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378 |
#include "gfCFlipsawMinigameComponent.h"
#include <fsCore/src/fsNRnd.h>
#include <fsCore/src/fsCAppSettings.h>
#include <fsCore/src/debug/fsAssert.h>
#include <fsAudio/fsIAudioManager.h>
#include <fsRenderer/src/components/fsCSpriteComponent.h>
#include <fsRenderer/src/fsCBrushManager.h>
#include <fsRenderer/src/fsCBrush.h>
#include <fsAppCore/src/fsCAppMessageDispatcher.h>
#include "gfCFlipsawMiniGameLogicComponent.h"
#include "../gfIStencil.h"
const fsCUniqueId gfCFlipsawMinigameComponent::mTypeId("gfCFlipsawMinigameComponent");
const fsCUniqueId gfCFlipsawMinigameComponent::mFlipsawPieceSelectedMsg("flipsawPieceSelected");
const fsCUniqueId gfCFlipsawMinigameComponent::mFlipsawAnotherPieceSelectedMsg("flipsawAnotherPieceSelected");
const fsCUniqueId gfCFlipsawMinigameComponent::mFlipsawClearHintTintMsg("flipsawClearTint");
const fsStr gfCFlipsawMinigameComponent::mFlipsawPrefix("FLP");
fsSColour4B gfCFlipsawMinigameComponent::mWrongColourTint(fsSColour4B::fsWHITE());
fsSColour4B gfCFlipsawMinigameComponent::mSelectedColourTint(200, 0, 200, 255);
fsSColour4B gfCFlipsawMinigameComponent::mHintColourTint(0, 200, 0, 255);
fsBool gfCFlipsawMinigameComponent::mLockHomePos(false);
void gfCFlipsawMinigameComponent::gameLogicSet(gfCFlipsawMiniGameLogicComponent* const pParentLogic)
{
mGameLogic = pParentLogic;
}
fsBool gfCFlipsawMinigameComponent::selected() const
{
return mSelected;
}
void gfCFlipsawMinigameComponent::hintSwap()
{
auto siblingEntities = fsCAppCoreMain::instanceGet()->sceneGet()->entitiesWithComponentsOfFamilyType<gfCFlipsawMinigameComponent>();
auto home = std::find_if(std::begin(siblingEntities), std::end(siblingEntities),
[this](fsCEntity const* ent)
{
return fsPoint{ent->componentGet<gfCFlipsawMinigameComponent>()->parentGet()->posGet()}
== mHomePosition;
});
auto* sprComp = parentGet()->spriteComponentGet();
if (!mSelected)
{
sprComp->colourSet(mHintColourTint);
mHinted = true;
}
sprComp = (*home)->spriteComponentGet();
sprComp->colourSet(mHintColourTint);
(*home)->componentGet<gfCFlipsawMinigameComponent>()->mHinted = true;
}
void gfCFlipsawMinigameComponent::cut(std::shared_ptr<fsCBrush> pTexture, gfIStencil* const pStencil)
{
std::shared_ptr<fsCBrush> brush = fsCBrushManager::instanceGet()->getNoCache(
pStencil->textureGet()->dimensionsGet().x, pStencil->textureGet()->dimensionsGet().y);
brush->textureCopyThroughStencil(pTexture, pStencil->textureGet(), pStencil->sourceTextureCutXGet(),
pStencil->sourceTextureCutYGet());
fsISpriteComponent* const sc = parentGet()->spriteComponentGet();
sc->brushSet(brush);
}
void gfCFlipsawMinigameComponent::listenersDeregisterDo()
{
gfCRotateMinigameComponent::listenersDeregisterDo();
fsCAppMessageDispatcher::instanceGet()->listenerDeregister(mFlipsawPieceSelectedMsg,
static_cast<gfIMinigameComponent*>(this));
fsCAppMessageDispatcher::instanceGet()->listenerDeregister(mFlipsawAnotherPieceSelectedMsg,
static_cast<gfIMinigameComponent*>(this));
fsCAppMessageDispatcher::instanceGet()->listenerDeregister(mFlipsawClearHintTintMsg,
static_cast<gfIMinigameComponent*>(this));
// fsIInputManager::instanceGet()->listenerDeregister( fsIInputManager::mPointerDownMsg, this ); // deregistered up in gesture component
// fsIInputManager::instanceGet()->listenerDeregister( fsIInputManager::mPointerUpMsg, this ); // deregistered up in gesture component
}
void gfCFlipsawMinigameComponent::listenersRegisterDo()
{
gfCRotateMinigameComponent::listenersRegisterDo();
fsCAppMessageDispatcher::instanceGet()->listenerRegister(mFlipsawPieceSelectedMsg,
static_cast<gfIMinigameComponent*>(this));
fsCAppMessageDispatcher::instanceGet()->listenerRegister(mFlipsawAnotherPieceSelectedMsg,
static_cast<gfIMinigameComponent*>(this));
fsCAppMessageDispatcher::instanceGet()->listenerRegister(mFlipsawClearHintTintMsg,
static_cast<gfIMinigameComponent*>(this));
// fsIInputManager::instanceGet()->listenerRegister( fsIInputManager::mPointerDownMsg, this ); // deregistered up in gesture component
// fsIInputManager::instanceGet()->listenerRegister( fsIInputManager::mPointerUpMsg, this ); // deregistered up in gesture component
}
fsBool gfCFlipsawMinigameComponent::messageProcessDo(const fsCUniqueId& pMessageType,
const fsIMessageDispatcher::sMessageParameters& pParam)
{
if (mFlipsawPieceSelectedMsg == pMessageType && mSelected)
{
const gfCFlipsawMinigameComponent* const otherFlipComp = static_cast<const sFlipsawEventMsgParam&>(pParam).
mFlipComp;
positionsSwap(otherFlipComp);
homeCheck(true);
return true;
}
if (mFlipsawAnotherPieceSelectedMsg == pMessageType)
{
return mSelected;
}
if (mFlipsawClearHintTintMsg == pMessageType)
{
if (mHinted)
{
tintSet();
mHinted = false;
}
}
if (fsIInputManager::mPointerUpMsg == pMessageType)
{
if (!mLockHomePos || fsPoint{parentGet()->posGet()} != mHomePosition)
{
const auto& param = static_cast<const fsIInputManager::sPointerMsgParam&>(pParam);
if (hitTest(param.mPos))
{
const fsBool anotherSelected = fsCAppMessageDispatcher::instanceGet()->messageDispatch(
mFlipsawAnotherPieceSelectedMsg, fsIMessageDispatcher::mNullParam);
if (mNumRotSteps && !anotherSelected && mRunningTime - mMouseDownTime < 300)
{
rotate();
}
else
{
flip();
}
return true;
}
}
}
return (gfCRotateMinigameComponent::messageProcessDo(pMessageType, pParam));
}
void gfCFlipsawMinigameComponent::flip()
{
if (mSelected)
{
mSelected = false;
}
else
{
sFlipsawEventMsgParam msgParam(this);
if (fsCAppMessageDispatcher::instanceGet()->messageDispatch(mFlipsawPieceSelectedMsg, msgParam))
{
homeCheck(true);
}
else
{
mSelected = true;
}
if (!mHinted)
{
fsCAppMessageDispatcher::instanceGet()->messageDispatch(mFlipsawClearHintTintMsg, msgParam);
}
}
tintSet();
}
void gfCFlipsawMinigameComponent::serialiseDo()
{
parentGet()->s32Serialise(mNumRotSteps);
parentGet()->pointSerialise(parentGet()->posGet());
if (mNumRotSteps)
{
gfCRotateMinigameComponent::serialiseDo();
}
}
void gfCFlipsawMinigameComponent::deserialiseDo()
{
mNumRotSteps = parentGet()->s32Deserialise();
parentGet()->posSet(parentGet()->pointDeserialise());
if (mNumRotSteps)
{
gfCRotateMinigameComponent::deserialiseDo();
}
else if (homeGet())
{
completionStateUpdate(true, false);
}
tintSet();
}
void gfCFlipsawMinigameComponent::resetDo()
{
mInitialised = false;
mSelected = false;
}
void gfCFlipsawMinigameComponent::homePositionStore()
{
mHomePosition = parentGet()->posGet();
}
void gfCFlipsawMinigameComponent::initialiseDo(const fsCVariableTable& pVars)
{
mNumRotSteps = pVars.s32GetWithDefault("stepsFLP", 0);
if (mNumRotSteps)
{
gfCRotateMinigameComponent::initialiseDo(pVars);
}
else
{
mLockHomeRot = true;
}
mLockHomePos = 1 == pVars.s32GetWithDefault("homePosLock", 0);
if (!mInitialised)
{
mWrongColourTint = {pVars.strGetWithDefault("wrongColTint", "ffffffff")};
mSelectedColourTint = {pVars.strGetWithDefault("selectedColTint", "cd00cdff")};
mHintColourTint = {pVars.strGetWithDefault("selectedColTint", "00c800ff")};
auto siblingEntities = mGameLogic->gamePiecesGet();
for (auto ent : siblingEntities)
{
ent->homePositionStore();
}
auto s = mGameLogic->gamePiecesGet();
positionsRandomise(s);
for (auto ent : siblingEntities)
{
ent->initialisationFinalise();
}
}
if (mNumRotSteps)
{
gfCRotateMinigameComponent::initialiseDo(pVars);
}
}
void gfCFlipsawMinigameComponent::initialisationFinalise()
{
tintSet();
mInitialised = true;
}
void gfCFlipsawMinigameComponent::positionsRandomise(std::vector<gfCFlipsawMinigameComponent*>& pFlipEnts)<--- Parameter 'pFlipEnts' can be declared as reference to const
{
const fsS32 numFlipComps = static_cast<fsS32>(pFlipEnts.size());
fsBool needToShuffle = true;
while (needToShuffle)
{
for (fsS32 shuff = 0; shuff < numFlipComps; ++shuff)
{
const fsS32 firstInd = fsNRnd::uInt32GetWithLimit(numFlipComps);
const fsS32 secondInd = fsNRnd::uInt32GetWithLimit(numFlipComps);
pFlipEnts[firstInd]->positionsSwap(pFlipEnts[secondInd]);
}
needToShuffle = false;
for (auto* const flipComp : pFlipEnts)
{
if (fsPoint{flipComp->parentGet()->posGet()} == flipComp->mHomePosition)
{
needToShuffle = true;
break;
}
}
}
}
void gfCFlipsawMinigameComponent::positionsSwap(const gfCFlipsawMinigameComponent* const pOther) const
{
if(mGameLogic == pOther->mGameLogic)
{
const fsPoint firstPos = parentGet()->posGet();
parentGet()->posSet(pOther->parentGet()->posGet());
pOther->parentGet()->posSet(firstPos);
}
}
void gfCFlipsawMinigameComponent::skipDo()
{
gfCRotateMinigameComponent::skipDo();
parentGet()->posSet(mHomePosition);
mSelected = false;
tintSet();
// completionStateUpdate( true, false );
}
void gfCFlipsawMinigameComponent::tintSet() const
{
auto* const sprComp = parentGet()->spriteComponentGet();
fsAssert(sprComp != nullptr, "Expected a sprite component on a Flipsaw entity.\n");
if (mSelected)
{
sprComp->colourSet(mSelectedColourTint);
}
else if (fsPoint{parentGet()->posGet()} == mHomePosition)
{
sprComp->colourSet(fsSColour4B::fsWHITE());
}
else
{
sprComp->colourSet(mWrongColourTint);
}
}
fsBool gfCFlipsawMinigameComponent::homeGet() const
{
return fsPoint{parentGet()->posGet()} == mHomePosition && gfCRotateMinigameComponent::homeGet();
}
fsBool gfCFlipsawMinigameComponent::fullHomeLock() const
{
return mLockHomePos || gfCRotateMinigameComponent::fullHomeLock();
}
void gfCFlipsawMinigameComponent::homeCheck(fsBool pPlayEffect)
{
mSelected = false;
if (fullHomeLock() && homeGet())
{
completionStateUpdate(true, pPlayEffect);
fsStr effectName = fsCAppCoreMain::instanceGet()->settingsGet()->strGetWithDefault(
"sfxFlipsawPlacePiece", "audio/sfx/find.wav");
fsIAudioManager::instanceGet()->effectPlay(fsCResourceName(effectName, fsCResourceName::eRES_LOCATION_ASSETS));
}
tintSet();
}
fsBool gfCFlipsawMinigameComponent::acceptingInputGet() const
{
return (mHomePosition != parentGet()->posGet());
}
fsIComponent* gfCFlipsawMinigameComponent::create(fsCEntity* pParent)
{
return new gfCFlipsawMinigameComponent(pParent);
}
gfCFlipsawMinigameComponent::gfCFlipsawMinigameComponent(fsCEntity* const pParent) :
gfCRotateMinigameComponent(pParent),
mInitialised(false),
mSelected(false),
mHinted(false),
mGameLogic(nullptr)
{
}
fsBool gfCFlipsawMinigameComponent::isActiveGet() const
{
return selected();
}
fsBool gfCFlipsawMinigameComponent::hintDo()
{
hintSwap();
return true;
}
gfCFlipsawMinigameComponent::~gfCFlipsawMinigameComponent()
{
}
|