Working on removing ui label

This commit is contained in:
2023-06-12 10:09:45 -07:00
parent dd1004257e
commit aab5548ae2
12 changed files with 97 additions and 261 deletions

View File

@ -18,6 +18,7 @@ void FPSLabelComponent::onStart() {
if(this->label == nullptr) return;
std::string strFps = std::to_string((int32_t)(1.0f / delta));
std::string strTick = std::to_string((int32_t)(delta * 1000.0f));
label->text = strFps + "FPS (" + strTick + "ms)";
assertUnreachable();// Needs updating to new UI Label
// label->text = strFps + "FPS (" + strTick + "ms)";
}, this->item->scene->eventSceneUnpausedUpdate);
}

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@ -4,13 +4,13 @@
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/components/ui/UILabel.hpp"
#include "scene/components/ui/text/UILabelNew.hpp"
namespace Dawn {
class FPSLabelComponent : public SceneItemComponent {
public:
/* @optional */
UILabel *label = nullptr;
UILabelNew *label = nullptr;
FPSLabelComponent(SceneItem *item);
void onStart() override;

View File

@ -9,10 +9,9 @@ target_sources(${DAWN_TARGET_NAME}
UICanvas.cpp
UIComponent.cpp
UIComponentRenderable.cpp
UILabel.cpp
UIImage.cpp
UIBorder.cpp
UILabelNew.cpp
)
add_subdirectory(menu)
add_subdirectory(menu)
add_subdirectory(text)

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@ -1,121 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UILabel.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
UILabel::UILabel(SceneItem *item) :
UIComponentRenderable(item),
text(""),
fontSize(10.0f),
font(&item->scene->game->renderManager.defaultFont),
maxWidth(UI_LABEL_MAX_WIDTH_ALIGN),
startQuad(0),
quadCount(-1)
{
}
bool_t UILabel::hasText() {
return (
this->font != nullptr &&
this->font->isReady() &&
((std::string)this->text).size() > 0
);
}
void UILabel::updateMesh() {
if(!this->needsRebuffering) return;
if(!this->hasText()) return;
float_t width = this->maxWidth;
assertTrue(
width == UI_LABEL_MAX_WIDTH_NONE ||
width == UI_LABEL_MAX_WIDTH_ALIGN ||
width > 0
);
if(width == UI_LABEL_MAX_WIDTH_ALIGN) {
auto dimensional = this->getParentDimensional();
auto align = (glm::vec4)this->alignment;
float_t x;
UIComponent::calculateDimensions(
this->alignX,
this->alignUnitLeft,
this->alignUnitRight,
&x,
&width,
dimensional->getWidth(),
0,
glm::vec2(align[0], align[2])
);
}
this->font->buffer(
text,
fontSize,
width,
&this->mesh,
&this->measure
);
this->needsRebuffering = false;
this->eventFontRebuffered.invoke();
}
std::vector<struct ShaderPassItem> UILabel::getUIRenderPasses() {
if(!this->hasText()) return {};
this->updateMesh();
struct ShaderPassItem item;
auto shader = getGame()->renderManager.uiShader;
item.shader = shader;
item.colorValues[shader->paramColor] = textColor;
item.parameterBuffers[shader->bufferUiCanvas] = &getCanvas()->shaderBuffer;
item.matrixValues[shader->paramModel] = this->transform->getWorldTransform();
item.textureSlots[0] = this->font->getTexture();
item.textureValues[shader->paramTexture] = 0;
item.start = this->startQuad * QUAD_INDICE_COUNT;
item.count = this->quadCount == -1 ? -1 : this->quadCount * QUAD_INDICE_COUNT;
item.w = this->transform->getWorldPosition().z;
item.renderFlags = RENDER_MANAGER_RENDER_FLAG_BLEND;
item.mesh = &mesh;
return { item };
}
float_t UILabel::getContentWidth() {
if(!this->hasText()) return 0;
this->updateMesh();
return this->measure.getWidth();
}
float_t UILabel::getContentHeight() {
if(!this->hasText()) return 0;
this->updateMesh();
return this->measure.getHeight();
}
void UILabel::onStart() {
UIComponent::onStart();
useEffect([&]{
alignmentNeedsUpdating = true;
}, { &fontSize, &font, &text, &maxWidth, &startQuad, &quadCount });
useEffect([&]{
eventTextChanged.invoke();
}, text);
useEffect([&]{
needsRebuffering = true;
}, alignmentNeedsUpdating);
useEvent([&]{
needsRebuffering = true;
}, eventAlignmentUpdated);
}

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@ -1,59 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "UIComponentRenderable.hpp"
#include "display/font/Font.hpp"
#define UI_LABEL_MAX_WIDTH_NONE -1
#define UI_LABEL_MAX_WIDTH_ALIGN 0
namespace Dawn {
class UILabel : public UIComponentRenderable {
private:
bool_t needsRebuffering = true;
Mesh mesh;
/**
* Returns true if the label contains renderable text.
*
* @return True if the label has text, otherwise false.
*/
bool_t hasText();
/**
* Internally performs the mesh update.
*/
void updateMesh();
public:
//@optional
StateProperty<std::string> text;
// @optional
StateProperty<float_t> fontSize;
/* @optional */
StateProperty<Font*> font;
/* @optional */
StateProperty<float_t> maxWidth;
/* @optional */
struct Color textColor = COLOR_WHITE;
// @optional
StateProperty<int32_t> startQuad;
// @optional
StateProperty<int32_t> quadCount;
StateEvent<> eventFontRebuffered;
StateEvent<> eventTextChanged;
struct FontMeasure measure;
UILabel(SceneItem *item);
float_t getContentWidth() override;
float_t getContentHeight() override;
std::vector<struct ShaderPassItem> getUIRenderPasses() override;
void onStart() override;
};
}

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@ -0,0 +1,10 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
UILabelNew.cpp
)

View File

@ -21,10 +21,11 @@ namespace Dawn {
std::string text;
struct UILabelStyle style;
// Part index
// Quad start
// position
// size
// Part index?
// Quad start?
// quad count?
// position?
// size?
// some kind of custom data e.g. wobble or shake?
usagelockid_t lockId = -1;