Dawn/src/dawntictactoe/scenes/TicTacToeScene.hpp
2023-03-09 22:52:22 -08:00

72 lines
2.3 KiB
C++

// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/Scene.hpp"
#include "prefabs/SimpleSpinningCubePrefab.hpp"
#include "prefabs/TicTacToeTilePrefab.hpp"
#include "display/mesh/TriangleMesh.hpp"
#include "components/TicTacToeScoreboard.hpp"
#include "prefabs/SimpleLabel.hpp"
#include "scene/components/ui/menu/UISimpleMenu.hpp"
namespace Dawn {
class TicTacToeScene : public Scene {
protected:
Camera *camera;
std::function<void()> evtUnsub;
UICanvas *canvas;
void stage() override {
camera = Camera::create(this);
camera->transform->lookAt(glm::vec3(0, 0, 8), glm::vec3(0, 0, 0));
float_t s = 2.0f;
camera->orthoTop = s;
camera->orthoBottom = -s;
float_t ratio = 1.0f / 9.0f * 16.0f;
camera->orthoLeft = -s * ratio;
camera->orthoRight = s * ratio;
auto gameItem = this->createSceneItem();
auto game = gameItem->addComponent<TicTacToeGame>();
uint8_t i = 0;
for(int32_t x = -1; x <= 1; x++) {
for(int32_t y = -1; y <= 1; y++) {
auto tile = TicTacToeTilePrefab::create(this);
tile->transform.setLocalPosition(glm::vec3(x * 1, y * 1, 0));
tile->ticTacToe->tile = i++;
}
}
auto canvasItem = this->createSceneItem();
canvas = canvasItem->addComponent<UICanvas>();
auto labelScore = SimpleLabel::prefabCreate(this);
labelScore->addComponent<TicTacToeScoreboard>();
labelScore->transform.setParent(canvas->transform);
labelScore->label->fontSize = 36.0f;
labelScore->label->alignX = UI_COMPONENT_ALIGN_MIDDLE;
labelScore->label->alignment = glm::vec4(
0, 16, 0, 0
);
}
std::vector<Asset*> getRequiredAssets() override {
auto assMan = &this->game->assetManager;
std::vector<Asset*> assets;
assets.push_back(assMan->get<TrueTypeAsset>("truetype_bizudp"));
vectorAppend(&assets, SimpleSpinningCubePrefab::getRequiredAssets(assMan));
vectorAppend(&assets, TicTacToeTilePrefab::getRequiredAssets(assMan));
return assets;
}
public:
TicTacToeScene(DawnGame *game) : Scene(game) {}
};
}