Ading menu

This commit is contained in:
vladislav.khorev committed 2018-07-22 16:36:06 +05:00
1 parent 4e35c0e218
commit b054872af9
21 files changed
+356 -309

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+6 -15
View File
@@ -318,7 +318,7 @@ void GalaxyMenu::DrawGalaxyMenu() {
}
/*..Draw level selection menu..*/
drawSelectionMenu(starIndex);
//drawSelectionMenu(starIndex);
}
@@ -380,7 +380,7 @@ void GalaxyMenu::InteractWithGalaxy(size_t dt) {
// ::::::::::::: timer inactive ::::::::::::::
if (lastTapPos != Eigen::Vector2f(-9999.9f, -9999.9f)) {
if (menuState == 0) {// main view
if (totalTapShift(0) == 0.f && totalTapShift(1) == 0.f) {
// OnTapDown->OnTapUp
/*..level select menu open..*/
@@ -393,21 +393,12 @@ void GalaxyMenu::InteractWithGalaxy(size_t dt) {
planetHoverIndex = -1;
}
}
else {
// OnTapDown->OnMove->OnTapUp
/*..level select menu open..*/
starIndex = findPlanetByPos(lastTapPos - totalTapShift);
if (starIndex != -1) {
planetHoverIndex = starIndex;
menuState = 2;
}
else {
planetHoverIndex = -1;
if (starIndex != -1)
{
ResourceManager->newGuiManager.findWidgetByName("modal_background")->setVisibility(true);
}
}
}
else if (menuState == 1) { // zoomed galaxy
+60 -39
View File
@@ -87,10 +87,10 @@ void TBrick::SetInvisible()
State = CONST_BRICKSTATE_INVISIBLE;
}
void TBrick::TryDrawAppear(int ipos, int jpos)
void TBrick::TryDrawAppear(int ipos, int jpos, int screenWidth)
{
Vector2f centerPos = GetPosFrom(ipos, jpos);
Vector2f centerPos = GetPosFrom(ipos, jpos, screenWidth);
float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
@@ -158,14 +158,14 @@ Vector4f TBrick::GetColor()
return Color;
}
Vector2f TBrick::GetPosFrom(int ipos, int jpos)
Vector2f TBrick::GetPosFrom(int ipos, int jpos, int screenWidth)
{
float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
const Vector2f BorderShift(CONST_BRICK_SHIFT_X * (LEVEL_VIEWPORT_WIDTH/480.f), CONST_BRICK_SHIFT_Y * (LEVEL_VIEWPORT_HEIGHT/320.f));
Vector2f outlineShift = Vector2f(((Renderer->GetScreenWidth() - LEVEL_VIEWPORT_WIDTH)*0.5f),0.f);
Vector2f outlineShift = Vector2f(((screenWidth - LEVEL_VIEWPORT_WIDTH)*0.5f),0.f);
return outlineShift+BorderShift+Vector2f(CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f)*ipos + 0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), LEVEL_VIEWPORT_HEIGHT - CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f)*(jpos)-0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f));
}
@@ -465,11 +465,12 @@ TGameLevel::~TGameLevel()
void TGameLevel::ReloadBlockInstansingList()
void TGameLevel::ReloadBlockInstansingList(int screenWidth)
{
float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
std::map<int, std::string> ConstTextureBlockMap = boost::assign::map_list_of (0,CONST_BLOCK_TEXTURE1) (1,CONST_BLOCK_TEXTURE2) (2,CONST_BLOCK_TEXTURE3);
std::pair<Vector4f, std::string> tempPair;
@@ -502,8 +503,8 @@ void TGameLevel::ReloadBlockInstansingList()
itr--;
}
Vector2f posFrom = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(-0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), -0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f));
Vector2f posTo = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(+0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), +0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f));
Vector2f posFrom = BlockMatrix[i][j].GetPosFrom(i,j, screenWidth) + Vector2f(-0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), -0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f));
Vector2f posTo = BlockMatrix[i][j].GetPosFrom(i,j, screenWidth) + Vector2f(+0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), +0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f));
itr->second.Data += MakeDataTriangleList(posFrom, posTo);
@@ -663,7 +664,7 @@ void TGameLevel::ReloadLevel()
rowColorIterator++;
}
ReloadBlockInstansingList();
ReloadBlockInstansingList(Renderer->GetScreenWidth());
}
@@ -686,25 +687,25 @@ void TGameLevel::SetStandBy()
{
ReloadLevel();
InitLevel();
InitLevel(Renderer->GetScreenWidth(), Renderer->GetScreenHeight());
LevelState = CONST_LEVELSTATE_STANDBY;
}
void TGameLevel::SetLoading()
{
InitLevel();
InitLevel(Renderer->GetScreenWidth(), Renderer->GetScreenHeight());
StateTimer = CONST_TIMER_LOADING;
LevelState = CONST_LEVELSTATE_LOADING;
}
void TGameLevel::InitLevel()
void TGameLevel::InitLevel(int screenWidth, int screenHeight)
{
float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
ReflectorPos = Vector2f(Renderer->GetScreenWidth()*0.5f, 16* LEVEL_VIEWPORT_HEIGHT/320.f + 13 * LEVEL_VIEWPORT_HEIGHT / 320.f);
Vector2f ballPos = Vector2f(Renderer->GetScreenWidth()*0.5f, 80* LEVEL_VIEWPORT_HEIGHT/320.f);
ReflectorPos = Vector2f(screenWidth*0.5f, 16* LEVEL_VIEWPORT_HEIGHT/320.f + 13 * LEVEL_VIEWPORT_HEIGHT / 320.f);
Vector2f ballPos = Vector2f(screenWidth*0.5f, 80* LEVEL_VIEWPORT_HEIGHT/320.f);
BallList.clear();
BallList.push_back(TBall(ballPos, Vector2f(0, 0), BallColor));
@@ -723,6 +724,8 @@ void TGameLevel::InitLevel()
BonusFloorPosY = 0.f;
ReloadBlockInstansingList(screenWidth);
}
bool TGameLevel::IsLoaded()
@@ -730,7 +733,7 @@ bool TGameLevel::IsLoaded()
return (LevelState == CONST_LEVELSTATE_STANDBY);
}
void TGameLevel::drawOutline() {
void TGameLevel::drawOutline(int screenWidth, int screenHeight) {
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["black_square"]);
Renderer->DrawRect(
@@ -739,44 +742,51 @@ void TGameLevel::drawOutline() {
0.0f
),
Vector2f(
(Renderer->GetScreenWidth() - Application->GetGameLevelScreenWidth())*0.5f,
Renderer->GetScreenHeight()
(screenWidth - Application->GetGameLevelScreenWidth())*0.5f,
screenHeight
)
);
Renderer->DrawRect(
Vector2f(
Renderer->GetScreenWidth() - (Renderer->GetScreenWidth() - Application->GetGameLevelScreenWidth())*0.5f,
screenWidth - (screenWidth - Application->GetGameLevelScreenWidth())*0.5f,
0.f
),
Vector2f(
Renderer->GetScreenWidth(),
Renderer->GetScreenHeight()
screenWidth,
screenHeight
)
);
}
void TGameLevel::DrawSnapshot(const std::string& assignedSnapshotFrameBuffer)
{
InitLevel();
InitLevel(768, 480);
int prevState = LevelState;
LevelState = CONST_LEVELSTATE_SNAPSHOTTING;
Draw();
InnerDraw(768, 480, 768, 480);
LevelState = prevState;
prerenderedImage =
ResourceManager->FrameManager.GetFrameTextureCopy(assignedSnapshotFrameBuffer, levelName + "_prerender");
}
void TGameLevel::Draw()
{
InnerDraw(Renderer->GetScreenWidth(), Renderer->GetScreenHeight(), Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight());
}
void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, int matrixHeight)
{
// Scaling math
float tSW = Application->GetGameLevelScreenWidth(); // Screen Width
float tSH = Application->GetGameLevelScreenHeight(); // Screen Height
float xlOffset = (Renderer->GetScreenWidth() - tSW)*0.5f; // Level Screen x-offset
//float ylOffset = (Renderer->GetScreenHeight() - tSH)*0.5f; // Level Screen y-offset
float xlOffset = (screenWidth - tSW)*0.5f; // Level Screen x-offset
float ylOffset = 0.f;
float lrFBO = 4 * tSH / 320.f; // Left/Right Wall Textures offset from bottom
float uWTW = tSW * (static_cast<float>(ResourceManager->TexList.GetTextureOriginalHeight(CONST_WALL_UP_TEXTURE)) / static_cast<float>(ResourceManager->TexList.GetTextureOriginalWidth(CONST_WALL_UP_TEXTURE))); // up Wall Texture Width
@@ -791,6 +801,7 @@ void TGameLevel::Draw()
return;
}
if (LevelState == CONST_LEVELSTATE_LOADING)
{
Renderer->PushMatrix();
@@ -801,9 +812,9 @@ void TGameLevel::Draw()
if (scale > 1.f)
scale = 1.f;
Renderer->TranslateMatrix(Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
Renderer->TranslateMatrix(Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
Renderer->ScaleMatrix(scale);
Renderer->TranslateMatrix(-Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
Renderer->TranslateMatrix(-Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[LevelScreenTexture]);
Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH), Vector2f (0.f,0.f), Vector2f(1.f,1.f)); // Game Screen Scale
Renderer->PopMatrix();
@@ -819,14 +830,15 @@ void TGameLevel::Draw()
bool renderBufferReady = RenderBufferReady;
/*
if (pause && renderBufferReady)
{
//See also below (same method)
Renderer->PushMatrix();
Renderer->TranslateMatrix(Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
Renderer->TranslateMatrix(Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
Renderer->ScaleMatrix(OutScale);
Renderer->TranslateMatrix(-Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
Renderer->TranslateMatrix(-Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
DrawBuffer();
if (mustShowButtons)
@@ -837,16 +849,16 @@ void TGameLevel::Draw()
CheckGlError();
return;
}
if (pause && !renderBufferReady)
{
Renderer->SwitchToFrameBuffer("LevelBuffer");
Renderer->SetProjectionMatrix(Renderer->GetScreenWidth(), Renderer->GetScreenHeight());
Renderer->SetProjectionMatrix(screenWidth, screenHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
CheckGlError();
}
}*/
// Level background
// :::::::::::
@@ -860,7 +872,7 @@ void TGameLevel::Draw()
if ((bkgTW/bkgTH) >= 1.6f/*screen ratio*/) {
bkgSW = (tSH/bkgTH) * bkgTW;
bkgSH = tSH;
bkgSWO = (((float)Renderer->GetScreenWidth()) - bkgSW) * 0.5f;
bkgSWO = (((float)screenWidth) - bkgSW) * 0.5f;
bkgSHO = ylOffset;
} else {
bkgSH = (tSW / bkgTW) * bkgTH;
@@ -873,8 +885,9 @@ void TGameLevel::Draw()
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
//Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH),Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
Renderer->DrawRect(Vector2f(bkgSWO, bkgSHO), Vector2f(bkgSWO + bkgSW, bkgSHO + bkgSH), Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
//Renderer->DrawRect(Vector2f(0,0), Vector2f(100,100), Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
drawOutline();
std::list<TBall>::iterator iBall;
@@ -885,7 +898,7 @@ void TGameLevel::Draw()
{
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
{
BlockMatrix[i][j].TryDrawAppear(i,j); //Draws only appearing/disappearing blocks
BlockMatrix[i][j].TryDrawAppear(i,j, screenWidth); //Draws only appearing/disappearing blocks
}
}
@@ -899,6 +912,7 @@ void TGameLevel::Draw()
Renderer->DrawTriangleList(colorBlockIterator->second);
}
std::list<TBonusFalling>::iterator iBonus;
@@ -948,11 +962,12 @@ void TGameLevel::Draw()
}
/*/
if (!pause && LevelState != CONST_LEVELSTATE_SNAPSHOTTING)
{
RenderUniform1f("Transparency", 1.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]);
const Vector2f BackBtnPos(Renderer->GetScreenWidth()*0.5f, Application->GetGameLevelScreenHeight() - 52.f*(Application->GetGameLevelScreenHeight()/320.f));
const Vector2f BackBtnPos(screenWidth*0.5f, Application->GetGameLevelScreenHeight() - 52.f*(Application->GetGameLevelScreenHeight()/320.f));
const float const_backBtnWidth = CONST_BACK_BTN_WIDTH * Application->GetGameLevelScreenWidth()/480.f;
const float const_backBtnHeight = CONST_BACK_BTN_HEIGHT * Application->GetGameLevelScreenHeight()/320.f;
Renderer->DrawRect(Vector2f(-const_backBtnWidth*0.5f, -const_backBtnHeight*0.5f)+BackBtnPos, Vector2f(const_backBtnWidth*0.5f, const_backBtnHeight*0.5f)+BackBtnPos);
@@ -968,10 +983,10 @@ void TGameLevel::Draw()
Renderer->PushMatrix();
//Renderer->LoadIdentity();
Renderer->TranslateMatrix(Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
Renderer->TranslateMatrix(Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
//Renderer->TranslateMatrix(Vector3f(Application->GetGameLevelScreenWidth(), Application->GetGameLevelScreenHeight(), 0));
Renderer->ScaleMatrix(OutScale);
Renderer->TranslateMatrix(-Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
Renderer->TranslateMatrix(-Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
DrawBuffer();
if (mustShowButtons)
{
@@ -980,7 +995,13 @@ void TGameLevel::Draw()
Renderer->PopMatrix();
RenderBufferReady = true;
CheckGlError();
}
}*/
drawOutline(screenWidth, screenHeight);
CheckGlError();
}
@@ -1581,7 +1602,7 @@ void TGameLevel::UpdateBallList(size_t dt)
}
Vector2f blockPos = BlockMatrix[i][j].GetPosFrom(i, j);
Vector2f blockPos = BlockMatrix[i][j].GetPosFrom(i, j, Renderer->GetScreenWidth());
if (canThrowBonus && rand() % 20 == 0)
@@ -1622,7 +1643,7 @@ void TGameLevel::UpdateBallList(size_t dt)
if (blockListChanged)
{
ReloadBlockInstansingList();
ReloadBlockInstansingList(Renderer->GetScreenWidth());
}
if (mustReloadBalls)
+6 -5
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@@ -51,9 +51,9 @@ public:
TBrick();
void SetVisible(Vector4f color, int locked);
void SetInvisible();
void TryDrawAppear(int ipos, int jpos);
void TryDrawAppear(int ipos, int jpos, int screenWidth);
void Update(size_t dt);
Vector2f GetPosFrom(int ipos, int jpos);
Vector2f GetPosFrom(int ipos, int jpos, int screenWidth);
Vector4f GetColor();
void Appear(Vector4f color, int locked);
void Appear();
@@ -145,7 +145,7 @@ protected:
bool TapInBackBtnArea(const Vector2f& pos);
void ReloadBlockInstansingList();
void ReloadBlockInstansingList(int screenWidth);
void SetFinished();
void SetFinishFreeze();
@@ -154,7 +154,7 @@ protected:
void DrawBallInstancingList();
void drawOutline();
void drawOutline(int screenWidth, int screenHeight);
bool RenderBufferReady;
@@ -180,7 +180,7 @@ protected:
void MultiplyBalls(Vector2f pos, Vector2f velocity);
Vector2f GetBlock(const Vector2f& pos);
void InitLevel();
void InitLevel(int screenWidth, int screenHeight);
float BonusGothroughTimer;
float BonusFloorTimer;
@@ -204,6 +204,7 @@ public:
bool IsLoaded();
virtual void Draw();
void InnerDraw(int screenWidth, int screenHeight, int matrixWidth, int matrixHeight);
void DrawSnapshot(const std::string& assignedSnapshotFrameBuffer);
void SetPause();
+24 -10
View File
@@ -85,30 +85,31 @@ void TMyApplication::InnerInit()
StateTimer = 0.f;
/*
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex
", "shader1fragment.txt");
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex", "shader1fragment.txt");
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_fragment.txt");
Renderer->PushShader("DefaultShader");
*/
ResourceManager->ShaderManager.AddShader("DefaultShader", "shaders/texture-shader.vertex", "shaders/texture-shader.fragment");
//ResourceManager->ShaderManager.AddShader("DefaultShader", "shaders/texture-shader.vertex", "shaders/texture-shader.fragment");
ResourceManager->ShaderManager.AddShader("DefaultShader", "shaders/gui_transparent.vertex", "shaders/gui_transparent.fragment");
ResourceManager->ShaderManager.AddShader("ColorShader", "shaders/color-shader.vertex", "shaders/color-shader.fragment");
ResourceManager->ShaderManager.AddShader("FrameShader", "shaders/frameshader_vertex.txt", "shaders/frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("BrickShader", "shaders/brickshader_vertex.txt", "shaders/brickshader_fragment.txt");
ResourceManager->ShaderManager.AddShader(ParticleEffect::PARTICLE_SHADER, "shaders/particle-shader.vertex", "shaders/particle-shader.fragment");
Renderer->PushShader("DefaultShader");
ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
ResourceManager->TexList.AddTexture(CONST_LOADING_TEXTURE + ".png", CONST_LOADING_TEXTURE);
ResourceManager->TexList.AddTexture(CONST_LOGO_SMALL_TEXTURE + ".png", CONST_LOGO_SMALL_TEXTURE);
//ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
//ResourceManager->TexList.AddTexture(CONST_LOADING_TEXTURE + ".png", CONST_LOADING_TEXTURE);
//ResourceManager->TexList.AddTexture(CONST_LOGO_SMALL_TEXTURE + ".png", CONST_LOGO_SMALL_TEXTURE);
ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->TexList.AddTexture("white.bmp");
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
//OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
Inited = true;
Renderer->SetOrthoProjection();
@@ -123,6 +124,7 @@ void TMyApplication::InnerInit()
ResourceManager->FontManager.AddFont("lucon12", "lucon12.png", "lucon12.txt");
ResourceManager->FontManager.PushFont("lucon12");
//ResourceManager->newGuiManager.LoadFromConfig("gui_main_menu.json");
ResourceManager->newGuiManager.LoadFromConfig("gui_loading.json");
//SetButtonsAction();
// ------- UI -------
@@ -163,7 +165,7 @@ void TMyApplication::InnerDeinit()
OnTapDownSignal.disconnect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
//OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
OnDrawSignal.disconnect(boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
OnDrawSignal.disconnect(boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
@@ -410,9 +412,11 @@ void TMyApplication::TrySaveGame()
void TMyApplication::InnerDraw()
{
glDisable(GL_DEPTH_TEST);
//glDisable(GL_DEPTH_TEST);
Renderer->PushShader("DefaultShader");
OnDrawSignal();
Renderer->PopShader();
}
@@ -451,19 +455,29 @@ void TMyApplication::InnerUpdate(size_t dt)
Renderer->SwitchToFrameBuffer("LevelBuffer");
Renderer->SetProjectionMatrix(768, 480);
Renderer->LoadIdentity();
for (auto &star : Menu.GalaxMenu.galaxies[0].Stars)
{
for (auto &level : star.selectionMenu.gameLevels)
{
level.DrawSnapshot("LevelBuffer");
break;
}
break;
}
Renderer->SwitchToScreen();
Renderer->SetOrthoProjection();
GameState = CONST_GAMESTATE_MENU;
ApplySignalsToMenu();
OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
ResourceManager->newGuiManager.Clear();
ResourceManager->newGuiManager.LoadFromConfig("gui_main_menu.json");
//OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
StateTimer = 0.f;
Loaded = true;