VoxelEngine/src/graphics/ui/elements/InputBindBox.cpp

41 lines
1.1 KiB
C++

#include "InputBindBox.hpp"
#include "Label.hpp"
#include "graphics/core/DrawContext.hpp"
#include "graphics/core/Batch2D.hpp"
#include "util/stringutil.hpp"
using namespace gui;
InputBindBox::InputBindBox(GUI& gui, Binding& binding, glm::vec4 padding)
: Panel(gui, glm::vec2(100,32), padding, 0),
binding(binding),
label(std::make_shared<Label>(gui, L"")) {
add(label);
setScrollable(false);
hoverColor = glm::vec4(0.05f, 0.1f, 0.2f, 0.75f);
}
void InputBindBox::drawBackground(const DrawContext& pctx, const Assets&) {
glm::vec2 pos = calcPos();
auto batch = pctx.getBatch2D();
batch->texture(nullptr);
batch->setColor(isFocused() ? focusedColor : calcColor());
batch->rect(pos.x, pos.y, size.x, size.y);
label->setText(util::str2wstr_utf8(binding.text()));
}
void InputBindBox::clicked(mousecode button) {
if (isFocused()) {
binding.reset(button);
defocus();
}
}
void InputBindBox::keyPressed(keycode key) {
if (key != keycode::ESCAPE) {
binding.reset(key);
}
defocus();
}