground() override {} void DialogFinished(const std::optional<BAK::ChoiceIndex>& choice) override { AdvanceCharacter(); } void EnterScreen(unsigned templeNumber, unsigned cureFactor, std::function<void()>&& finished) { mFinished = finished; ASSERT(mFinished); mTempleNumber = templeNumber; mCureFactor = cureFactor; mSelectedCharacter = BAK::ActiveCharIndex{0}; AdvanceCharacter(); } private: void CureCharacter() { if (mCost.mValue > mGameState.GetMoney().mValue) { mGuiManager.StartDialog(BAK::DialogSources::mHealDialogCantAfford, false, false, this); } else { AudioA::AudioManager::Get().PlaySound(AudioA::SoundIndex{0xc}); mGameState.SetActiveCharacter(mSelectedCharacter); mGuiManager.StartDialog(BAK::DialogSources::mHealDialogPostHealing, false, false, this); auto& character = mGameState.GetParty().GetCharacter(mSelectedCharacter); BAK::Temple::CureCharacter(character.mSkills, character.mConditions, mTempleNumber == BAK::Temple::sTempleOfSung); } } void AdvanceCharacter() { const auto startCharacter = mSelectedCharacter; SetSelectedCharacter( mGameState.GetParty().NextActiveCharacter(mSelectedCharacter)); while (CalculateCureCost().mValue == 0 && mSelectedCharacter != startCharacter) { SetSelectedCharacter( mGameState.GetParty().NextActiveCharacter(mSelectedCharacter)); } if (mSelectedCharacter == startCharacter && CalculateCureCost().mValue == 0) { mGuiManager.ExitSimpleScreen(); mFinished(); } UpdateCharacter(); } void SetSelectedCharacter(BAK::ActiveCharIndex character) { mSelectedCharacter = character; } BAK::Royals CalculateCureCost() { auto& character = mGameState.GetParty().GetCharacter(mSelectedCharacter); return BAK::Temple::CalculateCureCost( mCureFactor, mTempleNumber == BAK::Temple::sTempleOfSung, character.mSkills, character.mConditions, character.mSkillAffectors); } void UpdateCharacter() { auto& character = mGameState.GetParty().GetCharacter(mSelectedCharacter); mPortrait.SetCharacter(character.GetIndex(), character.mName); mRatings.SetCharacter(character); mCost = CalculateCureCost(); mGameState.SetItemValue(mCost); // FIXME: This is awful... would be nice to generically deal with text vars const auto snip = BAK::DialogStore::Get().GetSnippet(BAK::DialogSources::mHealDialogCost); mGameState.SetActiveCharacter(mSelectedCharacter); mGameState.SetCharacterTextVariables(); // For some reason the dialog action sets text variable 1 for cost but the dialog uses 0 for cost. mGameState.GetTextVariableStore().SetTextVariable(0, BAK::ToShopDialogString(mCost)); mCureText.SetText(mFont, mGameState.GetTextVariableStore() .SubstituteVariables(std::string{snip.GetText()}), false, false, true); } void AddChildren() { ClearChildren(); AddChildBack(&mPortrait); AddChildBack(&mRatings); AddChildBack(&mCureText); AddChildBack(&mCureButton); AddChildBack(&mNextPlayerButton); AddChildBack(&mDoneButton); } private: IGuiManager& mGuiManager; const Font& mFont; BAK::GameState& mGameState; const Icons& mIcons; BAK::Layout mLayout; BAK::Layout mInfoLayout; BAK::ActiveCharIndex mSelectedCharacter; unsigned mTempleNumber; unsigned mCureFactor; std::function<void()> mFinished; BAK::Royals mCost; Portrait mPortrait; Ratings mRatings; TextBox mCureText; ClickButton mCureButton; ClickButton mNextPlayerButton; ClickButton mDoneButton; const Logging::Logger& mLogger; }; }
8,415
C++
.h
234
27.029915
126
0.634368
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,640
label.hpp
xavieran_BaKGL/gui/label.hpp
#pragma once #include "gui/colors.hpp" #include "gui/textBox.hpp" #include "gui/core/widget.hpp" #include <glm/glm.hpp> #include <iostream> #include <variant> namespace Gui { class Label : public Widget { public: Label( glm::vec2 pos, glm::vec2 dims, const Font& fr, const std::string& text) : Widget{ RectTag{}, pos, dims, Color::frameMaroon, true }, mForeground{ RectTag{}, glm::vec2{1,1}, dims, Color::buttonBackground, true }, mTextBox{ glm::vec2{3, 2}, dims }, mFont{fr}, mLogger{Logging::LogState::GetLogger("Gui::Label")} { AddChildBack(&mForeground); AddChildBack(&mTextBox); SetText(text); } void SetText(std::string_view text) { auto [dims, remaining] = mTextBox .SetText(mFont, text); // Add margin dims += glm::vec2{3, 4}; // Resize to flow around text SetDimensions(dims); mForeground.SetDimensions( dims - glm::vec2{2,2}); } Widget mForeground; TextBox mTextBox; const Font& mFont; const Logging::Logger& mLogger; }; }
1,322
C++
.h
59
14.813559
59
0.531898
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,641
fadeScreen.hpp
xavieran_BaKGL/gui/fadeScreen.hpp
#pragma once #include "audio/audio.hpp" #include "gui/IDialogScene.hpp" #include "gui/animator.hpp" #include "gui/animatorStore.hpp" #include "gui/colors.hpp" #include "gui/core/widget.hpp" #include <glm/glm.hpp> namespace Gui { class FadeScreen: public Widget { public: using DoneFunction = std::function<void()>; FadeScreen( AnimatorStore& animatorStore, DoneFunction&& fadeInDone, DoneFunction&& fadeOutDone) : Widget{ RectTag{}, glm::vec2{0, 0}, glm::vec2{320, 200}, Color::black, false }, mAnimatorStore{animatorStore}, mFadeInDone{std::move(fadeInDone)}, mFadeOutDone{std::move(fadeOutDone)}, mDuration{0.0}, mFading{false}, mLogger{Logging::LogState::GetLogger("Gui::FadeScreen")} { } [[nodiscard]] bool OnMouseEvent(const MouseEvent& event) override { mLogger.Debug() << "Got mouse event: " << event << "\n"; return true; } void FadeIn(double duration) { ASSERT(!mFading); mFading = true; mDuration = duration; SetColor(glm::vec4{0,0,0,0}); mAnimatorStore.AddAnimator( std::make_unique<LinearAnimator>( mDuration / 2, glm::vec4{0, 0, 0, 0}, glm::vec4{0, 0, 0, 1}, [&](const auto& delta){ SetColor(GetDrawInfo().mColor + delta); return false; }, [&]{ mFading = false; mFadeInDone(); } )); } void FadeOut() { ASSERT(!mFading); mFading = true; SetColor(glm::vec4{0,0,0,1}); mAnimatorStore.AddAnimator( std::make_unique<LinearAnimator>( mDuration / 2, glm::vec4{0, 0, 0, 1}, glm::vec4{0, 0, 0, 0}, [&](const auto& delta){ SetColor(GetDrawInfo().mColor + delta); return false; }, [&]{ mFading = false; mFadeOutDone(); } )); } private: AnimatorStore& mAnimatorStore; DoneFunction mFadeInDone; DoneFunction mFadeOutDone; double mDuration; bool mFading; const Logging::Logger& mLogger; }; }
2,456
C++
.h
88
18.215909
69
0.513594
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,642
townLabel.hpp
xavieran_BaKGL/gui/townLabel.hpp
#pragma once #include "com/logger.hpp" #include "com/visit.hpp" #include "gui/core/highlightable.hpp" #include "gui/core/widget.hpp" #include "gui/colors.hpp" #include "gui/cursor.hpp" #include "gui/textBox.hpp" namespace Gui { namespace detail { class TownLabelBase : public Widget { public: TownLabelBase( glm::vec2 pos, glm::vec2 dims, const Font& font, const std::string& label) : Widget{ RectTag{}, pos, dims, glm::vec4{0}, true }, mTown{label}, mLabel{{}, glm::vec2{120, 32}} { const auto& [tDims, _] = mLabel.SetText(font, label); mLabel.SetDimensions(tDims); mLabel.SetCenter(glm::vec2{0, -3}); } void Entered() { ClearChildren(); AddChildBack(&mLabel); } void Exited() { ClearChildren(); } private: std::string mTown; TextBox mLabel; }; } using TownLabel = Highlightable<detail::TownLabelBase, false>; }
1,045
C++
.h
49
15.591837
62
0.590447
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,643
actors.hpp
xavieran_BaKGL/gui/actors.hpp
#pragma once #include "bak/textureFactory.hpp" #include "com/assert.hpp" #include "graphics/IGuiElement.hpp" #include "graphics/texture.hpp" #include "graphics/sprites.hpp" #include "gui/core/widget.hpp" #include <glm/glm.hpp> #include <iostream> #include <variant> namespace Gui { class Actors { public: Actors( Graphics::SpriteManager& spriteManager) : mSpriteSheet{spriteManager.AddSpriteSheet()}, mActorDimensions{}, mActorADimensions{}, mLogger{Logging::LogState::GetLogger("Gui::Actors")} { auto textures = Graphics::TextureStore{}; unsigned textureIndex = 0; for (unsigned i = 1; i < 54; i++) { std::stringstream actN{}; actN << "ACT0" << std::setw(2) << std::setfill('0') << i; std::stringstream pal{}; pal << actN.str() << ".PAL"; { if ( i == 9 || i == 12 || i == 18 || i == 30) actN << "A"; std::stringstream bmx{}; bmx << actN.str() << ".BMX"; mLogger.Spam() << "Loading: " << bmx.str() << " " << pal.str() << std::endl; BAK::TextureFactory::AddToTextureStore( textures, bmx.str(), pal.str()); const auto dims = textures.GetTexture(textureIndex).GetDims(); mActorDimensions.emplace_back(std::make_pair(textureIndex, dims)); textureIndex++; } // Add all alternates ... "A" if (i < 7) { actN << "A"; std::stringstream bmx{}; bmx << actN.str() << ".BMX"; mLogger.Spam() << "Loading alternate: " << bmx.str() << " " << pal.str() << std::endl; BAK::TextureFactory::AddToTextureStore( textures, bmx.str(), pal.str()); const auto dims = textures.GetTexture(textureIndex).GetDims(); mActorADimensions.emplace( i, std::make_pair(textureIndex, dims)); textureIndex++; } } auto& spriteSheet = spriteManager.GetSpriteSheet(mSpriteSheet); spriteSheet.LoadTexturesGL(textures); } Graphics::SpriteSheetIndex GetSpriteSheet() const { return mSpriteSheet; } std::pair< Graphics::TextureIndex, glm::vec2> GetActor(unsigned actor) const { mLogger.Info() << "Get Actor: " << actor << "\n"; unsigned index = actor - 1; ASSERT(index < mActorDimensions.size()); return mActorDimensions[index]; } std::pair< Graphics::TextureIndex, glm::vec2> GetActorA(unsigned actor) const { ASSERT(mActorADimensions.contains(actor)); return mActorADimensions.find(actor)->second; } private: Graphics::SpriteSheetIndex mSpriteSheet; std::vector<std::pair<Graphics::TextureIndex, glm::vec2>> mActorDimensions; std::unordered_map< unsigned, std::pair<Graphics::TextureIndex, glm::vec2>> mActorADimensions; const Logging::Logger& mLogger; }; }
3,252
C++
.h
95
24.442105
102
0.543686
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,644
colors.hpp
xavieran_BaKGL/gui/colors.hpp
#pragma once #include <glm/glm.hpp> namespace Gui::Color { constexpr auto black = glm::vec4{0.00, 0.00, 0.00, 1}; constexpr auto debug = glm::vec4{0.00, 0.00, 0.00, .4}; constexpr auto frameMaroon = glm::vec4{.300, .110, .094, 1}; constexpr auto fontHighlight = glm::vec4{.859, .780, .475, 1}; constexpr auto fontLowlight = glm::vec4{.302, .110, .094, 1}; constexpr auto fontUnbold = glm::vec4{.333, .271, .173, 1}; constexpr auto fontEmphasis = glm::vec4{.094, .125, .204, 1}; constexpr auto fontWhiteHighlight = glm::vec4{.969, .780, .651, 1}; constexpr auto fontRedHighlight = glm::vec4{.620, .188, .188, 1}; constexpr auto fontRedLowlight = glm::vec4{.255, .016, .031, 1}; constexpr auto infoBackground = glm::vec4{.125, .110, .094, 1}; constexpr auto buttonBackground = glm::vec4{.604, .427, .220, 1}; constexpr auto buttonPressed = glm::vec4{.573, .380, .204, 1}; constexpr auto buttonShadow = glm::vec4{.333, .271, .173, 1}; constexpr auto buttonHighlight = glm::vec4{.651, .573, .255, 1}; constexpr auto itemHighlighted = glm::vec4{.490, .063, .031, .5}; constexpr auto moredhelFontUpper = glm::vec4{.188, .157, .188, 1}; constexpr auto moredhelFontLower = glm::vec4{.255, .286, .255, 1}; constexpr auto tumblerBackground = glm::vec4{.188, .255, .286, 1}; constexpr auto tumblerShadow = glm::vec4{.349, .349, .318, 1}; constexpr auto tumblerHighlight = glm::vec4{.063, .063, .094, 1}; }
1,474
C++
.h
25
57.4
67
0.665505
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,645
cursor.hpp
xavieran_BaKGL/gui/cursor.hpp
#pragma once #include "bak/textureFactory.hpp" #include "com/assert.hpp" #include "graphics/texture.hpp" #include "graphics/sprites.hpp" #include "gui/core/widget.hpp" #include <stack> namespace Gui { class Cursor : public Widget { public: using Dimensions = glm::vec2; using CursorIndex = unsigned; Cursor( Graphics::SpriteManager& spriteManager) : Widget{ Graphics::DrawMode::Sprite, spriteManager.AddSpriteSheet(), Graphics::TextureIndex{0}, Graphics::ColorMode::Texture, glm::vec4{0}, glm::vec2{0}, glm::vec2{1}, false }, mCursors{}, mSprites{ spriteManager.GetSpriteSheet( mDrawInfo.mSpriteSheet)}, mLogger{Logging::LogState::GetLogger("Gui::Cursor")} { auto textures = Graphics::TextureStore{}; BAK::TextureFactory::AddToTextureStore( textures, "POINTERG.BMX", "OPTIONS.PAL"); mSprites.LoadTexturesGL(textures); PushCursor(0); } void Clear() { while (mCursors.size() > 1) mCursors.pop(); } void PushCursor(unsigned cursor) { ASSERT(cursor < mSprites.size()); mCursors.push( std::make_pair( mSprites.GetDimensions(cursor), cursor)); mLogger.Spam() << "Pushed Cursor: " << cursor << "\n"; UpdateCursor(); } void PopCursor() { if (mCursors.size() < 2) { // This probably isn't an error... mLogger.Error() << "Only have one cursor, not popping it!\n"; } else { mLogger.Spam() << "Popped Cursor: " << std::get<unsigned>(mCursors.top()) << "\n"; mCursors.pop(); UpdateCursor(); } } void Hide() { SetColorMode(Graphics::ColorMode::SolidColor); } void Show() { SetColorMode(Graphics::ColorMode::Texture); } const auto& GetCursor() { ASSERT(mCursors.size() >= 1); return mCursors.top(); } const Graphics::Sprites& GetSprites() { return mSprites; } private: void UpdateCursor() { ASSERT(mCursors.size() >= 1); const auto & [dimensions, texture] = GetCursor(); mDrawInfo.mTexture = Graphics::TextureIndex{texture}; mPositionInfo.mDimensions = dimensions; std::stringstream ss{}; std::stack<std::pair<Dimensions, CursorIndex>> cursors{}; while (!mCursors.empty()) { auto tmp = mCursors.top(); mCursors.pop(); cursors.push(tmp); ss << " " << tmp.second << ","; } mLogger.Spam() << " Stack: " << ss.str() << std::endl; while (!cursors.empty()) { auto tmp = cursors.top(); cursors.pop(); mCursors.push(tmp); } } std::stack<std::pair<Dimensions, CursorIndex>> mCursors; Graphics::Sprites& mSprites; const Logging::Logger& mLogger; }; }
3,150
C++
.h
115
19.226087
94
0.546932
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,646
dynamicTTM.hpp
xavieran_BaKGL/gui/dynamicTTM.hpp
#pragma once #include "bak/ttmRunner.hpp" #include "com/logger.hpp" #include "graphics/sprites.hpp" #include "gui/animatorStore.hpp" #include "gui/core/widget.hpp" #include "gui/button.hpp" #include "gui/textBox.hpp" #include <vector> namespace Gui { class Backgrounds; class Font; class DynamicTTM { public: DynamicTTM( Graphics::SpriteManager& spriteManager, AnimatorStore& animatorStore, const Font& font, const Backgrounds& background, std::function<void()>&& sceneFinished, std::function<void(unsigned)>&& displayBook); Widget* GetScene(); void BeginScene(std::string adsFile, std::string ttmFile); bool AdvanceAction(); private: bool RenderDialog(const BAK::ShowDialog&); void ClearText(); Graphics::SpriteManager& mSpriteManager; AnimatorStore& mAnimatorStore; const Font& mFont; Widget mSceneFrame; Widget mDialogBackground; Widget mRenderedElements; TextBox mLowerTextBox; Button mPopup; TextBox mPopupText; std::vector<Widget> mSceneElements; BAK::TTMRunner mRunner; bool mDelaying = false; double mDelay = 0; Graphics::TextureStore mRenderedFrames; Graphics::SpriteManager::TemporarySpriteSheet mRenderedFramesSheet; unsigned mCurrentRenderedFrame{0}; bool mWaitAtNextUpdate{false}; std::function<void()> mSceneFinished; std::function<void(unsigned)> mDisplayBook; const Logging::Logger& mLogger; }; }
1,489
C++
.h
50
25.26
71
0.738516
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,647
scrollBar.hpp
xavieran_BaKGL/gui/scrollBar.hpp
#pragma once #include "gui/button.hpp" #include "gui/colors.hpp" #include "gui/clickButton.hpp" #include "gui/icons.hpp" #include "gui/core/widget.hpp" #include <glm/glm.hpp> namespace Gui { class ScrollBar : public Widget { static constexpr auto sMarginPixels = 2; public: ScrollBar( glm::vec2 pos, glm::vec2 dims, const Icons& icons, glm::vec2 barDim, bool scrollVertical, std::function<void(glm::vec2)>&& adjustScrollable) : Widget{ ClipRegionTag{}, pos, dims, true }, mScrollVertical{scrollVertical}, mLastMousePos{}, mHandlePressed{false}, mScale{1.0}, mAdjustScrollable{std::move(adjustScrollable)}, mBar{ glm::vec2{0}, barDim, Color::buttonBackground, Color::buttonHighlight, Color::buttonShadow }, mHandle{ glm::vec2{sMarginPixels}, barDim - glm::vec2{sMarginPixels * 2}, Color::buttonBackground, Color::buttonHighlight, Color::buttonShadow }, mUp{ glm::vec2{0}, std::get<glm::vec2>(icons.GetButton(1)), std::get<Graphics::SpriteSheetIndex>(icons.GetButton(1)), std::get<Graphics::TextureIndex>(icons.GetButton(1)), std::get<Graphics::TextureIndex>(icons.GetPressedButton(1)), []{ },//Scroll(glm::vec2{0, 1}); }, []{} }, mDown{ glm::vec2{0, 16}, std::get<glm::vec2>(icons.GetButton(1)), std::get<Graphics::SpriteSheetIndex>(icons.GetButton(1)), std::get<Graphics::TextureIndex>(icons.GetButton(1)), std::get<Graphics::TextureIndex>(icons.GetPressedButton(1)), []{}, //Scroll(glm::vec2{0, -1}); }, []{} }, mLogger{Logging::LogState::GetLogger("Gui::ScrollBar")} { AddChildren(); } void SetDimensions(glm::vec2 dims) override { Widget::SetDimensions(dims); mBar.SetDimensions(glm::vec2{16, dims.y}); mHandle.SetDimensions(mBar.GetDimensions() - glm::vec2{sMarginPixels * 2}); SetScale(mScale); } void SetScale(float scale) { mScale = scale; mHandle.SetDimensions( glm::vec2{mHandle.GetDimensions().x, (mBar.GetDimensions().y - sMarginPixels * 2) * mScale}); } bool OnMouseEvent(const MouseEvent& event) override { if (std::holds_alternative<LeftMousePress>(event) && Within(GetValue(event))) { mHandlePressed = true; return true; } else if (std::holds_alternative<LeftMouseRelease>(event)) { mHandlePressed = false; } if (mHandlePressed && std::holds_alternative<MouseMove>(event)) { mAdjustScrollable((mLastMousePos - GetValue(event)) / (mBar.GetDimensions().y * mScale)); return true; } if (std::holds_alternative<MouseMove>(event)) { mLastMousePos = GetValue(event); } return false; } void SetBarPosition(float position) { mHandle.SetPosition( glm::vec2{ sMarginPixels, sMarginPixels + (mBar.GetDimensions().y - sMarginPixels * 2 - mHandle.GetDimensions().y) * position}); } private: void AddChildren() { ClearChildren(); AddChildBack(&mBar); AddChildBack(&mHandle); //AddChildBack(&mUp); //AddChildBack(&mDown); } const bool mScrollVertical; glm::vec2 mLastMousePos; bool mHandlePressed; float mScale; std::function<void(glm::vec2)> mAdjustScrollable; Button mBar; Button mHandle; ClickButtonImage mUp; ClickButtonImage mDown; const Logging::Logger& mLogger; }; }
3,977
C++
.h
132
21.530303
114
0.574524
xavieran/BaKGL
39
2
32
GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
1,533,648
fullMap.hpp
xavieran_BaKGL/gui/fullMap.hpp
#pragma once #include "bak/coordinates.hpp" #include "bak/fmap.hpp" #include "bak/layout.hpp" #include "bak/dialogSources.hpp" #include "gui/IGuiManager.hpp" #include "gui/backgrounds.hpp" #include "gui/callbackDelay.hpp" #include "gui/clickButton.hpp" #include "gui/icons.hpp" #include "gui/tickAnimator.hpp" #include "gui/townLabel.hpp" #include "gui/core/widget.hpp" #include <glm/glm.hpp> #include <memory> namespace Gui { class FullMap : public Widget { public: static constexpr auto sLayoutFile = "REQ_FMAP.DAT"; static constexpr auto sExitWidget = 0; FullMap( IGuiManager& guiManager, const Backgrounds& backgrounds, const Icons& icons, const Font& font, BAK::GameState& gameState) : Widget{ Graphics::DrawMode::Sprite, backgrounds.GetSpriteSheet(), backgrounds.GetScreen("FULLMAP.SCX"), Graphics::ColorMode::Texture, glm::vec4{1}, glm::vec2{0}, glm::vec2{320, 200}, true }, mGuiManager{guiManager}, mFont{font}, mGameState{gameState}, mIcons{icons}, mFMapXY{}, mFMapTowns{}, mLayout{sLayoutFile}, mExitButton{ mLayout.GetWidgetLocation(sExitWidget), mLayout.GetWidgetDimensions(sExitWidget), mFont, "#Exit", [this]{ mGuiManager.DoFade(.8, [this]{ mPlayerPositionFlasher->Stop(); mGuiManager.ExitSimpleScreen(); }); } }, mPopup{ glm::vec2{}, glm::vec2{}, Color::buttonBackground, Color::buttonHighlight, Color::buttonShadow, Color::black }, mPopupText{ glm::vec2{}, glm::vec2{} }, mPlayerLocation{ ImageTag{}, std::get<Graphics::SpriteSheetIndex>(icons.GetFullMapIcon(0)), std::get<Graphics::TextureIndex>(icons.GetFullMapIcon(0)), mFMapXY.GetTileCoords(BAK::ZoneNumber{1}, glm::uvec2{10, 15}), std::get<glm::vec2>(icons.GetFullMapIcon(0)), false }, mTowns{}, mGameStartScreenMode{false}, mLogger{Logging::LogState::GetLogger("Gui::FullMap")} { mTowns.reserve(mFMapTowns.GetTowns().size()); for (const auto& town : mFMapTowns.GetTowns()) { mTowns.emplace_back( town.mCoord, glm::vec2{5, 5}, mFont, town.mName); } mPopup.AddChildBack(&mPopupText); } void DisplayMapMode() { mGameStartScreenMode = false; StartPlayerPositionFlasher(); AddChildren(); } void DisplayGameStartMode(BAK::Chapter chapter, BAK::MapLocation location) { mGameStartScreenMode = true; SetPlayerLocation(location); DisplayGameStart(chapter); AddChildren(); StartPlayerPositionFlasher(); mGuiManager.AddAnimator( std::make_unique<CallbackDelay>( [&](){ mGuiManager.EnterMainView(); mPlayerPositionFlasher->Stop(); }, 3)); } void UpdateLocation() { SetPlayerLocation(mGameState.GetZone(), mGameState.GetLocation()); } private: void SetPlayerLocation( BAK::ZoneNumber zone, BAK::GamePositionAndHeading location) { mPlayerPositionBaseIcon = BAK::HeadingToFullMapAngle(location.mHeading); UpdatePlayerPositionIcon(); mPlayerLocation.SetCenter( mFMapXY.GetTileCoords( zone, BAK::GetTile(location.mPosition))); } void SetPlayerLocation(BAK::MapLocation location) { mPlayerPositionBaseIcon = BAK::HeadingToFullMapAngle(location.mHeading); mPlayerLocation.SetCenter(location.mPosition); UpdatePlayerPositionIcon(); } void DisplayGameStart(BAK::Chapter chapter) { const auto& snippet = BAK::DialogStore::Get().GetSnippet( BAK::DialogSources::GetChapterStartText(chapter)); assert(snippet.GetPopup()); const auto popup = snippet.GetPopup(); mLogger.Debug() << "Show snippet;" << snippet << "\n"; mPopup.SetPosition(popup->mPos); mPopup.SetDimensions(popup->mDims); mPopupText.SetPosition(glm::vec2{1}); mPopupText.SetDimensions(popup->mDims); mPopupText.SetText(mFont, snippet.GetText(), true, true); } void StartPlayerPositionFlasher() { auto flasher = std::make_unique<TickAnimator>( .1, [&](){ if (mPlayerPositionIconOffset == 3) { mPlayerPositionIconPulseDirection = -1; } else if (mPlayerPositionIconOffset == 0) { mPlayerPositionIconPulseDirection = 1; } mPlayerPositionIconOffset += mPlayerPositionIconPulseDirection; UpdatePlayerPositionIcon(); }); mPlayerPositionFlasher = flasher.get(); mGuiManager.AddAnimator(std::move(flasher)); } void UpdatePlayerPositionIcon() { const auto& [ss, ti, dims] = mIcons.GetFullMapIcon(mPlayerPositionBaseIcon + mPlayerPositionIconOffset); mPlayerLocation.SetSpriteSheet(ss); mPlayerLocation.SetTexture(ti); mPlayerLocation.SetDimensions(dims); } void AddChildren() { ClearChildren(); if (mGameStartScreenMode) { AddChildBack(&mPopup); } else { AddChildBack(&mExitButton); for (auto& t : mTowns) AddChildBack(&t); } AddChildBack(&mPlayerLocation); } IGuiManager& mGuiManager; const Font& mFont; BAK::GameState& mGameState; const Icons& mIcons; BAK::FMapXY mFMapXY; BAK::FMapTowns mFMapTowns; BAK::Layout mLayout; ClickButton mExitButton; Button mPopup; TextBox mPopupText; Widget mPlayerLocation; std::vector<TownLabel> mTowns{}; unsigned mPlayerPositionBaseIcon{}; unsigned mPlayerPositionIconOffset{}; int mPlayerPositionIconPulseDirection{1}; TickAnimator* mPlayerPositionFlasher{}; bool mGameStartScreenMode{}; const Logging::Logger& mLogger; }; }
6,545
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.h
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0.59816
xavieran/BaKGL
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
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1,533,649
preferencesScreen.hpp
xavieran_BaKGL/gui/preferencesScreen.hpp
#pragma once #include "audio/audio.hpp" #include "bak/IContainer.hpp" #include "bak/textureFactory.hpp" #include "gui/IDialogScene.hpp" #include "gui/IGuiManager.hpp" #include "gui/backgrounds.hpp" #include "gui/colors.hpp" #include "gui/clickButton.hpp" #include "gui/textBox.hpp" #include "gui/core/widget.hpp" #include <glm/glm.hpp> namespace Gui { class PreferencesScreen: public Widget { public: static constexpr auto sLayoutFile = "REQ_PREF.DAT"; static constexpr auto sBackground = "OPTIONS2.SCX"; static constexpr auto sOk = 0; static constexpr auto sCancel = 1; static constexpr auto sDefaults = 2; using LeavePreferencesFn = std::function<void()>; PreferencesScreen( IGuiManager& guiManager, const Backgrounds& backgrounds, const Font& font, LeavePreferencesFn&& leavePreferenceFn) : Widget{ RectTag{}, glm::vec2{0, 0}, glm::vec2{320, 200}, Color::black, false }, mGuiManager{guiManager}, mFont{font}, mBackgrounds{backgrounds}, mLayout{sLayoutFile}, mLeavePreferencesFn{std::move(leavePreferenceFn)}, mFrame{ ImageTag{}, backgrounds.GetSpriteSheet(), backgrounds.GetScreen(sBackground), glm::vec2{0}, GetPositionInfo().mDimensions, true }, mOk{ mLayout.GetWidgetLocation(sOk), mLayout.GetWidgetDimensions(sOk), mFont, "#OK", [this]{ std::invoke(mLeavePreferencesFn); } }, mCancel{ mLayout.GetWidgetLocation(sCancel), mLayout.GetWidgetDimensions(sCancel), mFont, "#Cancel", [this]{ std::invoke(mLeavePreferencesFn); } }, mDefaults{ mLayout.GetWidgetLocation(sDefaults), mLayout.GetWidgetDimensions(sDefaults), mFont, "#Defaults", []{ } }, mLogger{Logging::LogState::GetLogger("Gui::PreferencesScreen")} { AddChildren(); } private: void AddChildren() { ClearChildren(); AddChildBack(&mFrame); mOk.SetPosition(mLayout.GetWidgetLocation(sOk)); mCancel.SetPosition(mLayout.GetWidgetLocation(sCancel)); mDefaults.SetPosition(mLayout.GetWidgetLocation(sDefaults)); AddChildBack(&mOk); AddChildBack(&mCancel); AddChildBack(&mDefaults); } IGuiManager& mGuiManager; const Font& mFont; const Backgrounds& mBackgrounds; BAK::Layout mLayout; LeavePreferencesFn mLeavePreferencesFn; Widget mFrame; ClickButton mOk; ClickButton mCancel; ClickButton mDefaults; const Logging::Logger& mLogger; }; }
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.h
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xavieran/BaKGL
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GPL-3.0
9/20/2024, 10:44:02 PM (Europe/Amsterdam)
false
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false