2023-11-20 03:31:18 +03:00

137 lines
3.4 KiB
C++

#include "GUI.h"
#include "UINode.h"
#include "panels.h"
#include <iostream>
#include <algorithm>
#include "../../assets/Assets.h"
#include "../../graphics/Batch2D.h"
#include "../../graphics/Shader.h"
#include "../../window/Events.h"
#include "../../window/input.h"
#include "../../window/Camera.h"
using std::string;
using std::shared_ptr;
using namespace gui;
GUI::GUI() {
container = new Container(vec2(0, 0), vec2(Window::width, Window::height));
uicamera = new Camera(vec3(), Window::height);
uicamera->perspective = false;
uicamera->flipped = true;
}
GUI::~GUI() {
delete uicamera;
delete container;
}
void GUI::act(float delta) {
container->size(vec2(Window::width, Window::height));
container->act(delta);
int mx = Events::x;
int my = Events::y;
auto hover = container->getAt(vec2(mx, my), nullptr);
if (this->hover && this->hover != hover) {
this->hover->hover(false);
}
if (hover) {
hover->hover(true);
}
this->hover = hover;
auto prevfocus = focus;
if (Events::jclicked(0)) {
if (pressed == nullptr && this->hover) {
pressed = hover;
pressed->click(this, mx, my);
if (focus && focus != pressed) {
focus->defocus();
}
if (focus != pressed) {
focus = pressed;
focus->focus(this);
}
}
if (this->hover == nullptr && focus) {
focus->defocus();
focus = nullptr;
}
} else if (pressed) {
pressed->mouseRelease(this, mx, my);
pressed = nullptr;
}
if (focus) {
if (Events::jpressed(keycode::ESCAPE)) {
focus->defocus();
focus = nullptr;
} else {
for (auto codepoint : Events::codepoints) {
focus->typed(codepoint);
}
for (auto key : Events::pressedKeys) {
focus->keyPressed(key);
}
if (Events::clicked(mousecode::BUTTON_1)) {
focus->mouseMove(this, mx, my);
}
if (prevfocus == focus)
for (int i = mousecode::BUTTON_1; i < mousecode::BUTTON_1+12; i++) {
if (Events::jclicked(i)) {
focus->clicked(this, i);
}
}
}
}
if (focus && !focus->isfocused()) {
focus = nullptr;
}
}
void GUI::draw(Batch2D* batch, Assets* assets) {
uicamera->fov = Window::height;
Shader* uishader = assets->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
batch->begin();
container->draw(batch, assets);
}
shared_ptr<UINode> GUI::getFocused() const {
return focus;
}
bool GUI::isFocusCaught() const {
return focus && focus->isfocuskeeper();
}
void GUI::add(shared_ptr<UINode> panel) {
container->add(panel);
}
void GUI::remove(shared_ptr<UINode> panel) {
container->remove(panel);
}
void GUI::store(string name, shared_ptr<UINode> node) {
storage[name] = node;
}
shared_ptr<UINode> GUI::get(string name) {
auto found = storage.find(name);
if (found == storage.end()) {
return nullptr;
}
return found->second;
}
void GUI::remove(string name) {
storage.erase(name);
}