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Pong.cpp
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Pong.cpp
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/***************************************************************************//**
* @file File containing the implementation of the Pong class.
*
* @brief Contains the implementation for the Pong class.
*******************************************************************************/
/*******************************************************************************
* DECLARATIONS, INCLUDES, AND NAMESPACES
*******************************************************************************/
#include "Pong.h"
Pong* Pong::instance;
const int Pong::unit = 16;
/*******************************************************************************
* FUNCTION DEFINITIONS
*******************************************************************************/
/***************************************************************************//**
* @author Daniel Andrus
*
* @par Description: The constructor. Initializes variables and classes.
*******************************************************************************/
Pong::Pong() :
view_width(32*unit), view_height(24*unit), window_width(view_width),
window_height(view_height), window_name("Pong"), menu(NULL), view_x(0),
view_y(0)
{
if (instance == NULL)
instance = this;
// Instanciate game manager
game = new (nothrow) PongGame;
}
/***************************************************************************//**
* @author Daniel Andrus
*
* @par Description: The destructor. Frees up dynamic memory.
*******************************************************************************/
Pong::~Pong()
{
// Be sure to deallocate everything!
delete game;
if (menu != NULL)
delete menu;
}
/***************************************************************************//**
* @author Daniel Andrus
*
* @par Description: Function to get the current instance of the program.
*
* @returns Pointer to the current instance of the program.
*******************************************************************************/
Pong* Pong::getInstance()
{
return instance;
}
/***************************************************************************//**
* @author Daniel Andrus
*
* @par Description: Gets the current instance of the game manager.
*
* @returns Pointer to the current intance of the game manager.
*******************************************************************************/
PongGame* Pong::getGame()
{
return game;
}
/***************************************************************************//**
* @author Daniel Andrus, Johnny Ackerman
*
* @par Description: Begins running the program. Initializes OpenGL, registers
* events, instantiates objects, and runs the game. Beware when
* calling this function, as it enters the OpenGL main loop, only
* to return at end of program execution.
*
* @returns Status code of the program. 0 means no problems.
*******************************************************************************/
int Pong::run( int argc, char *argv[] )
{
srand((unsigned int) time(NULL));
// Start the game
game->startGame(true, true);
displayMenu();
// perform various OpenGL initializations
glutInit( &argc, argv );
// Put window in center of screen
int w = glutGet(GLUT_SCREEN_WIDTH);
int h = glutGet(GLUT_SCREEN_HEIGHT);
if (w != 0 && h != 0)
{
w = w / 2 - view_width / 2;
h = h / 2 - view_height / 2;
}
// Initialize glut with 32-bit graphics, double buffering, and anti-aliasing
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE );
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Set up the program window
glutInitWindowSize( view_width, view_height); // initial window size
glutInitWindowPosition( w, h ); // initial window position
glutCreateWindow( window_name.c_str() ); // window title
// Always clear screen to black
glClearColor( 0, 0, 0, 1.0 );
glutIgnoreKeyRepeat(1);
// Register callbacks
glutDisplayFunc( *::display );
glutReshapeFunc( *::reshape );
glutKeyboardFunc( *::keyDown );
glutKeyboardUpFunc( *::keyUp );
glutSpecialFunc( *::keySpecialDown );
glutSpecialUpFunc( *::keySpecialUp );
glutMouseFunc( *::mouseclick );
glutTimerFunc(0, *::step, 0);
// Go into OpenGL/GLUT main loop
glutMainLoop();
return 0;
}
/***************************************************************************//**
* @author Daniel Andrus
*
* @par Description: Registers a Drawable object to be drawn on demand.
*
* @param[in] obj - Pointer to the object to draw
* @param[in] layer - OPTIONAL. The drawing layer of the object.
* Greater values will cause the object to be drawn above
* others. Negative values are allowed. Default is 0.
* Objects at the same layer are drawn in an undefined
* order.
*******************************************************************************/
void Pong::drawObject(Drawable* obj, int layer)
{
if (!isDrawingObject(obj))
{
drawables[layer].push_back(obj);
}
}
/***************************************************************************//**
* @author Daniel Andrus
*
* @par Description: Checks whether an object is currently being drawn.
*
* @param[in] obj - Pointer to the object to search for.
*
* @returns True if the object is being drawn, false if not.
*******************************************************************************/
bool Pong::isDrawingObject(Drawable* obj)
{
// Loop through every later and every object in that row until we find obj
typedef map<int, list<Drawable*>>::iterator it_type;
for (it_type iterator = drawables.begin();
iterator != drawables.end();
iterator++)
{
for (Drawable* d : iterator->second)
{
if (d == obj)
{
return true; // Found it!
}
}
}
return false; // Didn't find it :(
}
/***************************************************************************//**
* @author Daniel Andrus
*
* @par Description: Determines the layer given the object is drawn at.
*
* @param[in] -obj - Pointer to the object to search for.
*
* @returns The layer at which the object is being drawn. If object is
* not being drawn, will return 0.
*******************************************************************************/
int Pong::getDrawingLayer(Drawable* obj)
{
// Loop through every later and every object in that row until we find obj
typedef map<int, list<Drawable*>>::iterator it_type;
for (it_type iterator = drawables.begin();
iterator != drawables.end();
iterator++)
{
for (Drawable* d : iterator->second)
{
if (d == obj)
{
iterator -> first;
}
}
}
return 0; // If object is not found, return default value of 0.
}
/***************************************************************************//**
* @author Daniel Andrus
*
* @par Description: Removes an object from the drawing list and no longer draws
* it. Must be done before the object becomes deallocated.
*
* @param[in] obj - Pointer to the object to no longer draw.
*******************************************************************************/
void Pong::stopDrawingObject(Drawable* obj)
{
// For every later, remove reference to object. Don't bother searching.
typedef map<int, list<Drawable*>>::iterator it_type;
for (it_type iterator = drawables.begin();
iterator != drawables.end();
iterator++)
{
iterator->second.remove(obj);
}
}
/***************************************************************************//**
* @author Daniel Andrus
*
* @par Description: Stops drawing all objects, clearing the drawing list.
*******************************************************************************/
void Pong::stopDrawingAll()
{
drawables.clear();
}
/***************************************************************************//**
* @author Daniel Andrus
*
* @par Description: Gets the width of the view port in the virtual space.
*
* @returns The width of the view port in pixels.
*******************************************************************************/
int Pong::getViewWidth()
{
return view_width;
}
/***************************************************************************//**
* @author Daniel Andrus
*
* @par Description: Gets the height of the view port in the virtual space.
*
* @returns The height of the view port in pixels.
*******************************************************************************/
int Pong::getViewHeight()
{
return view_height;
}
/***************************************************************************//**
* @author Johnny Ackerman
*
* @par Description: Gets a pointer to game Menu object.
*
* @returns Pointer to the Menu object.
*******************************************************************************/
Menu* Pong::getMenu()
{
return menu;
}
/***************************************************************************//**
* @author Daniel Andrus
*
* @par Description: Displays the game menu
*******************************************************************************/
void Pong::displayMenu()
{
if (menu != NULL) return;
// Set up the variables
MenuItem* item;
double item_x = view_width / 2 - unit * 10;
double item_y = view_height / 2 + unit * 1;
double item_w = unit * 20; // width
double item_h = unit * 4; // height
double item_b = unit / 2; // border
double item_p = unit / 2; // padding
double item_m = unit / 2; // margin
// Build menu
menu = new (nothrow) Menu(0, 0, 0, 0, Pong::unit / 2, "");
menu -> setSize( unit * 22, unit * 18 );
menu -> setPosition( view_width / 2 - unit * 11, view_height / 2 - unit * 9 );
drawObject(menu, 3);
// Set menu title
if (game -> isDemo() || !game -> isRunning())
{
menu -> setTitle( "Main Menu" );
}
else
{
menu -> setTitle( "Pause" );
}
// Build each menu item
// MenuItem(Menu* menu, double x, double y, double width, double height, string text, function<void ()> callback = [](){});
// Continue/start game item(s)
if (game -> isDemo() || !game -> isRunning())
{
// Single player game
item = new (nothrow) MenuItem(menu, item_x, item_y, item_w, item_h, item_b, "New Solo Game");
item -> setAction([](){
Pong::getInstance() -> getGame() -> quitGame();
Pong::getInstance() -> getGame() -> startGame(true, false);
Pong::getInstance() -> closeMenu();
});
menu -> addItem(item);
item_y -= item_h + item_m;
// Multiplayer game
item = new (nothrow) MenuItem(menu, item_x, item_y, item_w, item_h, item_b, "New Versus Game");
item -> setAction([](){
Pong::getInstance() -> getGame() -> quitGame();
Pong::getInstance() -> getGame() -> startGame(false, false);
Pong::getInstance() -> closeMenu();
});
menu -> addItem(item);
item_y -= item_h + item_m;
}
else
{
// Continue
item = new (nothrow) MenuItem(menu, item_x, item_y, item_w, item_h, item_b, "Continue");
item -> setAction([](){
Pong::getInstance() -> getGame() -> resumeGame();
Pong::getInstance() -> closeMenu();
});
menu -> addItem(item);
item_y -= item_h + item_m;
// Quit Game
item = new (nothrow) MenuItem(menu, item_x, item_y, item_w, item_h, item_b, "Quit Game");
item -> setAction([](){
Pong::getInstance() -> getGame() -> quitGame();
Pong::getInstance() -> getGame() -> startGame(true, true);
Pong::getInstance() -> closeMenu();
Pong::getInstance() -> displayMenu();
});
menu -> addItem(item);
item_y -= item_h + item_m;
}
// Quit Pong
item = new (nothrow) MenuItem(menu, item_x, item_y, item_w, item_h, item_b, "Quit Pong");
item -> setAction([](){
exit(0);
});
menu -> addItem(item);
item_y -= item_h + item_m;
}
/***************************************************************************//**
* @author Daniel Andrus
*
* @par Description: Closes any open menus
*******************************************************************************/
void Pong::closeMenu()
{
if (game -> isRunning() && !game -> isDemo() && game -> isPaused())
{
game -> resumeGame();
}
if (menu != NULL)
{
stopDrawingObject(menu);
delete menu;
menu = NULL;
}
}
/***************************************************************************//**
* @author Daniel Andrus, Johnny Ackerman
*
* @par Description: Drawing callback. Executes every glut display callaback.
* Also calls the draw function of all registerd Drawable objects.
*******************************************************************************/
void Pong::display()
{
//clear the display and set backround to black
glClear( GL_COLOR_BUFFER_BIT );
glColor3f( 1.0, 1.0, 1.0 );
// Draw all registered drawables
typedef map<int, list<Drawable*>>::iterator it_type;
for (it_type iterator = drawables.begin();
iterator != drawables.end();
iterator++)
{
for (Drawable* d : iterator->second)
{
d->draw();
}
}
// Flush graphical output
glutSwapBuffers();
glFlush();
}
/***************************************************************************//**
* @author Daniel Andrus, Johnny Ackerman
*
* @par Description: Resize callback. Executes whenever the window is resized.
*
* @param[in] w - The window's new width in pixels.
* @param[in] h - The window's new height in pixels.
*******************************************************************************/
void Pong::reshape(int w, int h)
{
// store new window dimensions globally
window_width = w;
window_height = h;
double ratio = (double) view_width / (double) view_height;
double scale;
// Orthographic projection of 3-D scene onto 2-D, maintaining aspect ratio
glMatrixMode( GL_PROJECTION ); // Use an orthographic projection
glLoadIdentity(); // Initialize transformation matrix
if (w > h * ratio) // Adjust viewport based on ratio
{
scale = (double) h / (double) view_height;
this -> scale = scale;
gluOrtho2D( 0 - ((w / scale) - view_width) / 2,
view_width + ((w / scale) - view_width) / 2,
0,
view_height );
view_x = (w / scale - view_width) / 2;
view_y = 0;
}
else
{
scale = (double) w / (double) view_width;
this -> scale = scale;
gluOrtho2D( 0,
view_width,
0 - ((h / scale) - view_height) / 2,
view_height + ((h / scale) - view_height) / 2 );
view_x = 0;
view_y = (h / scale - view_height) / 2;
}
glViewport( 0, 0, w, h ); // Adjust viewport to new window
// Switch back to (default) model view mode, for transformations
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
}
/***************************************************************************//**
* @author Daniel Andrus, Johnny Ackerman
*
* @par Description: Key down callback. Executes whenever a typical key is
* pressed.
*
* @param[in] key - ASCII-encoded char of the key that was pressed.
* @param[in] x - The x coordinate of the mouse at the time the key
* was pressed. Measured in integers.
* @param[in] y - The y coordinate of the mouse at the time the key
* was pressed.
*******************************************************************************/
void Pong::keyDown(unsigned char key, int x, int y)
{
switch ( key )
{
case 27: // Escape
game -> quitGame();
closeMenu();
exit( 0 );
break;
case 32: // Space
if ( game -> isRunning() && !game -> isDemo() )
{
if ( game -> isPaused() )
{
closeMenu();
}
else
{
game -> pauseGame();
displayMenu();
}
}
else
{
displayMenu();
game -> startGame(true, true);
}
break;
default: // Everything else, forward to game manager
game -> keyDownEvent(key);
break;
}
}
/***************************************************************************//**
* @author Daniel Andrus, Johnny Ackerman
*
* @par Description: Key up callback. Executes whenever a typical key is
* released.
*
* @param[in] key - ASCII-encoded char of the key that was pressed.
* @param[in] x - The x coordinate of the mouse at the time the key
* was pressed. Measured in integers.
* @param[in] y - The y coordinate of the mouse at the time the key
* was pressed.
*******************************************************************************/
void Pong::keyUp(unsigned char key, int x, int y)
{
game->keyUpEvent(key);
}
/***************************************************************************//**
* @author Daniel Andrus, Johnny Ackerman
*
* @par Description: Special key down callback. Executes whenever a "special"
* key such as an arrow key is pressed.
*
* @param[in] key - Special GLUT enumerator of the key.
* @param[in] x - The x coordinate of the mouse at the time the key
* was pressed. Measured in integers.
* @param[in] y - The y coordinate of the mouse at the time the key
* was pressed.
*******************************************************************************/
void Pong::keySpecialDown(int key, int x, int y)
{
game->keySpecialDownEvent(key);
}
/***************************************************************************//**
* @author Daniel Andrus, Johnny Ackerman
*
* @par Description: Special key up callback. Executes whenever a "special" key
* such as an arrow key is released.
*
* @param[in] key - Special GLUT enumerator of the key.
* @param[in] x - The x coordinate of the mouse at the time the key
* was pressed. Measured in integers.
* @param[in] y - The y coordinate of the mouse at the time the key
* was pressed.
*******************************************************************************/
void Pong::keySpecialUp(int key, int x, int y)
{
game->keySpecialUpEvent(key);
}
/***************************************************************************//**
* @author Johnny Ackerman
*
* @par Description: Mouse click callback. Executes whenever a mouse button is
* either clicked or released.
*
* @param[in] button - The button whose state was changed.
* @param[in] state - The new state of the button.
* @param[in] x - The x coordinate of the mouse at the time the button
* was pressed. Measured in integers.
* @param[in] y - The y coordinate of the mouse at the time the button
* was pressed.
*******************************************************************************/
void Pong::mouseclick(int button, int state, int x, int y)
{
// Correct for coordinate system
y = window_height - y;
// Correct for scaling
x /= scale;
y /= scale;
x -= view_x;
y -= view_y;
switch ( button )
{
case GLUT_LEFT_BUTTON: // left button
if (menu != NULL) menu -> click( button, state, x, y );
break;
case GLUT_RIGHT_BUTTON: // right button
break;
}
// Yeah... we don't do much in this function yet. We have plans though!
}
/***************************************************************************//**
* @author Daniel Andrus
*
* @par Description: Step callback. Called every frame of the game. Calls step
* function of other classes necessary for the game. Necessary
* for game elemnts that are not dependent on user interaction.
*******************************************************************************/
void Pong::step()
{
game->step();
}
/*******************************************************************************
* GLUT CALLBACK FUNCTIONS
*******************************************************************************/
/***************************************************************************//**
* @author Daniel Andrus, Johnny Ackerman
*
* @par Description: Drawing callback. Executes every glut display callaback.
* Also calls the draw function of all registerd Drawable objects. Simply
* forwards to Pong class' identical function.
*******************************************************************************/
void display()
{
Pong::getInstance()->display();
}
/***************************************************************************//**
* @author Daniel Andrus, Johnny Ackerman
*
* @par Description: Resize callback. Executes whenever the window is resized.
* Simply forwards to Pong class' identical function.
*
* @param[in] w - The window's new width in pixels.
* @param[in] h - The window's new height in pixels.
*******************************************************************************/
void reshape(int w, int h)
{
Pong::getInstance()->reshape(w, h);
}
/***************************************************************************//**
* @author Daniel Andrus, Johnny Ackerman
*
* @par Description: Key down callback. Executes whenever a typical key is
* pressed. Simply forwards to Pong class' identical function.
*
* @param[in] key - ASCII-encoded char of the key that was pressed.
* @param[in] x - The x coordinate of the mouse at the time the key
* was pressed. Measured in integers.
* @param[in] y - The y coordinate of the mouse at the time the key
* was pressed.
*******************************************************************************/
void keyDown(unsigned char key, int x, int y)
{
Pong::getInstance()->keyDown(key, x, y);
}
/***************************************************************************//**
* @author Daniel Andrus, Johnny Ackerman
*
* @par Description: Key up callback. Executes whenever a typical key is
* released. Simply forwards to Pong class' identical function.
*
* @param[in] key - ASCII-encoded char of the key that was pressed.
* @param[in] x - The x coordinate of the mouse at the time the key
* was pressed. Measured in integers.
* @param[in] y - The y coordinate of the mouse at the time the key
* was pressed.
*******************************************************************************/
void keyUp(unsigned char key, int x, int y)
{
Pong::getInstance()->keyUp(key, x, y);
}
/***************************************************************************//**
* @author Daniel Andrus, Johnny Ackerman
*
* @par Description: Special key down callback. Executes whenever a "special"
* key such as an arrow key is pressed. Simply forwards to Pong class'
* identical function.
*
* @param[in] key - Special GLUT enumerator of the key.
* @param[in] x - The x coordinate of the mouse at the time the key
* was pressed. Measured in integers.
* @param[in] y - The y coordinate of the mouse at the time the key
* was pressed.
*******************************************************************************/
void keySpecialDown(int key, int x, int y)
{
Pong::getInstance()->keySpecialDown(key, x, y);
}
/***************************************************************************//**
* @author Daniel Andrus, Johnny Ackerman
*
* @par Description: Special key up callback. Executes whenever a "special" key
* such as an arrow key is released. Simply forwards to Pong class'
* identical function.
*
* @param[in] key - Special GLUT enumerator of the key.
* @param[in] x - The x coordinate of the mouse at the time the key
* was pressed. Measured in integers.
* @param[in] y - The y coordinate of the mouse at the time the key
* was pressed.
*******************************************************************************/
void keySpecialUp(int key, int x, int y)
{
Pong::getInstance()->keySpecialUp(key, x, y);
}
/***************************************************************************//**
* @author Johnny Ackerman
*
* @par Description: Mouse click callback. Executes whenever a mouse button is
* either clicked or released. Simply forwards to Pong class'
* identical function.
*
* @param[in] button - The button whose state was changed.
* @param[in] state - The new state of the button.
* @param[in] x - The x coordinate of the mouse at the time the button
* was pressed. Measured in integers.
* @param[in] y - The y coordinate of the mouse at the time the button
* was pressed.
*******************************************************************************/
void mouseclick(int button, int state, int x, int y)
{
Pong::getInstance()->mouseclick(button, state, x, y);
}
/***************************************************************************//**
* @author Daniel Andrus
*
* @par Description: Step callback. Called every frame of the game. Calls step
* function of other classes necessary for the game. Necessary
* for game elemnts that are not dependent on user interaction.
* Simply to Pong class' step() function.
*
* @param[in] i - Necessary for GLUT. Unused.
*******************************************************************************/
void step(int i)
{
// FPS, or technically "milliseconds per frame"
static unsigned int fps_delay = 1000 / 60;
// Reset the timer
glutTimerFunc(fps_delay, *::step, 0);
// Call step function
Pong::getInstance()->step();
// Redraw the screen after frame's been processed.
glutPostRedisplay();
}