Added AsloEngine 0.9.0 to Repository
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86
asloengine/builtin/scene_default.cpp
Executable file
86
asloengine/builtin/scene_default.cpp
Executable file
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#include "headers/scene_default.hpp"
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namespace asloengine
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{
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SceneDefault::SceneDefault()
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: Scene("SceneDefault") {}
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void SceneDefault::on_load()
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{
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Layer base_layer;
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Layer gui_layer;
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button_texture = sf::Texture();
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button_texture.loadFromFile("asloengine/builtin/assets/textures/texture_default_button.png");
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button_font = sf::Font();
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button_font.loadFromFile("asloengine/builtin/assets/fonts/nasalization_regular.ttf");
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Button *btn1 = new Button("Login Button", "Login", button_font, button_texture);
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//btn1->set_position(100, 50);
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TextOnlyButton *tbtn1 = new TextOnlyButton("Exit Button", "Exit Game", button_font);
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//tbtn1->set_position(100, 125);
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TextObject *to1 = new TextObject("Info Text", "Aslo Engine v0.9.0 by Aslan2142", button_font);
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//to1->set_position(630, 0);
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//to1->set_origin(1, 0);
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btn1->signal_on_clicked.connect_member(to1, &TextObject::set_text, sf::String("lulz"));
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FramerateCounter *fctr1 = new FramerateCounter("fctr1", 5);
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fctr1->signal_on_counter_updated.connect_member(to1, &TextObject::set_text);
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fctr1->postfix = " FPS";
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TextOnlyInputField *toif = new TextOnlyInputField("toif1", sf::Vector2f(100, 30), button_font, 30, 10, "input");
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toif->set_position(200, 300);
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InputField *if1 = new InputField("if_1", sf::Vector2f(200, 30), button_font, button_texture, 30, 20);
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if1->set_position(100, 420);
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if1->signal_on_focus.connect_member(to1, &TextObject::set_text, sf::String("gained focus"));
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if1->signal_on_lost_focus.connect_member(to1, &TextObject::set_text, sf::String("lost focus"));
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//if1->signal_on_text_changed.connect_member(this, &SceneDefault::on_test);
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ScrollView *sc1 = new ScrollView("scroll1", sf::Vector2f(160, 160), 200);
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sc1->set_position(640, 480);
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sc1->set_origin(1, 1);
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InputField *if2 = new InputField("if_2", sf::Vector2f(200, 30), button_font, button_texture, 30, 20);
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//if2->set_position(20, 20);
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if2->signal_on_focus.connect_member(to1, &TextObject::set_text, sf::String("gained focus"));
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if2->signal_on_lost_focus.connect_member(to1, &TextObject::set_text, sf::String("lost focus"));
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/*sc1->objects.emplace_back(if2);
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base_layer.emplace_back(fctr1);
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base_layer.emplace_back(btn1);
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base_layer.emplace_back(tbtn1);
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base_layer.emplace_back(to1);
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base_layer.emplace_back(if1);
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gui_layer.emplace_back(toif);
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gui_layer.emplace_back(sc1);*/
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GridContainer *container = new GridContainer("cont1", sf::Vector2u(2, 2), sf::Vector2f(200, 150));
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container->set_position(100, 200);
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container->add_object(to1);
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container->add_object(if2);
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container->add_object(btn1);
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container->add_object(tbtn1);
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base_layer.emplace_back(container);
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layers.emplace_back(base_layer);
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fixed_layers.emplace_back(gui_layer);
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}
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void SceneDefault::on_update(float delta_time)
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{
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move_camera(sf::Vector2f(1, 2));
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}
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}
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