193 lines
3.4 KiB
C++

#include "UINode.h"
#include "../../graphics/Batch2D.h"
using gui::UINode;
using gui::Align;
UINode::UINode(glm::vec2 size) : size(size) {
}
UINode::~UINode() {
}
bool UINode::isVisible() const {
return visible;
}
void UINode::setVisible(bool flag) {
visible = flag;
}
Align UINode::getAlign() const {
return align;
}
void UINode::setAlign(Align align) {
this->align = align;
}
void UINode::setHover(bool flag) {
hover = flag;
}
bool UINode::isHover() const {
return hover;
}
void UINode::setParent(UINode* node) {
parent = node;
}
UINode* UINode::getParent() const {
return parent;
}
void UINode::click(GUI*, int x, int y) {
pressed = true;
}
void UINode::mouseRelease(GUI*, int x, int y) {
pressed = false;
}
bool UINode::isPressed() const {
return pressed;
}
void UINode::defocus() {
focused = false;
}
bool UINode::isFocused() const {
return focused;
}
bool UINode::isInside(glm::vec2 pos) {
glm::vec2 coord = calcCoord();
glm::vec2 size = getSize();
return (pos.x >= coord.x && pos.y >= coord.y &&
pos.x < coord.x + size.x && pos.y < coord.y + size.y);
}
std::shared_ptr<UINode> UINode::getAt(glm::vec2 pos, std::shared_ptr<UINode> self) {
if (!interactive) {
return nullptr;
}
return isInside(pos) ? self : nullptr;
}
bool UINode::isInteractive() const {
return interactive && isVisible();
}
void UINode::setInteractive(bool flag) {
interactive = flag;
}
void UINode::setResizing(bool flag) {
resizing = flag;
}
bool UINode::isResizing() const {
return resizing;
}
glm::vec2 UINode::calcCoord() const {
if (parent) {
return coord + parent->calcCoord() + parent->contentOffset();
}
return coord;
}
void UINode::scrolled(int value) {
if (parent) {
parent->scrolled(value);
}
}
void UINode::setCoord(glm::vec2 coord) {
this->coord = coord;
}
glm::vec2 UINode::getCoord() const {
return coord;
}
glm::vec2 UINode::getSize() const {
return size;
}
void UINode::setSize(glm::vec2 size) {
this->size = glm::vec2(
glm::max(minSize.x, size.x), glm::max(minSize.y, size.y)
);
}
glm::vec2 UINode::getMinSize() const {
return minSize;
}
void UINode::setMinSize(glm::vec2 minSize) {
this->minSize = minSize;
setSize(getSize());
}
void UINode::setColor(glm::vec4 color) {
this->color = color;
this->hoverColor = color;
}
void UINode::setHoverColor(glm::vec4 newColor) {
this->hoverColor = newColor;
}
glm::vec4 UINode::getHoverColor() const {
return hoverColor;
}
glm::vec4 UINode::getColor() const {
return color;
}
void UINode::setMargin(glm::vec4 margin) {
this->margin = margin;
}
glm::vec4 UINode::getMargin() const {
return margin;
}
void UINode::setZIndex(int zindex) {
this->zindex = zindex;
}
int UINode::getZIndex() const {
return zindex;
}
void UINode::lock() {
}
vec2supplier UINode::getPositionFunc() const {
return positionfunc;
}
void UINode::setPositionFunc(vec2supplier func) {
positionfunc = func;
}
void UINode::setId(const std::string& id) {
this->id = id;
}
const std::string& UINode::getId() const {
return id;
}
void UINode::reposition() {
if (positionfunc) {
setCoord(positionfunc());
}
}