X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=ld42_outofspace;a=blobdiff_plain;f=src%2Fgamescr.cc;fp=src%2Fgamescr.cc;h=4bac184a9f8fe7fa8cbeee8d00f9ece739c9ed67;hp=3eec73850974095685e50b26589ba70b2255afa4;hb=d0367d9119f81afd77045481b9e53d5a17b89a73;hpb=8ac9e0e139b1f523c333ed2c33b81291f54def09 diff --git a/src/gamescr.cc b/src/gamescr.cc index 3eec738..4bac184 100644 --- a/src/gamescr.cc +++ b/src/gamescr.cc @@ -8,10 +8,12 @@ #include "sdr.h" #include "mesh.h" #include "meshgen.h" +#include "goatkit/goatkit.h" /* NOTES: * - whistle hhgg music * - select objects and center camera on them + * - we need to rely on actual collisions instead of grid occupancy */ struct Particle { @@ -69,6 +71,9 @@ struct QuadMesh { /* gravitational strength */ #define GRAV_STR 16.0f +#define INIT_MASS_BUDGET 600.0f +#define EM_MASS_DEFAULT 100.0f + static int pos_to_grid_x_noclamp(float x); static int pos_to_grid_y_noclamp(float y); static int pos_to_grid(float x, float y); @@ -116,11 +121,25 @@ static Vec2 *targ_pos = &cam_pos; static Mat4 view_matrix, proj_matrix; static bool wireframe; +static int mouse_x, mouse_y; // emitter placement data (filled by event handlers, completed in update) static bool emit_place_pending; static Vec2 emit_place_pos; +static bool placing_emitter; + +static float mass_left; + +// UI +static void ui_handler(goatkit::Widget *w, const goatkit::Event &ev, void *cls); +static int ui_virt_width = 800; +static int ui_virt_height = 600; +static goatkit::Screen *ui; +static goatkit::Button *bn_emitter; +static goatkit::Slider *slider_mass; +static bool mouse_over_ui; + bool GameScreen::init() { @@ -161,9 +180,28 @@ bool GameScreen::init() return false; } - // XXX DBG - emit_place_pos = Vec2(0, 0); - emit_place_pending = true; + mass_left = INIT_MASS_BUDGET; + + ui = new goatkit::Screen; + ui->hide(); + + bn_emitter = new goatkit::Button; + bn_emitter->set_position(5, 5); + bn_emitter->set_size(250, 30); + bn_emitter->set_text("new white hole"); + bn_emitter->set_callback(goatkit::EV_CLICK, ui_handler); + ui->add_widget(bn_emitter); + + slider_mass = new goatkit::Slider; + slider_mass->set_position(300, 5); + slider_mass->set_size(400, 30); + slider_mass->set_continuous_change(false); + slider_mass->set_range(0, mass_left); + slider_mass->set_value(EM_MASS_DEFAULT); + slider_mass->set_callback(goatkit::EV_CHANGE, ui_handler); + ui->add_widget(slider_mass); + + ui->set_visibility_transition(300); assert(glGetError() == GL_NO_ERROR); return true; @@ -176,20 +214,54 @@ void GameScreen::destroy() delete grid_tex; destroy_quadmesh(&field_mesh); delete pmesh; + + delete bn_emitter; +} + +void GameScreen::start() +{ + ui->show(); + slider_mass->hide(); +} + +void GameScreen::stop() +{ } static void simstep() { if(pause) return; - // move existing particles + // distribute forces Particle *p = plist; while(p) { + int num_emitters = emitters.size(); + for(int i=0; ipos - em->pos; + p->vel += dir * em->mass * GRAV_STR * 0.01 / dot(dir, dir) * SIM_DT; + } + + Particle *q = plist; + while(q) { + if(p != q) { + Vec2 dir = q->pos - p->pos; + float accel = GRAV_STR * q->mass / dot(dir, dir); + p->vel += dir * accel * SIM_DT; + } + q = q->next; + } + p = p->next; + } + + // move existing particles + p = plist; + while(p) { // calculate the field gradient at the particle position int gidx = pos_to_grid(p->pos.x, p->pos.y); - Vec2 grad = calc_field_grad(gidx) * GRAV_STR; + //Vec2 grad = calc_field_grad(gidx) * GRAV_STR; - p->vel += grad * SIM_DT; + //p->vel += grad * SIM_DT; p->pos += p->vel * SIM_DT; // if it moved outside of the simulation field, remove it @@ -307,11 +379,31 @@ static void simstep() static void update() { + if(placing_emitter) { + float x = (float)mouse_x / (float)win_width; + float y = 1.0f - (float)mouse_y / (float)win_height; + Ray pick_ray = mouse_pick_ray(x, y, view_matrix, proj_matrix); + + float ndotdir = pick_ray.dir.y; + if(fabs(ndotdir) > 1e-6f) { + float ndotpdir = -pick_ray.origin.y; + float t = ndotpdir / ndotdir; + + x = pick_ray.origin.x + pick_ray.dir.x * t; + y = pick_ray.origin.z + pick_ray.dir.z * t; + + if(x >= -FIELD_SIZE / 2 && x < FIELD_SIZE / 2 && + y >= -FIELD_SIZE / 2 && y < FIELD_SIZE / 2) { + emit_place_pos = Vec2(x, y); + } + } + } + if(emit_place_pending) { emit_place_pending = false; Emitter *em = new Emitter; em->pos = emit_place_pos; - em->mass = 100; + em->mass = slider_mass->get_value(); em->rate = 10; em->chunk = 0.001 * em->mass; em->angle = -1; @@ -319,6 +411,9 @@ static void update() em->spawn_pending = 0; emitters.push_back(em); + mass_left -= em->mass; + if(mass_left < 0.0f) mass_left = 0.0f; + Rect cbox; calc_contrib_bounds(em->pos, em->mass, &cbox); printf("bounds: %d,%d %dx%d\n", cbox.x, cbox.y, cbox.width, cbox.height); @@ -403,11 +498,47 @@ void GameScreen::draw() glUseProgram(0); + // draw emitter placement marker if we are in placement mode + if(placing_emitter && !mouse_over_ui) { + glPushMatrix(); + glTranslatef(emit_place_pos.x, 0, emit_place_pos.y); + + glBegin(GL_LINES); + glColor3f(0, 1, 0); + glVertex3f(0, -1000, 0); + glVertex3f(0, 1000, 0); + glEnd(); + + float s = MASS_TO_RADIUS(slider_mass->get_value()); + if(s < 0.1) s = 0.1; + glScalef(s, s, s); + + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + pmesh->draw(); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + glPopMatrix(); + } + + // draw the UI + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(0, ui_virt_width, ui_virt_height, 0, -1, 1); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + ui->draw(); + + assert(glGetError() == GL_NO_ERROR); } void GameScreen::reshape(int x, int y) { + ui_virt_width = x; + ui_virt_height = y; + ui->set_size(ui_virt_width, ui_virt_height); } @@ -467,20 +598,38 @@ void GameScreen::keyboard(int key, bool pressed) } } -static int prev_x, prev_y; +#define UI_HEIGHT 50 void GameScreen::mbutton(int bn, bool pressed, int x, int y) { - prev_x = x; - prev_y = y; + mouse_x = x; + mouse_y = y; + + mouse_over_ui = y < UI_HEIGHT; + + ui->sysev_mouse_button(bn, pressed, x * ui_virt_width / win_width, + y * ui_virt_height / win_height); + + if(placing_emitter && bn == 0 && pressed && !mouse_over_ui) { + emit_place_pending = true; + placing_emitter = false; + slider_mass->hide(); + } } void GameScreen::mmotion(int x, int y) { - int dx = x - prev_x; - int dy = y - prev_y; - prev_x = x; - prev_y = y; + int dx = x - mouse_x; + int dy = y - mouse_y; + mouse_x = x; + mouse_y = y; + + mouse_over_ui = y < UI_HEIGHT; + + ui->sysev_mouse_motion(x * ui_virt_width / win_width, y * ui_virt_height / win_height); + if(ui->get_mouse_grab()) { + return; + } if(game_bnstate(0)) { float pan_speed = pow(cam_dist, 1.5) * 0.00035; // magic @@ -501,6 +650,28 @@ void GameScreen::mwheel(int dir, int x, int y) if(cam_dist > MAX_CAM_DIST) cam_dist = MAX_CAM_DIST; } +static void ui_handler(goatkit::Widget *w, const goatkit::Event &ev, void *cls) +{ + if(w == bn_emitter) { + if(placing_emitter) { + placing_emitter = false; + slider_mass->hide(); + } else { + if(mass_left > 0.0f) { + placing_emitter = true; + slider_mass->set_range(0, mass_left); + slider_mass->set_value(mass_left >= EM_MASS_DEFAULT ? EM_MASS_DEFAULT : mass_left); + slider_mass->show(); + } + } + return; + } + + if(w == slider_mass) { + printf("foo: %f\n", slider_mass->get_value()); + } +} + static int pos_to_grid_x_noclamp(float x) { return ((x / (float)FIELD_SIZE) + 0.5f) * (float)GRID_SIZE;