VoxelEngine/src/frontend/gui/controls.cpp
2023-11-30 14:48:38 +03:00

293 lines
7.8 KiB
C++

#include "controls.h"
#include <iostream>
#include "../../assets/Assets.h"
#include "../../graphics/Batch2D.h"
#include "../../graphics/Font.h"
#include "../../util/stringutil.h"
using std::string;
using std::wstring;
using std::shared_ptr;
using glm::vec2;
using glm::vec3;
using glm::vec4;
#define KEY_ESCAPE 256
#define KEY_ENTER 257
#define KEY_BACKSPACE 259
using namespace gui;
Label::Label(wstring text, string fontName)
: UINode(vec2(), vec2(text.length() * 8, 15)), text_(text), fontName_(fontName) {
}
Label& Label::text(wstring text) {
this->text_ = text;
return *this;
}
wstring Label::text() const {
return text_;
}
void Label::draw(Batch2D* batch, Assets* assets) {
if (supplier) {
text(supplier());
}
batch->color = color_;
Font* font = assets->getFont(fontName_);
vec2 size = UINode::size();
vec2 newsize = vec2(font->calcWidth(text_), font->lineHeight());
if (newsize.x > size.x) {
this->size(newsize);
size = newsize;
}
vec2 coord = calcCoord();
font->draw(batch, text_, coord.x, coord.y);
}
Label* Label::textSupplier(wstringsupplier supplier) {
this->supplier = supplier;
return this;
}
void Label::size(vec2 sizenew) {
UINode::size(vec2(UINode::size().x, sizenew.y));
}
// ================================= Button ===================================
Button::Button(shared_ptr<UINode> content, glm::vec4 padding) : Panel(vec2(32,32), padding, 0) {
add(content);
scrollable(false);
}
Button::Button(wstring text, glm::vec4 padding) : Panel(vec2(32,32), padding, 0) {
Label* label = new Label(text);
label->align(Align::center);
this->label = shared_ptr<UINode>(label);
add(this->label);
scrollable(false);
}
void Button::text(std::wstring text) {
if (label) {
Label* label = (Label*)(this->label.get());
label->text(text);
}
}
wstring Button::text() const {
if (label) {
Label* label = (Label*)(this->label.get());
return label->text();
}
return L"";
}
void Button::drawBackground(Batch2D* batch, Assets* assets) {
vec2 coord = calcCoord();
batch->texture(nullptr);
batch->color = (ispressed() ? pressedColor : (hover_ ? hoverColor : color_));
batch->rect(coord.x, coord.y, size_.x, size_.y);
}
shared_ptr<UINode> Button::getAt(vec2 pos, shared_ptr<UINode> self) {
return UINode::getAt(pos, self);
}
void Button::mouseRelease(GUI* gui, int x, int y) {
UINode::mouseRelease(gui, x, y);
if (isInside(vec2(x, y))) {
for (auto callback : actions) {
callback(gui);
}
}
}
Button* Button::listenAction(onaction action) {
actions.push_back(action);
return this;
}
// ================================ TextBox ===================================
TextBox::TextBox(wstring placeholder, vec4 padding)
: Panel(vec2(200,32), padding, 0, false),
input(L""),
placeholder(placeholder) {
label = new Label(L"");
add(shared_ptr<UINode>(label));
}
void TextBox::drawBackground(Batch2D* batch, Assets* assets) {
vec2 coord = calcCoord();
batch->texture(nullptr);
batch->color = (isfocused() ? focusedColor : (hover_ ? hoverColor : color_));
batch->rect(coord.x, coord.y, size_.x, size_.y);
if (!focused_ && supplier) {
input = supplier();
}
if (input.empty()) {
label->color(vec4(0.5f));
label->text(placeholder);
} else {
label->color(vec4(1.0f));
label->text(input);
}
scrollable(false);
}
void TextBox::typed(unsigned int codepoint) {
input += wstring({(wchar_t)codepoint});
}
void TextBox::keyPressed(int key) {
switch (key) {
case KEY_BACKSPACE:
if (!input.empty()){
input = input.substr(0, input.length()-1);
}
break;
case KEY_ENTER:
if (consumer) {
consumer(label->text());
}
defocus();
break;
}
}
shared_ptr<UINode> TextBox::getAt(vec2 pos, shared_ptr<UINode> self) {
return UINode::getAt(pos, self);
}
void TextBox::textSupplier(wstringsupplier supplier) {
this->supplier = supplier;
}
void TextBox::textConsumer(wstringconsumer consumer) {
this->consumer = consumer;
}
wstring TextBox::text() const {
if (input.empty())
return placeholder;
return input;
}
// ============================== InputBindBox ================================
InputBindBox::InputBindBox(Binding& binding, vec4 padding)
: Panel(vec2(100,32), padding, 0, false),
binding(binding) {
label = new Label(L"");
add(label);
scrollable(false);
}
shared_ptr<UINode> InputBindBox::getAt(vec2 pos, shared_ptr<UINode> self) {
return UINode::getAt(pos, self);
}
void InputBindBox::drawBackground(Batch2D* batch, Assets* assets) {
vec2 coord = calcCoord();
batch->texture(nullptr);
batch->color = (isfocused() ? focusedColor : (hover_ ? hoverColor : color_));
batch->rect(coord.x, coord.y, size_.x, size_.y);
label->text(util::str2wstr_utf8(binding.text()));
}
void InputBindBox::clicked(GUI*, int button) {
binding.type = inputtype::mouse;
binding.code = button;
defocus();
}
void InputBindBox::keyPressed(int key) {
if (key != keycode::ESCAPE) {
binding.type = inputtype::keyboard;
binding.code = key;
}
defocus();
}
// ================================ TrackBar ==================================
TrackBar::TrackBar(double min, double max, double value, double step, int trackWidth)
: UINode(vec2(), vec2(32)), min(min), max(max), value(value), step(step), trackWidth(trackWidth) {
color(vec4(0.f, 0.f, 0.f, 0.4f));
}
void TrackBar::draw(Batch2D* batch, Assets* assets) {
if (supplier_) {
value = supplier_();
}
vec2 coord = calcCoord();
batch->texture(nullptr);
batch->color = (hover_ ? hoverColor : color_);
batch->rect(coord.x, coord.y, size_.x, size_.y);
float width = size_.x;
float t = (value - min) / (max-min+trackWidth*step);
batch->color = trackColor;
batch->rect(coord.x + width * t, coord.y, size_.x * (trackWidth / (max-min+trackWidth*step) * step), size_.y);
}
void TrackBar::supplier(doublesupplier supplier) {
this->supplier_ = supplier;
}
void TrackBar::consumer(doubleconsumer consumer) {
this->consumer_ = consumer;
}
void TrackBar::mouseMove(GUI*, int x, int y) {
vec2 coord = calcCoord();
value = x;
value -= coord.x;
value = (value)/size_.x * (max-min+trackWidth*step);
value += min;
value = (value > max) ? max : value;
value = (value < min) ? min : value;
value = (int)(value / step) * step;
if (consumer_) {
consumer_(value);
}
}
// ================================ CheckBox ==================================
CheckBox::CheckBox(bool checked) : UINode(vec2(), vec2(32.0f)), checked_(checked) {
color(vec4(0.0f, 0.0f, 0.0f, 0.5f));
}
void CheckBox::draw(Batch2D* batch, Assets* assets) {
if (supplier_) {
checked_ = supplier_();
}
vec2 coord = calcCoord();
batch->texture(nullptr);
batch->color = checked_ ? checkColor : (hover_ ? hoverColor : color_);
batch->rect(coord.x, coord.y, size_.x, size_.y);
}
void CheckBox::mouseRelease(GUI*, int x, int y) {
checked_ = !checked_;
if (consumer_) {
consumer_(checked_);
}
}
void CheckBox::supplier(boolsupplier supplier) {
supplier_ = supplier;
}
void CheckBox::consumer(boolconsumer consumer) {
consumer_ = consumer;
}
CheckBox* CheckBox::checked(bool flag) {
checked_ = flag;
return this;
}