ElementGame.cpp 3.0 KB

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  1. /*
  2. * This source file is part of libRocket, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://www.librocket.com
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. *
  8. * Permission is hereby granted, free of charge, to any person obtaining a copy
  9. * of this software and associated documentation files (the "Software"), to deal
  10. * in the Software without restriction, including without limitation the rights
  11. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  12. * copies of the Software, and to permit persons to whom the Software is
  13. * furnished to do so, subject to the following conditions:
  14. *
  15. * The above copyright notice and this permission notice shall be included in
  16. * all copies or substantial portions of the Software.
  17. *
  18. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  19. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  20. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  21. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  22. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  23. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  24. * THE SOFTWARE.
  25. *
  26. */
  27. #include "ElementGame.h"
  28. #include <Rocket/Core/ElementDocument.h>
  29. #include <Rocket/Core/Input.h>
  30. #include "Defender.h"
  31. #include "EventManager.h"
  32. #include "Game.h"
  33. ElementGame::ElementGame(const Rocket::Core::String& tag) : Rocket::Core::Element(tag)
  34. {
  35. game = new Game();
  36. }
  37. ElementGame::~ElementGame()
  38. {
  39. delete game;
  40. }
  41. // Intercepts and handles key events.
  42. void ElementGame::ProcessEvent(Rocket::Core::Event& event)
  43. {
  44. Rocket::Core::Element::ProcessEvent(event);
  45. if (event == "keydown" ||
  46. event == "keyup")
  47. {
  48. bool key_down = event == "keydown";
  49. Rocket::Core::Input::KeyIdentifier key_identifier = (Rocket::Core::Input::KeyIdentifier) event.GetParameter< int >("key_identifier", 0);
  50. if (key_identifier == Rocket::Core::Input::KI_ESCAPE &&
  51. !key_down)
  52. {
  53. EventManager::LoadWindow("pause");
  54. }
  55. // Process left and right keys
  56. if (key_down)
  57. {
  58. if (key_identifier == Rocket::Core::Input::KI_LEFT)
  59. game->GetDefender()->StartMove(-1.0f);
  60. if (key_identifier == Rocket::Core::Input::KI_RIGHT)
  61. game->GetDefender()->StartMove(1.0f);
  62. if (key_identifier == Rocket::Core::Input::KI_SPACE)
  63. game->GetDefender()->Fire();
  64. }
  65. else if (!key_down)
  66. {
  67. if (key_identifier == Rocket::Core::Input::KI_LEFT)
  68. game->GetDefender()->StopMove(-1.0f);
  69. if (key_identifier == Rocket::Core::Input::KI_RIGHT)
  70. game->GetDefender()->StopMove(1.0f);
  71. }
  72. }
  73. if (event == "load")
  74. {
  75. game->Initialise();
  76. }
  77. }
  78. // Updates the game.
  79. void ElementGame::OnUpdate()
  80. {
  81. game->Update();
  82. }
  83. // Renders the game.
  84. void ElementGame::OnRender()
  85. {
  86. game->Render();
  87. }
  88. void ElementGame::OnChildAdd(Rocket::Core::Element* element)
  89. {
  90. Rocket::Core::Element::OnChildAdd(element);
  91. if (element == this)
  92. GetOwnerDocument()->AddEventListener("load", this);
  93. }