normalsetupstate.cpp
来自「Source code (C++) of the Amoebax game fo」· C++ 代码 · 共 305 行
CPP
305 行
//// Cross-platform free Puyo-Puyo clone.// Copyright (C) 2006, 2007 Emma's Software//// This program is free software; you can redistribute it and/or modify// it under the terms of the GNU General Public License as published by// the Free Software Foundation; either version 2 of the License, or// (at your option) any later version.//// This program is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the// GNU General Public License for more details.//// You should have received a copy of the GNU General Public License// along with this program; if not, write to the Free Software// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.//#if defined (HAVE_CONFIG_H)#include <config.h>#endif // HAVE_CONFIG_H#include <sstream>#include "File.h"#include "System.h"#include "NormalSetupState.h"#include "NormalState.h"using namespace Amoebax;// The names of the characters.static const std::string k_CharacterNames[2] = {"Kim", "Tom"};// The number of character.static const uint8_t k_NumCharacters = 2;// The separation in pixels from the center to a character.static const uint16_t k_CharacterSeparation = 200;// The Y position of the names in pixels.static const uint16_t k_NamesPositionY = 780;// The Y position of the "select character" string.static const uint16_t k_SelectCharacterPositionY = 120;////// \brief Default constructor.///NormalSetupState::NormalSetupState (void): IState (), m_Background (0), m_FontNormal (0), m_FontSelected (0), m_SelectedCharacter (0), m_StateRemoved (false){ loadGraphicResources ();}voidNormalSetupState::activate (void){}////// \brief Gets the selected character's name.////// \return The name of the selected character.///inline std::stringNormalSetupState::getCharacterName (void) const{ return k_CharacterNames[getSelectedCharacter ()];}////// \brief Gets the index of the selected character.////// \return The index of the selected character.///inline uint8_tNormalSetupState::getSelectedCharacter (void) const{ return m_SelectedCharacter;}voidNormalSetupState::joyMotion (uint8_t joystick, uint8_t axis, int16_t value){}voidNormalSetupState::joyDown (uint8_t joystick, uint8_t button){#if defined (IS_GP2X_HOST) switch (button) { case GP2X_BUTTON_A: case GP2X_BUTTON_B: case GP2X_BUTTON_CLICK: selectCharacter (); break; case GP2X_BUTTON_LEFT: selectPreviousCharacter (); break; case GP2X_BUTTON_RIGHT: selectNextCharacter (); break; case GP2X_BUTTON_X: removeState (); break; }#endif // IS_GP2X_HOST}voidNormalSetupState::joyUp (uint8_t joystick, uint8_t button){}#if !defined (IS_GP2X_HOST)|| defined (__SYMBIAN32__)voidNormalSetupState::keyDown (uint32_t key){ switch (key) { case SDLK_ESCAPE: removeState (); break; case SDLK_LEFT: case SDLK_PAGEDOWN:
selectPreviousCharacter (); break; case SDLK_RETURN:
case SDLK_F5: selectCharacter (); break; case SDLK_RIGHT:
case SDLK_PAGEUP: selectNextCharacter (); break; }}voidNormalSetupState::keyUp (uint32_t key){}#endif // !IS_GP2X_HOST////// \brief Loads graphic resources.///voidNormalSetupState::loadGraphicResources (void){ const float screenScale = System::getInstance ().getScreenScaleFactor ();#if defined (IS_GP2X_HOST) const float originalScale = screenScale;#else // !IS_GP2X_HOST const float originalScale = 1.0f;#endif // IS_GP2X_HOST m_Background.reset ( Surface::fromFile (File::getGraphicsFilePath ("menuBackground.png"))); { std::auto_ptr<Surface> kim (Surface::fromFile ( File::getGraphicsFilePath ("Kim.png"))); kim->blit (m_Background->getWidth () / 2 - static_cast<uint16_t> (originalScale * k_CharacterSeparation) - kim->getWidth () / 2, m_Background->getHeight () / 2 - kim->getHeight () / 2, m_Background->toSDLSurface ()); std::auto_ptr<Surface> tom (Surface::fromFile ( File::getGraphicsFilePath ("Tom.png"))); tom->blit (m_Background->getWidth () / 2 + static_cast<uint16_t> (originalScale * k_CharacterSeparation) - tom->getWidth () / 2, m_Background->getHeight () / 2 - tom->getHeight () / 2, m_Background->toSDLSurface ()); } m_Background->resize (screenScale); m_FontNormal.reset (Font::fromFile (File::getFontFilePath ("fontMenu"))); m_FontSelected.reset ( Font::fromFile (File::getFontFilePath ("fontMenuSelected"))); const std::string selectString = "select your character"; m_FontNormal->write (selectString, m_Background->getWidth () / 2 - m_FontNormal->getTextWidth (selectString) / 2, static_cast<uint16_t> (screenScale * k_SelectCharacterPositionY), m_Background->toSDLSurface ());}voidNormalSetupState::redrawBackground (SDL_Rect *region, SDL_Surface *screen){ m_Background->blit (region->x, region->y, region->w, region->h, region->x, region->y, screen);}voidNormalSetupState::render (SDL_Surface *screen){ const float screenScale = System::getInstance ().getScreenScaleFactor (); Font *leftFont = m_FontNormal.get (); Font *rightFont = m_FontNormal.get (); if ( 0 == getSelectedCharacter () ) { leftFont = m_FontSelected.get (); } else { rightFont = m_FontSelected.get (); } leftFont->write (k_CharacterNames[0], m_Background->getWidth () / 2 - static_cast<uint16_t> (screenScale * k_CharacterSeparation) - leftFont->getTextWidth (k_CharacterNames[0]) / 2, static_cast<uint16_t> (screenScale * k_NamesPositionY), screen); rightFont->write (k_CharacterNames[1], m_Background->getWidth () / 2 + static_cast<uint16_t> (screenScale * k_CharacterSeparation) - leftFont->getTextWidth (k_CharacterNames[1]) / 2, static_cast<uint16_t> (screenScale * k_NamesPositionY), screen);}////// \brief Selects the currently selected character as the player's character.///voidNormalSetupState::selectCharacter (void){ removeState (false); System::getInstance ().setActiveState ( new NormalState (getCharacterName ()), System::FadeNone);}////// \brief Selects the next available character.///voidNormalSetupState::selectNextCharacter (void){ setSelectedCharacter ((getSelectedCharacter () + 1) % k_NumCharacters);}////// \brief Selects the previous available character.///voidNormalSetupState::selectPreviousCharacter (void){ if ( 0 == getSelectedCharacter () ) { setSelectedCharacter (k_NumCharacters - 1); } else { setSelectedCharacter (getSelectedCharacter () - 1); }}////// \brief Sets the index of the selected character.////// \param character The index of the character to select.///inline voidNormalSetupState::setSelectedCharacter (uint8_t character){ m_SelectedCharacter = character;}////// \brief Removes the state.///voidNormalSetupState::removeState (bool fadeOff){ if ( !m_StateRemoved ) { System::getInstance ().removeActiveState (fadeOff); m_StateRemoved = true; }}voidNormalSetupState::update (uint32_t elapsedTime){}voidNormalSetupState::videoModeChanged (void){ loadGraphicResources ();}
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