![Mark Vejvoda](/assets/img/avatar_default.png)
a) Complete Unit Rotation for multi-player b) Added support for user defined data folders
99 lines
3.0 KiB
C++
99 lines
3.0 KiB
C++
// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2005 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#include "menu_state_new_game.h"
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#include "renderer.h"
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#include "sound_renderer.h"
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#include "core_data.h"
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#include "config.h"
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#include "menu_state_custom_game.h"
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#include "menu_state_scenario.h"
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#include "menu_state_root.h"
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#include "metrics.h"
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#include "network_manager.h"
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#include "network_message.h"
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#include "auto_test.h"
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#include "socket.h"
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#include "leak_dumper.h"
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namespace Glest{ namespace Game{
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// =====================================================
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// class MenuStateNewGame
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// =====================================================
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MenuStateNewGame::MenuStateNewGame(Program *program, MainMenu *mainMenu):
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MenuState(program, mainMenu, "root")
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{
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Lang &lang= Lang::getInstance();
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buttonCustomGame.init(425, 350, 150);
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buttonScenario.init(425, 310, 150);
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buttonTutorial.init(425, 270, 150);
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buttonReturn.init(425, 230, 150);
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buttonCustomGame.setText(lang.get("CustomGame"));
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buttonScenario.setText(lang.get("Scenario"));
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buttonTutorial.setText(lang.get("Tutorial"));
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buttonReturn.setText(lang.get("Return"));
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NetworkManager::getInstance().end();
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}
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void MenuStateNewGame::mouseClick(int x, int y, MouseButton mouseButton){
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CoreData &coreData= CoreData::getInstance();
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SoundRenderer &soundRenderer= SoundRenderer::getInstance();
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if(buttonCustomGame.mouseClick(x, y)){
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soundRenderer.playFx(coreData.getClickSoundB());
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mainMenu->setState(new MenuStateCustomGame(program, mainMenu));
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}
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else if(buttonScenario.mouseClick(x, y)){
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soundRenderer.playFx(coreData.getClickSoundB());
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mainMenu->setState(new MenuStateScenario(program, mainMenu, Config::getInstance().getPathListForType(ptScenarios)));
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}
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else if(buttonTutorial.mouseClick(x, y)){
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soundRenderer.playFx(coreData.getClickSoundB());
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mainMenu->setState(new MenuStateScenario(program, mainMenu, Config::getInstance().getPathListForType(ptTutorials)));
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}
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else if(buttonReturn.mouseClick(x, y)){
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soundRenderer.playFx(coreData.getClickSoundB());
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mainMenu->setState(new MenuStateRoot(program, mainMenu));
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}
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}
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void MenuStateNewGame::mouseMove(int x, int y, const MouseState *ms){
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buttonCustomGame.mouseMove(x, y);
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buttonScenario.mouseMove(x, y);
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buttonTutorial.mouseMove(x, y);
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buttonReturn.mouseMove(x, y);
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}
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void MenuStateNewGame::render(){
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Renderer &renderer= Renderer::getInstance();
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renderer.renderButton(&buttonCustomGame);
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renderer.renderButton(&buttonScenario);
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renderer.renderButton(&buttonTutorial);
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renderer.renderButton(&buttonReturn);
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}
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void MenuStateNewGame::update(){
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if(Config::getInstance().getBool("AutoTest")){
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AutoTest::getInstance().updateNewGame(program, mainMenu);
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}
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}
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}}//end namespace
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