예제 #1
0
static gboolean
init_scenario_buttons (ScenariosState *state)
{
	/* Show button */
	state->show_button =
	        go_gtk_builder_get_widget (state->base.gui, "show_button");
	if (state->show_button == NULL)
	        return TRUE;
	g_signal_connect (G_OBJECT (state->show_button),
			  "clicked",
			  G_CALLBACK (scenarios_show_clicked_cb), state);

	/* Delete button */
	state->delete_button =
	        go_gtk_builder_get_widget (state->base.gui, "delete_button");
	if (state->delete_button == NULL)
	        return TRUE;
	g_signal_connect (G_OBJECT (state->delete_button),
			  "clicked",
			  G_CALLBACK (scenarios_delete_clicked_cb), state);

	/* Summary button */
	state->summary_button =
	        go_gtk_builder_get_widget (state->base.gui, "summary_button");
	if (state->summary_button == NULL)
	        return TRUE;
	g_signal_connect (G_OBJECT (state->summary_button),
			  "clicked",
			  G_CALLBACK (scenarios_summary_clicked_cb),
			  state);

	set_selection_state (state, FALSE);

	return FALSE;
}
예제 #2
0
static void
scenarios_delete_clicked_cb (G_GNUC_UNUSED GtkWidget *button,
			     ScenariosState *state)
{
	data_analysis_output_t  dao;
	GtkTreeSelection        *selection;
	GtkTreeIter             iter;
	GtkTreeModel            *model;
	gchar                   *value;
	gboolean                all_deleted;
	GnmScenario             *sc;
	GList                   *l;

	restore_old_values (state);

	selection = gtk_tree_view_get_selection
	        (GTK_TREE_VIEW (state->scenarios_treeview));
	dao_init_new_sheet (&dao);
	dao.sheet = state->base.sheet;
	if (!gtk_tree_selection_get_selected (selection, NULL, &iter))
		return;
	model = gtk_tree_view_get_model
	        (GTK_TREE_VIEW (state->scenarios_treeview));

	gtk_tree_model_get (GTK_TREE_MODEL (model), &iter, 0, &value, -1);

	gtk_list_store_remove (GTK_LIST_STORE (model), &iter);

	sc = gnm_sheet_scenario_find (state->base.sheet, value);
	if (sc)
		g_object_set_data (G_OBJECT (sc),
				   "marked_deleted", GUINT_TO_POINTER (TRUE));

	set_selection_state (state, FALSE);

	all_deleted = TRUE;
	for (l = state->base.sheet->scenarios; l && all_deleted; l = l->next) {
		GnmScenario *sc = l->data;
		if (!g_object_get_data (G_OBJECT (sc), "marked_deleted"))
			all_deleted = FALSE;
	}

	gtk_widget_set_sensitive
		(state->summary_button, !all_deleted);
}
예제 #3
0
void main_game::run(float dt) {
    game_base::run(dt);
	// world position for interactions
	world_mouse_pos = camera.viewport_to_world(mouse->position, screen_rect);

	nebular_background->run(camera);
	current_level->run(dt);

	if (state == game_state::game_base) {
		bullet_particle_system.upload(dt, screen_rect);
		sparks_particle_system.upload(dt, screen_rect);
		ship_sys.run(dt, screen_rect);
		ship_sys.calc_screen_pos(camera, screen_rect);
		background_dust->run(camera, screen_rect);
		waypoint_visualizer->run();
		trails_renderer->run(camera);

		if (ship_sys.size() > 0) {
			auto button_container = (ui::ui_container*)ui.named_elements["ship_button_container"];

			uint32_t current_button_count = 0;

			for (auto button_it = button_container->begin(); button_it != button_container->end(); ++button_it) {
				current_button_count++;
			}

			if (current_button_count < ship_sys.size()) {
				for (uint32_t i = 0; i < ship_sys.size() - current_button_count; ++i) {
					auto new_selection_button = new ship_selection_button(button_container);
				}
			}

			auto current_button = (ship_selection_button*)*button_container->begin();

			for (auto ship_it = ship_sys.begin(); ship_it != ship_sys.end(); ++ship_it) {
				auto screen_pos = (*ship_it)->screen_position;

				current_button->set_margin_left(floor(screen_pos.x - 8.f));
				current_button->set_margin_top(floor(screen_pos.y - 8.f));

				if ((*ship_it)->team == 0) {
					if (exists_in(teams[0].selected_ships, *ship_it)) {
						current_button->set_selection_state(ship_selection_button_state::selected);
					} else {
						current_button->set_selection_state(ship_selection_button_state::player);
					}

				} else {
					current_button->set_selection_state(ship_selection_button_state::enemy);
				}

				current_button->assc_ship = *ship_it;
				current_button->mouse_button_released(ui::get_ui_handler(&main_game::ship_selection_button_mouse_released, this));

				current_button = (ship_selection_button*)current_button->get_next_leaf();
			}

			while (current_button) {
				current_button->set_visibility(false);
				current_button = (ship_selection_button*)current_button->get_next_leaf();
			}

			button_container->arrange_layout(viewport);
		}

		// camera movements
		if (mouse->wheel_y > 0) {
			camera.zoom_in(dt);
		}

		if (mouse->wheel_y < 0) {
			camera.zoom_out(dt);
		}

		if (mouse->is_down(mouse_buttons::middle)) {
			camera.move(mouse->delta.reflect_y());
		}


		if (mouse->was_pressed(mouse_buttons::left)) {
			// enabled selection rect
			if (!ui.render_context.is_drawn_pixel(world_mouse_pos)) {
				selection_anchor = world_mouse_pos;
				is_selection_active = true;
				selection_renderer->show();
			}
		}

		if (is_selection_active) {
			if (!ui.render_context.is_drawn_pixel(world_mouse_pos)) {
				teams[0].previous_selected_ships.clear();
				teams[0].selected_ships.swap(teams[0].previous_selected_ships);

				// create selection rect
				selection_rect.position.x = min(selection_anchor.x, world_mouse_pos.x);
				selection_rect.position.y = min(selection_anchor.y, world_mouse_pos.y);
				selection_rect.size.width = abs(selection_anchor.x - world_mouse_pos.x);
				selection_rect.size.height = abs(selection_anchor.y - world_mouse_pos.y);
				selection_renderer->set_rect(selection_rect);

				// find ships inside selection rect
				rect ship_rect;
				for (auto& current_ship : teams[0].ships) {

					ship_rect.position.x = current_ship->transform.position.x - current_ship->dimension.size.width * 0.5f;
					ship_rect.position.y = current_ship->transform.position.y - current_ship->dimension.size.height * 0.5f;
					ship_rect.size.width = current_ship->dimension.size.width;
					ship_rect.size.height = current_ship->dimension.size.height;

					if (selection_rect.intersects(ship_rect)) {
						teams[0].selected_ships.push_back(current_ship);
					}
				}

				// check if some ship was selected
				for (auto selected_ship : teams[0].selected_ships) {
					if (!exists_in(teams[0].previous_selected_ships, selected_ship)) {
						selected_ship->select();
					}
				}

				// check if some ship was unselected
				for (auto prev_selected_ship : teams[0].previous_selected_ships) {
					if (!exists_in(teams[0].selected_ships, prev_selected_ship)) {
						prev_selected_ship->unselect();
					}
				}
			}
		}

		if (mouse->was_released(mouse_buttons::left)) {
			// disabled selection rect
			is_selection_active = false;
			selection_renderer->hide();
		}

		if (mouse->was_pressed(mouse_buttons::right)) {
			if (ui.is_drawn_pixel(mouse->position)) {

			} else {
				// order selected ships to fly to mouse position 
				waypoint new_waypoint;
				new_waypoint.type = waypoint_type::fly_to_position;
				new_waypoint.position_target = world_mouse_pos;

				add_waypoint_to_selection(new_waypoint);
			}
		}

		// damp screen shake amplitude
		screen_shake.set_amplitude(screen_shake.get_amplitude() * exp(-4.0f * dt));
	}

	if (state == game_state::loading) {
		if (!loader.is_finished()) {
			((ui_label*)ui.named_elements["loading_label"])->set_text(std::to_string((int)(loader.get_progress() * 100.f)));
			loader.load(hub, 10.f);
			loading_squares->run(loader.get_progress());
		} else {
			change_game_state(game_state::game_base);
		}
	}
}
예제 #4
0
static void
cb_selection_changed (G_GNUC_UNUSED GtkTreeSelection *selection,
		      ScenariosState *state)
{
	set_selection_state (state, TRUE);
}