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loading_view.cpp
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#include "loading_view.h"
#ifndef LOGIC_ONLY
#include "screen_coordinat.h"
#include "sfml_helper.h"
#include "menu_view.h"
#include <cassert>
#include <cmath>
#include <iostream>
loading_view::loading_view(
const game_options& go,
const physical_controllers& pcs
) : m_game_options{go},
m_physical_controllers{pcs}
{
m_resources.get_loading_screen_songs().get_heroes().setVolume(
10
);
m_resources.get_loading_screen_songs().get_heroes().setLoop(true);
m_resources.get_loading_screen_songs().get_heroes().play();
}
void loading_view::exec()
{
// Open window
m_window.create(
sf::VideoMode(
get_default_loading_screen_size().get_x(),
get_default_loading_screen_size().get_y()
),
"Conquer Chess: loading data"
);
// Center
auto desktop = sf::VideoMode::getDesktopMode();
m_window.setPosition(
sf::Vector2i(
(desktop.width / 2) - (m_window.getSize().x /2),
(desktop.height/ 2) - (m_window.getSize().y /2)
)
);
while (m_window.isOpen())
{
// Process user input
const bool must_quit{process_events()};
if (must_quit) return;
if (m_resource_loader.is_done())
{
exec_menu();
}
else
{
m_resource_loader.process_next(m_resources);
}
// Show the new state
show();
}
}
void loading_view::exec_menu()
{
m_window.setVisible(false);
m_resources.get_loading_screen_songs().get_heroes().stop();
menu_view v(
m_game_options,
m_physical_controllers
);
v.exec();
m_window.close();
}
bool loading_view::process_events()
{
// User interaction
sf::Event event;
while (m_window.pollEvent(event))
{
if (event.type == sf::Event::Resized)
{
// From https://www.sfml-dev.org/tutorials/2.2/graphics-view.php#showing-more-when-the-window-is-resized
const sf::FloatRect visible_area(0, 0, event.size.width, event.size.height);
m_window.setView(sf::View(visible_area));
}
else if (event.type == sf::Event::Closed)
{
m_window.close();
return true; // Game is done
}
else if (event.type == sf::Event::KeyPressed)
{
sf::Keyboard::Key key_pressed = event.key.code;
if (key_pressed == sf::Keyboard::Key::Escape)
{
m_window.close();
return true;
}
}
}
return false; // Do not close the window :-)
}
void loading_view::set_text_style(sf::Text& text)
{
text.setFont(get_arial_font(get_resources()));
text.setStyle(sf::Text::Bold);
text.setCharacterSize(44);
text.setFillColor(sf::Color::White);
}
void loading_view::show()
{
// Start drawing the new frame, by clearing the screen
m_window.clear();
const auto window_size{m_window.getSize()};
const screen_rect window_rect{
screen_coordinat(0, 0),
screen_coordinat(
window_size.x, window_size.y
)
};
// background
{
sf::RectangleShape rectangle;
set_rect(rectangle, window_rect);
rectangle.setTexture(
&m_resources.get_loading_screen_textures().get_all_races_1()
);
get_window().draw(rectangle);
}
// loading text
{
sf::Text text;
const auto text_rect{
get_upper_half(get_lower_eighth(window_rect))
};
set_text_style(text);
text.setString(m_resource_loader.get_current());
set_text_position(text, text_rect);
get_window().draw(text);
}
// progress bar rectangle background
{
sf::RectangleShape rectangle;
const auto progress_bar_rect{
get_lower_half(get_lower_eighth(window_rect))
};
set_rect(rectangle, progress_bar_rect);
rectangle.setFillColor(sf::Color::White);
get_window().draw(rectangle);
}
// progress bar rectangle
{
sf::RectangleShape rectangle;
const auto full_progress_bar_rect{
get_lower_half(get_lower_eighth(window_rect))
};
const double f_progress{get_progress(m_resource_loader)};
const screen_rect progress_bar_rect{
screen_rect(
full_progress_bar_rect.get_tl(),
screen_coordinat(
full_progress_bar_rect.get_tl().get_x()
+ (f_progress * get_width(full_progress_bar_rect)),
full_progress_bar_rect.get_br().get_y()
)
)
};
set_rect(rectangle, progress_bar_rect);
rectangle.setFillColor(sf::Color::Black);
get_window().draw(rectangle);
}
// Display all shapes
m_window.display();
}
#endif // LOGIC_ONLY