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guiController.h
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#ifndef THEHUTRIES_GUICONTROLLER_H
#define THEHUTRIES_GUICONTROLLER_H
#include <sstream>
#include <iostream>
#include <string>
#include "modelController.h"
#include "world.h"
#include "gui.h"
class GUIController
{
public:
GUIController(sf::RenderWindow* hutrieApplication, ModelController* modelController, World* world, GUI* gui);
~GUIController();
//------------------------------------------ DRAW ----------------------------------//
void drawApplication();
void drawHutriesHall();
void drawGrid(std::vector<Unit*>::iterator it);
void drawMap();
void drawHutries();
void drawEnvironment();
void drawBuildings();
void drawForest();
void showDescription();
void drawConstructionSites();
void drawToApplication(sf::RectangleShape shape);
void drawToApplication(sf::Sprite sprite);
void drawToApplication(sf::Text text);
void createBackground();
//------------------------------------------ CURSOR ----------------------------------//
void createCursor();
void setCursorSprite();
void setCursorPosition();
void attachBuildingToCursor (sf::Vector2f worldPos);
//------------------------------------------ DISPLAY ----------------------------------//
void displayApplication();
void displayElementsOfGUI();
void displayGUI();
void displayIntro();
void displayMenu();
void displayHowToPlay();
void displayPauseMenu();
void prepareToDisplay();
void displayExitWindow();
//------------------------------------------ BUTTONS ----------------------------------//
void handleGUIButtonsActions();
void handleMenuButtonsActions();
void handleDifficultyButtonsActions();
void handlePauseButtonsActions();
void handleExitButtonsActions();
void handleHowToPlayButtonsActions();
void activateHowToPlayButtons(bool active);
void turnOffHelp();
void setDifficultyButtonsFlags(bool buttonFlag);
void setBuildingButtonsFlags(bool buttonFlag);
void setMenuButtonsFlags(bool buttonFlag);
void setPauseButtonsFlags(bool buttonFlag);
void setExitButtonsFlags(bool buttonFlag);
void setHelpBuildingsFlags (bool buttonFlag);
//------------------------------------- LAUNCH TEXT THREADS --------------------------//
void launchTitleThread();
void launchBigTitleThread();
void launchQuoteThread();
void terminateQuoteThread();
void displayGameOver(bool win, bool next);
//------------------------------------------ OTHER ----------------------------------//
void setBuildingsCosts();
void updateGoodsNumber();
bool getIntroFlag() { return introFlag; };
bool getReadyForGame() { return readyForGame; };
void highlightClock(bool highlight);
void updateBuildingsHighlight();
void showEmptyUnits(bool mark = true);
void captureScreen();
void updateClock(int time);
void highlightTargetButton();
//------------------------------------GRID---------------------------------------//
void setGridOutlineColor(bool outlineColorFlag);
bool getVisibleGridFlag() { return visibleGrid; };
void setVisibleGridFlag(bool visibleGrid) { this->visibleGrid = visibleGrid; };
//------------------------------------ENDING---------------------------------------//
void setEndingText(bool win, bool next);
std::string getEndingBuildingsStats();
std::string getEndingHutriesStats();
std::string getEndingProductionStats();
std::string finalScore;
//------------------------------------DIFFICULTY---------------------------------------//
void chooseDifficulty();
void changeDifficultyButtonSprite();
void setDifficulty(std::string difficult);
void setEasy();
void setNormal();
void setHard();
//------------------------------------------ ERRORS ----------------------------------//
void handleErrorsVisiblity();
void errorNoCarriers();
void errorNoSlots();
void errorNoWorkers();
void errorUnitOccupied();
void errorOutOfMap();
void errorAlreadyCreatingArcher();
void errorAlreadyCreatingWarrior();
void errorAlreadyCreatingCarrier();
void errorAlreadyCreatingWorker();
void errorOverflowHutriesHallQueue();
void errorNoProductsToCarry();
void errorNotEnoughGoods();
void errorMustBuildNearForest();
void errorMustBuildNearRocks();
void errorMustBuildOnMountain();
void errorToMuchWorkers();
void errorTooMuchGoods();
sf::Sprite cursor;
private:
void getView();
void updateHowToText();
void hideDifficultyTexts();
sf::RenderWindow* hutrieApplication;
ModelController* modelController;
World* world;
GUI* gui;
sf::View fixed;
sf::RectangleShape background;
sf::Texture backgroundTexture;
sf::Sprite buildingToCursor;
sf::Texture buildingToCursorTexture;
sf::Texture cursorTexture;
sf::Texture cursorHammerTexture;
GUIText titleText;
GUIText bigTitleText;
GUIText quote;
sf::Thread titleThread;
sf::Thread bigTitleThread;
sf::Thread quoteThread;
sf::Clock errorsVisiblityClock;
bool visibleGrid;
bool firstIteration;
bool displayHutriesHall;
bool introFlag;
bool howToPlayFlag;
bool readyForGame;
bool lockArrows;
unsigned int chosenHowToText;
int animationCounter;
int frameCounter;
};
#endif //THEHUTRIES_GUICONTROLLER_H