]> Dogcows Code - chaz/yoink/blobdiff - src/GameLayer.cc
pkg-config libs parsing bugfix
[chaz/yoink] / src / GameLayer.cc
index d68522ee1a8ef826c3730927342a19597135d536..d696f5ebdf851a0276f625f5c886eddb3dfd7594 100644 (file)
 *
 **************************************************************************/
 
-#include <Moof/Error.hh>
-#include <Moof/Log.hh>
-#include <Moof/Math.hh>
-#include <Moof/OpenGL.hh>
-#include <Moof/Settings.hh>
-#include <Moof/Video.hh>
+#include "../config.h"
 
-#include "GameLayer.hh"
+#include <stdexcept>
+
+#include <moof/log.hh>
+#include <moof/math.hh>
+#include <moof/opengl.hh>
+#include <moof/settings.hh>
+#include <moof/video.hh>
 
-#if HAVE_CONFIG_H
-#include "config.h"
-#endif
+#include "GameLayer.hh"
 
 
 void GameLayer::loadSceneLoader()
 {
-       mState.script.importStandardLibraries();
-       importLogFunctions(mState.script);
+       state_.script.import_standard_libraries();
+       moof::log::import(state_.script);
 
        std::string path("loader");
-       if (!Scene::getPath(path))
+       if (!moof::resource::find(path))
        {
-               throw Mf::Error(Mf::Error::RESOURCE_NOT_FOUND, "loader");
+               throw std::runtime_error("cannot find scene loader script");
        }
 
-       Mf::Script::Result status = mState.script.doFile(path);
-       if (status != Mf::Script::SUCCESS)
+       moof::script::status status = state_.script.do_file(path);
+       if (status != moof::script::success)
        {
                std::string str;
-               mState.script[-1].get(str);
-
-               throw Mf::Error(Mf::Error::SCRIPT_ERROR, str);
+               state_.script[-1].get(str);
+               throw std::runtime_error("script error: " + str);
        }
 
-       mState.script.globals().pushField("scenes");
-       mState.script.top().get(mState.sceneList);
-       if (mState.sceneList.size() == 0)
+       state_.script.globals().push_field("scenes");
+       state_.script.top().get(state_.sceneList);
+       if (state_.sceneList.size() == 0)
        {
-               throw Mf::Error(Mf::Error::SCRIPT_ERROR,
-                               "no variable `scenes' within loader");
+               throw std::runtime_error("no variable `scenes' in script loader.");
        }
 }
 
-void GameLayer::advanceScene(Mf::Settings& settings)
+void GameLayer::advanceScene(moof::settings& settings)
 {
-       if (mState.sceneList.size() != 0)
+       if (state_.sceneList.size() != 0)
        {
-               mState.scene = Scene::alloc(mState.sceneList[0]);
-               mState.sceneList.erase(mState.sceneList.begin());
+               state_.scene = Scene::alloc(state_.sceneList[0]);
+               state_.sceneList.erase(state_.sceneList.begin());
 
-               Mf::Script::Result status = mState.scene->load(settings,
-                                                                                                          mState.script);
-               if (status != Mf::Script::SUCCESS)
+               moof::script::status status = state_.scene->load(settings,
+                                                                                                          state_.script);
+               if (status != moof::script::success)
                {
                        std::string str;
-                       mState.script[-1].get(str);
-
-                       throw Mf::Error(Mf::Error::SCRIPT_ERROR, str);
+                       state_.script[-1].get(str);
+                       throw std::runtime_error("script error: " + str);
                }
 
-               Mf::Script::Slot table = mState.script.globals().pushField("Event");
-               if (table.isTable())
+               moof::script::slot table = state_.script.globals().push_field("Event");
+               if (table.is_table())
                {
-                       mState.script.push("Think");
-                       table.pushField("Think");
-                       mState.script.registry().setField();
+                       state_.script.push("Think");
+                       table.push_field("Think");
+                       state_.script.registry().set_field();
                }
-               mState.script.pop();
+               state_.script.pop();
        }
 }
 
 
-GameLayer::GameLayer() :
-       mMusic("NightFusionIntro"),
-       mPunchSound("Thump")
+GameLayer::GameLayer()
 {
-       mMusic.setLooping(true);
-       mMusic.enqueue("NightFusionLoop");
+       moof::log_info("about to load sound resource...");
+       music_ = moof::resource::load("sounds/NightFusionIntro.ogg");
+       if (music_)
+       {
+               music_->loop(true);
+               music_->enqueue("NightFusionLoop");
+       }
+       else moof::log_error("music not loaded");
 
-       //mMusic.setPosition(Mf::Vector3(10.0, 5.0, 0.0));
+       //music_->position(moof::vector3(10.0, 5.0, 0.0));
 
        mThinkTimer.init(boost::bind(&GameLayer::thinkTimer, this),
-                       0.1, Mf::Timer::REPEAT);
+                       0.1, moof::timer::repeat);
 
-       mState.heroine = Heroine::alloc();
-       mState.heroine->animation.startSequence("FlyDiagonallyUp");
+       state_.heroine = Heroine::alloc();
+       state_.heroine->animation.startSequence("FlyDiagonallyUp");
 
-       mState.interp.init(0.0, 1.0);
-       mState.interp.reset(4.0, Mf::Interp::OSCILLATE);
+       state_.interp.init(0.0, 1.0, 4.0, moof::lerp_scalar::oscillate);
 }
 
 
-void GameLayer::didAddToView()
+void GameLayer::did_add_to_view()
 {
        bool isMute = false;
        settings().get("nomusic", isMute);
-       if (!isMute) mMusic.play();
+       if (!isMute) music_->play();
 
        loadSceneLoader();
        advanceScene(settings());               // load the first scene
 
-       mHud = Hud::alloc(mState);
-       addChild(mHud);
+       mHud = Hud::alloc(state_);
+       add_child(mHud);
 
        mRay.direction.set(1.0, 0.0);
 
@@ -122,121 +121,121 @@ void GameLayer::didAddToView()
        mCircle.radius = 2;
 
        mRayTimer.init(boost::bind(&GameLayer::rayTimer, this),
-                                  1.0, Mf::Timer::REPEAT);
+                                  1.0, moof::timer::repeat);
 
-       setProjection();
+       projection();
 }
 
 
-void GameLayer::update(Mf::Scalar t, Mf::Scalar dt)
+void GameLayer::update(moof::scalar t, moof::scalar dt)
 {
-       if (!mState.scene) return;
-       mState.camera.update(t, dt);
-       mState.heroine->update(t, dt);
+       if (!state_.scene) return;
+       state_.camera.update(t, dt);
+       state_.heroine->update(t, dt);
 
-       mState.scene->checkForCollision(*mState.heroine);
+       state_.scene->checkForCollision(*state_.heroine);
 
-       Mf::Vector3 cam= -Mf::promote(mState.heroine->getState().position, 8);
-       mState.camera.setPosition(cam);
+       moof::vector3 cam= -moof::promote(state_.heroine->state().position, 8);
+       state_.camera.position(cam);
 
-       mRay.point = mState.heroine->getState().position;
+       mRay.point = state_.heroine->state().position;
 
-       Mf::View::update(t, dt);
+       moof::view::update(t, dt);
 }
 
 void GameLayer::thinkTimer()
 {
-       mState.script.registry().pushField("Think");
-       if (mState.script[-1].isFunction()) mState.script.call();
-       else                                mState.script.pop();
+       state_.script.registry().push_field("Think");
+       if (state_.script[-1].is_function()) state_.script.call();
+       else                                state_.script.pop();
 }
 
 
 void GameLayer::rayTimer()
 {
-       Mf::Ray2::Contact meh;
-       std::list<Mf::Ray2::Contact> hits;
-       Mf::Vector2 point;
+       moof::ray2::contact meh;
+       std::list<moof::ray2::contact> hits;
+       moof::vector2 point;
 
-       bool bam = mLine.intersectRay(mRay, meh);
+       bool bam = mLine.intersect_ray(mRay, meh);
        if (bam)
        {
                //meh.normal.normalize();
                //hits.push_back(meh);
                mRay.solve(point, meh.distance);
-               Mf::logInfo << "line: d = " << meh.distance << std::endl;
-               Mf::logInfo << "      P = " << point << std::endl;
-               Mf::logInfo << "      n = " << meh.normal << std::endl;
+               moof::log_info << "line: d = " << meh.distance << std::endl;
+               moof::log_info << "      P = " << point << std::endl;
+               moof::log_info << "      n = " << meh.normal << std::endl;
        }
 
-       bam = mCircle.intersectRay(mRay, meh);
+       bam = mCircle.intersect_ray(mRay, meh);
        if (bam)
        {
                meh.normal.normalize();
                hits.push_back(meh);
        }
 
-       if (mState.scene->castRay(mRay, hits))
+       if (state_.scene->castRay(mRay, hits))
        {
                hits.front().normal.normalize();
                mRay.solve(point, hits.front().distance);
-               Mf::logInfo << "scene: d = " << hits.front().distance << std::endl;
-               Mf::logInfo << "       P = " << point << std::endl;
-               Mf::logInfo << "       n = " << hits.front().normal << std::endl;
+               moof::log_info << "scene: d = " << hits.front().distance << std::endl;
+               moof::log_info << "       P = " << point << std::endl;
+               moof::log_info << "       n = " << hits.front().normal << std::endl;
        }
 }
 
 
-void GameLayer::draw(Mf::Scalar alpha) const
+void GameLayer::draw(moof::scalar alpha) const
 {
-       if (!mState.scene) return;
-       mState.camera.uploadToGL(alpha);
+       if (!state_.scene) return;
+       state_.camera.upload_to_gl(alpha);
 
        // DRAW THE SCENE
-       Mf::Texture::resetBind();
+       moof::texture::reset_binding();
 
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 
-       mState.scene->drawIfVisible(alpha, mState.camera.getFrustum());
-       mState.heroine->draw(alpha);
+       state_.scene->draw_if_visible(alpha, state_.camera.frustum());
+       state_.heroine->draw(alpha);
 
        mRay.draw();
        mLine.draw();
        mCircle.draw();
 
-       Mf::View::draw(alpha);
+       moof::view::draw(alpha);
 }
 
-bool GameLayer::handleEvent(const Mf::Event& event)
+bool GameLayer::handle_event(const moof::event& event)
 {
-       if (Mf::View::handleEvent(event)) return true;
+       if (moof::view::handle_event(event)) return true;
 
        switch (event.type)
        {
                case SDL_KEYDOWN:
                        if (event.key.keysym.sym == SDLK_SPACE)
                        {
-                               mState.heroine->animation.startSequence("Flattened");
-                               Mf::logInfo("thump!");
-                               mPunchSound.play();
+                               state_.heroine->animation.startSequence("Flattened");
+                               moof::log_info("thump!");
+                               //mPunchSound.play();
                                return true;
                        }
                        else if (event.key.keysym.sym == SDLK_m)
                        {
-                               mMusic.toggle();
+                               music_->toggle();
                                return true;
                        }
                        else if (event.key.keysym.sym == SDLK_PAGEUP)
                        {
-                               mRay.direction = cml::rotate_vector_2D(mRay.direction,
-                                               cml::rad(10.0));
+                               mRay.direction = moof::rotate_vector_2D(mRay.direction,
+                                                                                                               moof::rad(10.0));
                                return true;
                        }
                        else if (event.key.keysym.sym == SDLK_PAGEDOWN)
                        {
-                               mRay.direction = cml::rotate_vector_2D(mRay.direction,
-                                               cml::rad(-10.0));
+                               mRay.direction = moof::rotate_vector_2D(mRay.direction,
+                                                                                                               moof::rad(-10.0));
                                return true;
                        }
                        else if (event.key.keysym.sym == SDLK_r)
@@ -245,28 +244,28 @@ bool GameLayer::handleEvent(const Mf::Event& event)
                                advanceScene(settings());
                                return true;
                        }
-                       return mState.heroine->handleEvent(event);
+                       return state_.heroine->handle_event(event);
 
                case SDL_KEYUP:
                        if (event.key.keysym.sym == SDLK_ESCAPE)
                        {
-                               parent().removeChild(this);
+                               parent().remove_child(this);
                                return true;
                        }
                        else if (event.key.keysym.sym == SDLK_h)
                        {
-                               addChild(mHud);
+                               add_child(mHud);
                                return true;
                        }
-                       return mState.heroine->handleEvent(event);
+                       return state_.heroine->handle_event(event);
 
                case SDL_MOUSEMOTION:
                case SDL_MOUSEBUTTONDOWN:
-                       mState.camera.handleEvent(event);
+                       state_.camera.handle_event(event);
                        return true;
 
                case SDL_VIDEORESIZE:
-                       setProjection(event.resize.w, event.resize.h);
+                       projection(event.resize.w, event.resize.h);
                        break;
        }
 
@@ -274,15 +273,15 @@ bool GameLayer::handleEvent(const Mf::Event& event)
 }
 
 
-void GameLayer::setProjection()
+void GameLayer::projection()
 {
-       setProjection(video().getWidth(), video().getHeight());
+       projection(video().width(), video().height());
 }
 
-void GameLayer::setProjection(Mf::Scalar width, Mf::Scalar height)
+void GameLayer::projection(moof::scalar width, moof::scalar height)
 {
-       mState.camera.setProjection(cml::rad(45.0),
-                                                               width / height,
-                                                               SCALAR(1.0), SCALAR(200.0));
+       state_.camera.projection(moof::rad(60.0),
+                                                        width / height,
+                                                        SCALAR(1.0), SCALAR(200.0));
 }
 
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