/
highscoremenu.cpp
340 lines (311 loc) · 8.99 KB
/
highscoremenu.cpp
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#include <algorithm>
#include <sstream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "resourcemanager.hpp"
#include "readtostream.hpp"
#include "textrenderer.hpp"
#include "highscoremenu.hpp"
#include "writedata.hpp"
static std::string LETTER;
static void GetInput(GLFWwindow * window, int key, int scancode, int action, int mods);
std::string Input(const std::string &name);
bool AddAllTextToHighscores(std::vector<std::string> &strVec);
bool GetScores(std::vector<Scores> &scoreVec);
bool SortByScore(Scores &a, Scores &b);
std::string GetName(ResourceManager &resourceManager);
void UpdateHighscore(const unsigned int score, ResourceManager &resourceManager)
{
std::vector<Scores> scoreVec;
if(GetScores(scoreVec))
{
bool highscore(false);
auto where(scoreVec.begin());
for(; where != scoreVec.end() && !highscore; ++where)
{
if(score > (*where).score)
{
highscore = true;
}
}
if(highscore)
{
Scores scores;
scores.name = GetName(resourceManager);
scores.score = score;
scoreVec.push_back(scores);
std::sort(scoreVec.begin(), scoreVec.end(), SortByScore);
scoreVec.erase(scoreVec.end() - 1);
WriteHighscore(scoreVec);
}
scoreVec.clear();
}
}
void DisplayHighscores(ResourceManager &resourceManager)
{
TextRenderer textRenderer(resourceManager.GetTexture("text.png"));
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
textRenderer.AddText("Press Enter To Return To The Main Menu", TextRenderer::Alignment::Center,
TextRenderer::Alignment::Bottom, 20, glm::vec4(0.0f, 0.0f, 1.0f, 1.0f));
std::vector<std::string> strVec{"Highscores:"};
if(AddAllTextToHighscores(strVec))
{
textRenderer.AddTextVerticalAlign(strVec, TextRenderer::Alignment::Center,
TextRenderer::Alignment::Center, 30,
glm::vec4(0.0f, 0.0f, 1.0f, 1.0f));
bool enterPressed(false);
for(bool playing(true); playing &&
!glfwWindowShouldClose(glfwGetCurrentContext());)
{
while(!glfwWindowShouldClose(glfwGetCurrentContext()) && playing)
{
glClear(GL_COLOR_BUFFER_BIT);
if(glfwGetKey(glfwGetCurrentContext(), GLFW_KEY_ENTER) == GLFW_PRESS &&
!enterPressed)
enterPressed = true;
else if(glfwGetKey(glfwGetCurrentContext(), GLFW_KEY_ENTER) == GLFW_RELEASE &&
enterPressed)
playing = false;
textRenderer.DrawAll();
glfwSwapBuffers(glfwGetCurrentContext());
glfwPollEvents();
}
}
}
return;
}
bool SortByScore(Scores &a, Scores &b)
{
return a.score > b.score ? true : false;
}
bool GetScores(std::vector<Scores> &scoreVec)
{
std::stringstream data;
if(ReadToStream("highscores.txt", data))
{
while(data)
{
Scores scores;
data >> scores.name >> scores.score;
scoreVec.push_back(scores);
}
scoreVec.erase(scoreVec.end() - 1);
return true;
}
return false;
}
bool AddAllTextToHighscores(std::vector<std::string> &strVec)
{
std::vector<Scores> scoreVec;
if(GetScores(scoreVec))
{
std::size_t smallestSize(20);
for(auto & scores : scoreVec)
{
std::string name(scores.name), score(std::to_string(scores.score));
do
{
name += " ";
}while(name.size() + score.size() < smallestSize);
name += score;
strVec.push_back(name);
}
scoreVec.clear();
return true;
}
return false;
}
std::string GetName(ResourceManager &resourceManager)
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
std::string name("");
std::vector<std::string> strVec{"Name: ", name};
TextRenderer textRenderer(resourceManager.GetTexture("text.png"));
textRenderer.AddTextHorizontalAlign(strVec, TextRenderer::Alignment::Center,
TextRenderer::Alignment::Center, 30,
glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
bool playing(true);
glfwSetKeyCallback(glfwGetCurrentContext(), GetInput);
bool enterPressed(false);
while(playing && !glfwWindowShouldClose(glfwGetCurrentContext()))
{
glClear(GL_COLOR_BUFFER_BIT);
name = Input(strVec.back());
if(name != strVec.back())
{
textRenderer.RemoveText(strVec.back());
strVec.back() = name;
textRenderer.AddTextHorizontalAlign(strVec, TextRenderer::Alignment::Center,
TextRenderer::Alignment::Center, 30,
glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
}
if(glfwGetKey(glfwGetCurrentContext(), GLFW_KEY_ENTER) == GLFW_PRESS &&
!enterPressed)
{
enterPressed = true;
}
else if(glfwGetKey(glfwGetCurrentContext(), GLFW_KEY_ENTER) == GLFW_RELEASE &&
enterPressed)
{
playing = false;
if(strVec.back().empty())
{
strVec.back() = "Player";
}
}
textRenderer.DrawAll();
glfwSwapBuffers(glfwGetCurrentContext());
glfwPollEvents();
}
return name;
}
std::string Input(const std::string &name)
{
std::string str(name);
if(!LETTER.size() == 0)
{
if(LETTER == "-" && !str.empty())
{
str.erase(str.size() - 1);
}
else if(LETTER != "-")
{
str += LETTER;
}
LETTER.clear();
}
return str;
}
static void GetInput(GLFWwindow * window, int key, int scancode, int action, int mods)
{
bool shiftPressed(false);
if(glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS ||
glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
shiftPressed = true;
if(action == GLFW_PRESS)
{
switch(key)
{
case GLFW_KEY_A:
LETTER = "a";
break;
case GLFW_KEY_B:
LETTER = "b";
break;
case GLFW_KEY_C:
LETTER = "c";
break;
case GLFW_KEY_D:
LETTER = "d";
break;
case GLFW_KEY_E:
LETTER = "e";
break;
case GLFW_KEY_F:
LETTER = "f";
break;
case GLFW_KEY_G:
LETTER = "g";
break;
case GLFW_KEY_H:
LETTER = "h";
break;
case GLFW_KEY_I:
LETTER = "i";
break;
case GLFW_KEY_J:
LETTER = "j";
break;
case GLFW_KEY_K:
LETTER = "k";
break;
case GLFW_KEY_L:
LETTER = "l";
break;
case GLFW_KEY_M:
LETTER = "m";
break;
case GLFW_KEY_N:
LETTER = "n";
break;
case GLFW_KEY_O:
LETTER = "o";
break;
case GLFW_KEY_P:
LETTER = "p";
break;
case GLFW_KEY_Q:
LETTER = "q";
break;
case GLFW_KEY_R:
LETTER = "r";
break;
case GLFW_KEY_S:
LETTER = "s";
break;
case GLFW_KEY_T:
LETTER = "t";
break;
case GLFW_KEY_U:
LETTER = "u";
break;
case GLFW_KEY_V:
LETTER = "v";
break;
case GLFW_KEY_W:
LETTER = "w";
break;
case GLFW_KEY_X:
LETTER = "x";
break;
case GLFW_KEY_Y:
LETTER = "y";
break;
case GLFW_KEY_Z:
LETTER = "z";
break;
case GLFW_KEY_0:
LETTER = "0";
break;
case GLFW_KEY_1:
LETTER = "1";
break;
case GLFW_KEY_2:
LETTER = "2";
break;
case GLFW_KEY_3:
LETTER = "3";
break;
case GLFW_KEY_4:
LETTER = "4";
break;
case GLFW_KEY_5:
LETTER = "5";
break;
case GLFW_KEY_6:
LETTER = "6";
break;
case GLFW_KEY_7:
LETTER = "7";
break;
case GLFW_KEY_8:
LETTER = "8";
break;
case GLFW_KEY_9:
LETTER = "9";
case GLFW_KEY_SPACE:
LETTER = " ";
break;
case GLFW_KEY_BACKSPACE:
LETTER = "-";
break;
default:
LETTER.clear();
}
}
if(!(LETTER.empty() || LETTER == "-" || LETTER == " "))
{
if(shiftPressed)
LETTER.front() = std::toupper(LETTER.front());
}
}