This commit is contained in:
2023-03-05 12:58:59 -08:00
parent 855ac79095
commit f7ff21fa8d
24 changed files with 501 additions and 520 deletions

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@ -1,20 +1,20 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UIEmpty.hpp"
using namespace Dawn;
UIEmpty::UIEmpty(UICanvas *canvas) : UIComponent(canvas) {
}
std::vector<struct ShaderPassItem> UIEmpty::getSelfPassItems(
glm::mat4 projection,
glm::mat4 view,
glm::mat4 transform
) {
return std::vector<struct ShaderPassItem>();
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UIEmpty.hpp"
using namespace Dawn;
UIEmpty::UIEmpty(UICanvas *canvas) : UIComponent(canvas) {
}
std::vector<struct ShaderPassItem> UIEmpty::getSelfPassItems(
glm::mat4 projection,
glm::mat4 view,
glm::mat4 transform
) {
return std::vector<struct ShaderPassItem>();
}

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@ -1,21 +1,21 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "UIComponent.hpp"
namespace Dawn {
class UIEmpty : public UIComponent {
protected:
std::vector<struct ShaderPassItem> getSelfPassItems(
glm::mat4 projection,
glm::mat4 view,
glm::mat4 transform
) override;
public:
UIEmpty(UICanvas *canvas);
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "UIComponent.hpp"
namespace Dawn {
class UIEmpty : public UIComponent {
protected:
std::vector<struct ShaderPassItem> getSelfPassItems(
glm::mat4 projection,
glm::mat4 view,
glm::mat4 transform
) override;
public:
UIEmpty(UICanvas *canvas);
};
}

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@ -1,130 +1,130 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UIGrid.hpp"
using namespace Dawn;
UIGrid::UIGrid(UICanvas *canvas) : UIComponent(canvas) {
}
void UIGrid::updatePositions() {
UIComponent::updatePositions();
this->sizeCol = (
this->width - (this->gutterX * (this->columns - 1))
) / this->columns;
this->sizeRow = (
this->height - (this->gutterY * (this->rows - 1))
) / this->rows;
auto it = this->gridChildren.begin();
while(it != this->gridChildren.end()) {
this->alignChild(it->first, it->second);
++it;
}
}
std::vector<struct ShaderPassItem> UIGrid::getSelfPassItems(
glm::mat4 projection,
glm::mat4 view,
glm::mat4 transform
) {
return std::vector<struct ShaderPassItem>();
}
void UIGrid::onChildAligned(UIComponent *child) {
if(this->alignmentListenerLocked) return;
assertNotNull(child);
assertMapHasKey(this->gridChildren, child);
this->alignmentListenerLocked = true;
this->alignChild(child, this->gridChildren[child]);
this->alignmentListenerLocked = false;
}
void UIGrid::alignChild(UIComponent *child, struct UIGridPosition pos) {
assertNotNull(child);
float_t gridX = (this->sizeCol * pos.x) + (this->gutterX * pos.x);
float_t gridY = (this->sizeRow * pos.y) + (this->gutterY * pos.y);
// Hack for when content width is undefined.
child->width = this->sizeCol;
child->height = this->sizeRow;
// Alignment
float_t x, y, sizeX, sizeY;
UIComponent::calculateDimensions(
pos.alignX,
&x,
&sizeX,
this->sizeCol,
child->getContentWidth(),
glm::vec2(0, 0)
);
UIComponent::calculateDimensions(
pos.alignY,
&y,
&sizeY,
this->sizeRow,
child->getContentHeight(),
glm::vec2(0, 0)
);
child->setTransform(
UI_COMPONENT_ALIGN_START, UI_COMPONENT_ALIGN_START,
glm::vec4(gridX + x, gridY + y, sizeX, sizeY),
0.0f
);
}
void UIGrid::setGridSize(
int32_t columns, int32_t rows,
float_t gutterX, float_t gutterY
) {
this->rows = rows;
this->columns = columns;
this->gutterX = gutterX;
this->gutterY = gutterY;
// TODO: Need to fix children here.
this->gridChildren.clear();
this->updatePositions();
}
void UIGrid::addToGrid(
UIComponent *ui,
int32_t x, int32_t y,
enum UIComponentAlign alignX, enum UIComponentAlign alignY
) {
assertTrue(x >= 0 && x < this->columns);
assertTrue(y >= 0 && y < this->rows);
this->addChild(ui);
struct UIGridPosition pos;
pos.x = x;
pos.y = y;
pos.alignX = alignX;
pos.alignY = alignY;
this->gridChildren[ui] = pos;
this->alignChild(ui, pos);
// Re-Add event listener
ui->eventAlignmentUpdated.addListener(this, &UIGrid::onChildAligned);
}
int32_t UIGrid::getRows() {
return this->rows;
}
int32_t UIGrid::getColumns() {
return this->columns;
}
void UIGrid::removeChild(UIComponent *component) {
UIComponent::removeChild(component);
assertUnreachable();
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UIGrid.hpp"
using namespace Dawn;
UIGrid::UIGrid(UICanvas *canvas) : UIComponent(canvas) {
}
void UIGrid::updatePositions() {
UIComponent::updatePositions();
this->sizeCol = (
this->width - (this->gutterX * (this->columns - 1))
) / this->columns;
this->sizeRow = (
this->height - (this->gutterY * (this->rows - 1))
) / this->rows;
auto it = this->gridChildren.begin();
while(it != this->gridChildren.end()) {
this->alignChild(it->first, it->second);
++it;
}
}
std::vector<struct ShaderPassItem> UIGrid::getSelfPassItems(
glm::mat4 projection,
glm::mat4 view,
glm::mat4 transform
) {
return std::vector<struct ShaderPassItem>();
}
void UIGrid::onChildAligned(UIComponent *child) {
if(this->alignmentListenerLocked) return;
assertNotNull(child);
assertMapHasKey(this->gridChildren, child);
this->alignmentListenerLocked = true;
this->alignChild(child, this->gridChildren[child]);
this->alignmentListenerLocked = false;
}
void UIGrid::alignChild(UIComponent *child, struct UIGridPosition pos) {
assertNotNull(child);
float_t gridX = (this->sizeCol * pos.x) + (this->gutterX * pos.x);
float_t gridY = (this->sizeRow * pos.y) + (this->gutterY * pos.y);
// Hack for when content width is undefined.
child->width = this->sizeCol;
child->height = this->sizeRow;
// Alignment
float_t x, y, sizeX, sizeY;
UIComponent::calculateDimensions(
pos.alignX,
&x,
&sizeX,
this->sizeCol,
child->getContentWidth(),
glm::vec2(0, 0)
);
UIComponent::calculateDimensions(
pos.alignY,
&y,
&sizeY,
this->sizeRow,
child->getContentHeight(),
glm::vec2(0, 0)
);
child->setTransform(
UI_COMPONENT_ALIGN_START, UI_COMPONENT_ALIGN_START,
glm::vec4(gridX + x, gridY + y, sizeX, sizeY),
0.0f
);
}
void UIGrid::setGridSize(
int32_t columns, int32_t rows,
float_t gutterX, float_t gutterY
) {
this->rows = rows;
this->columns = columns;
this->gutterX = gutterX;
this->gutterY = gutterY;
// TODO: Need to fix children here.
this->gridChildren.clear();
this->updatePositions();
}
void UIGrid::addToGrid(
UIComponent *ui,
int32_t x, int32_t y,
enum UIComponentAlign alignX, enum UIComponentAlign alignY
) {
assertTrue(x >= 0 && x < this->columns);
assertTrue(y >= 0 && y < this->rows);
this->addChild(ui);
struct UIGridPosition pos;
pos.x = x;
pos.y = y;
pos.alignX = alignX;
pos.alignY = alignY;
this->gridChildren[ui] = pos;
this->alignChild(ui, pos);
// Re-Add event listener
ui->eventAlignmentUpdated.addListener(this, &UIGrid::onChildAligned);
}
int32_t UIGrid::getRows() {
return this->rows;
}
int32_t UIGrid::getColumns() {
return this->columns;
}
void UIGrid::removeChild(UIComponent *component) {
UIComponent::removeChild(component);
assertUnreachable();
}

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@ -1,83 +1,83 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "UIComponent.hpp"
#include "util/mathutils.hpp"
namespace Dawn {
struct UIGridPosition {
int32_t x;
int32_t y;
enum UIComponentAlign alignX;
enum UIComponentAlign alignY;
};
class UIGrid : public UIComponent {
private:
int32_t rows = 1;
int32_t columns = 1;
float_t gutterX = 0;
float_t gutterY = 0;
float_t sizeRow, sizeCol;
std::map<UIComponent*, struct UIGridPosition> gridChildren;
bool_t alignmentListenerLocked = false;
/**
* Internal method to update the alignment of a child.
*
* @param child Child UI component.
* @param pos Positional information of the child UI item..
*/
void alignChild(UIComponent *child, struct UIGridPosition pos);
void onChildAligned(UIComponent *child);
protected:
void updatePositions() override;
std::vector<struct ShaderPassItem> getSelfPassItems(
glm::mat4 projection,
glm::mat4 view,
glm::mat4 transform
) override;
public:
UIGrid(UICanvas *canvas);
/**
* Sets the dimensions of the grid.
*
* @param columns Count of columns in the grid.
* @param rows Count of rows in the grid.
* @param gutterX Gutter spacing between the cells of the grid.
* @param gutterY Gutter spacing between the cells of the grid.
*/
void setGridSize(
int32_t columns, int32_t rows,
float_t gutterX, float_t gutterY
);
/**
* Adds a UI component to the grid.
*
* @param component Component to add to the grid.
* @param column Column Position.
* @param row Row Position.
* @param alignX X alignment of the component within the cell.
* @param alignY Y alignment of the component within the cell.
*/
void addToGrid(
UIComponent *ui,
int32_t x, int32_t y,
enum UIComponentAlign alignX, enum UIComponentAlign alignY
);
int32_t getRows();
int32_t getColumns();
void removeChild(UIComponent *component) override;
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "UIComponent.hpp"
#include "util/mathutils.hpp"
namespace Dawn {
struct UIGridPosition {
int32_t x;
int32_t y;
enum UIComponentAlign alignX;
enum UIComponentAlign alignY;
};
class UIGrid : public UIComponent {
private:
int32_t rows = 1;
int32_t columns = 1;
float_t gutterX = 0;
float_t gutterY = 0;
float_t sizeRow, sizeCol;
std::map<UIComponent*, struct UIGridPosition> gridChildren;
bool_t alignmentListenerLocked = false;
/**
* Internal method to update the alignment of a child.
*
* @param child Child UI component.
* @param pos Positional information of the child UI item..
*/
void alignChild(UIComponent *child, struct UIGridPosition pos);
void onChildAligned(UIComponent *child);
protected:
void updatePositions() override;
std::vector<struct ShaderPassItem> getSelfPassItems(
glm::mat4 projection,
glm::mat4 view,
glm::mat4 transform
) override;
public:
UIGrid(UICanvas *canvas);
/**
* Sets the dimensions of the grid.
*
* @param columns Count of columns in the grid.
* @param rows Count of rows in the grid.
* @param gutterX Gutter spacing between the cells of the grid.
* @param gutterY Gutter spacing between the cells of the grid.
*/
void setGridSize(
int32_t columns, int32_t rows,
float_t gutterX, float_t gutterY
);
/**
* Adds a UI component to the grid.
*
* @param component Component to add to the grid.
* @param column Column Position.
* @param row Row Position.
* @param alignX X alignment of the component within the cell.
* @param alignY Y alignment of the component within the cell.
*/
void addToGrid(
UIComponent *ui,
int32_t x, int32_t y,
enum UIComponentAlign alignX, enum UIComponentAlign alignY
);
int32_t getRows();
int32_t getColumns();
void removeChild(UIComponent *component) override;
};
}

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@ -1,125 +1,125 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "event/Event.hpp"
#include "ui/UIComponent.hpp"
#include "util/memory.hpp"
namespace Dawn {
class UIMenuItem {
public:
/**
* Called when the item is selected (Accepted) on.
*/
virtual void onItemSelected() = 0;
/**
* Called when either the mouse or the user controller input is removed
* off this item.
*/
virtual void onItemOver() = 0;
/**
* Called when either the mouth or the user controller input is put over
* this item.
*/
virtual void onItemOff() = 0;
/**
* Returns whether the UI item can be hovered overed or not.
* @return Whether it can be overed or not.
*/
virtual bool_t canBeOvered() = 0;
/**
* Returns whether or not the item can be selected or not.
* @return Whether it can be selected or not.
*/
virtual bool_t canBeSelected() = 0;
};
struct UIMenu {
private:
UICanvas *canvas;
int32_t x = -1;
int32_t y = -1;
int32_t rows = 1;
int32_t columns = 1;
UIMenuItem **items = nullptr;
protected:
/** Invoked by UICanvas when this menu has been made inactive. */
void onInactive();
/** Invoked by UICanvas when this menu has been made active. */
void onActive();
/** Invoked by UICanvas every tick this menu is active. */
void onTick();
public:
Event<> eventMenuActive;
Event<> eventMenuInactive;
Event<int32_t, int32_t, int32_t, int32_t> eventCursorChange;
Event<UIMenuItem*> eventItemSelected;
/**
* Construct a new UI Menu Host.
*
* @param canvas Canvas that this menu belongs to.
* @param columns Iniitial size of the menu X axis.
* @param rows Initial size of the menu Y axis.
*/
UIMenu(UICanvas *canvas, int32_t columns, int32_t rows);
/**
* Sets the size of the UI Menu.
*
* @param columns How many columns in the menu.
* @param rows How many rows in the menu.
*/
void setSize(int32_t columns, int32_t rows);
/**
* Returns the UI Item at the given position.
*
* @param x X coordinate of the item to get.
* @param y Y coordinate of the item to get.
* @return The pointer to the menu item, or null if invalid.
*/
UIMenuItem * getItem(int32_t x, int32_t y);
/**
* Sets the position of the cursor in the grid.
*
* @param x X position of the cursor.
* @param y Y position of the cursor.
*/
void setPosition(int32_t x, int32_t y);
/**
* Move the cursor relative to the current position.
*
* @param x X position to move relative.
* @param y Y position to move relative.
*/
void moveRelative(int32_t x, int32_t y);
/**
* Adds/Sets an item onto the menu.
*
* @param x X coordinate to set the item.
* @param y Y coordinate to set the item.
* @param item Item to set.
*/
void setItem(int32_t x, int32_t y, UIMenuItem *item);
/**
* Cleans up the menu items, doesn't free the children themselves.
*/
~UIMenu();
friend class UICanvas;
};
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "event/Event.hpp"
#include "ui/UIComponent.hpp"
#include "util/memory.hpp"
namespace Dawn {
class UIMenuItem {
public:
/**
* Called when the item is selected (Accepted) on.
*/
virtual void onItemSelected() = 0;
/**
* Called when either the mouse or the user controller input is removed
* off this item.
*/
virtual void onItemOver() = 0;
/**
* Called when either the mouth or the user controller input is put over
* this item.
*/
virtual void onItemOff() = 0;
/**
* Returns whether the UI item can be hovered overed or not.
* @return Whether it can be overed or not.
*/
virtual bool_t canBeOvered() = 0;
/**
* Returns whether or not the item can be selected or not.
* @return Whether it can be selected or not.
*/
virtual bool_t canBeSelected() = 0;
};
struct UIMenu {
private:
UICanvas *canvas;
int32_t x = -1;
int32_t y = -1;
int32_t rows = 1;
int32_t columns = 1;
UIMenuItem **items = nullptr;
protected:
/** Invoked by UICanvas when this menu has been made inactive. */
void onInactive();
/** Invoked by UICanvas when this menu has been made active. */
void onActive();
/** Invoked by UICanvas every tick this menu is active. */
void onTick();
public:
Event<> eventMenuActive;
Event<> eventMenuInactive;
Event<int32_t, int32_t, int32_t, int32_t> eventCursorChange;
Event<UIMenuItem*> eventItemSelected;
/**
* Construct a new UI Menu Host.
*
* @param canvas Canvas that this menu belongs to.
* @param columns Iniitial size of the menu X axis.
* @param rows Initial size of the menu Y axis.
*/
UIMenu(UICanvas *canvas, int32_t columns, int32_t rows);
/**
* Sets the size of the UI Menu.
*
* @param columns How many columns in the menu.
* @param rows How many rows in the menu.
*/
void setSize(int32_t columns, int32_t rows);
/**
* Returns the UI Item at the given position.
*
* @param x X coordinate of the item to get.
* @param y Y coordinate of the item to get.
* @return The pointer to the menu item, or null if invalid.
*/
UIMenuItem * getItem(int32_t x, int32_t y);
/**
* Sets the position of the cursor in the grid.
*
* @param x X position of the cursor.
* @param y Y position of the cursor.
*/
void setPosition(int32_t x, int32_t y);
/**
* Move the cursor relative to the current position.
*
* @param x X position to move relative.
* @param y Y position to move relative.
*/
void moveRelative(int32_t x, int32_t y);
/**
* Adds/Sets an item onto the menu.
*
* @param x X coordinate to set the item.
* @param y Y coordinate to set the item.
* @param item Item to set.
*/
void setItem(int32_t x, int32_t y, UIMenuItem *item);
/**
* Cleans up the menu items, doesn't free the children themselves.
*/
~UIMenu();
friend class UICanvas;
};
}

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@ -35,7 +35,6 @@ add_subdirectory(save)
add_subdirectory(scene)
add_subdirectory(state)
add_subdirectory(time)
add_subdirectory(ui)
if(DAWN_VISUAL_NOVEL)
add_subdirectory(visualnovel)

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@ -153,14 +153,16 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
assertUnreachable();
}
auto itChild = canvas->children.begin();
while(itChild != canvas->children.end()) {
vectorAppend(&shaderPassItems, (*itChild)->getPassItems(
projection, view, model
));
++itChild;
}
++itCanvas;
auto children = canvas->item.chil
// auto itChild = canvas->children.begin();
// while(itChild != canvas->children.end()) {
// vectorAppend(&shaderPassItems, (*itChild)->getPassItems(
// projection, view, model
// ));
// ++itChild;
// }
// ++itCanvas;
}
// Debug Lines

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@ -9,8 +9,7 @@
#include "scene/components/display/MeshRenderer.hpp"
#include "scene/components/display/Camera.hpp"
#include "scene/components/scene/SubSceneController.hpp"
#include "ui/UIComponent.hpp"
#include "scene/components/ui/UIComponent.hpp"
namespace Dawn {
class RenderManager;

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@ -4,9 +4,7 @@
// https://opensource.org/licenses/MIT
#include "UICanvas.hpp"
#include "ui/UIComponent.hpp"
#include "game/DawnGame.hpp"
#include "ui/UIMenu.hpp"
using namespace Dawn;
@ -15,71 +13,11 @@ UICanvas * UICanvas::create(Scene *scene) {
return item->addComponent<UICanvas>();
}
UICanvas::UICanvas(SceneItem *item) :
SceneItemComponent(item),
camera(nullptr),
currentMenu(nullptr)
{
}
float_t UICanvas::getWidth() {
if(this->camera == nullptr) {
return this->getGame()->renderManager.getBackBuffer()->getWidth();
}
return this->camera->getRenderTarget()->getWidth();
}
float_t UICanvas::getHeight() {
if(this->camera == nullptr) {
return this->getGame()->renderManager.getBackBuffer()->getHeight();
}
return this->camera->getRenderTarget()->getHeight();
}
void UICanvas::setCurrentMenu(struct UIMenu *menu) {
UICanvas::UICanvas(SceneItem *item) : SceneItemComponent(item) {
}
void UICanvas::onStart() {
useEffectWithTeardown([&]{
if(this->camera == nullptr) return evtCamResize = [&]{};
auto it = this->children.begin();
while(it != this->children.end()) {
(*it)->updatePositions();
++it;
}
return evtCamResize = useEvent([&](float_t w, float_t h){
auto it = this->children.begin();
while(it != this->children.end()) {
(*it)->updatePositions();
++it;
}
}, camera->eventRenderTargetResized);
}, camera);
useEffectWithTeardown([&]{
if(currentMenu != nullptr) currentMenu->onActive();
return [&] {
if(currentMenu == nullptr) currentMenu->onInactive();
};
}, this->currentMenu);
// Scene Update
useEvent([&](float_t delta){
if(this->currentMenu == nullptr) return;
this->currentMenu->onTick();
}, getScene()->eventSceneUpdate);
// Find Camera if we need to.
if(camera == nullptr) camera = this->getScene()->findComponent<Camera>();
}
void UICanvas::onDispose() {
auto it = this->children.begin();
while(it != this->children.end()) {
delete *it;
++it;
}
}

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@ -15,19 +15,8 @@ namespace Dawn {
UI_DRAW_TYPE_CAMERA_OVERLAY
};
class UIComponent;
struct UIMenu;
class UICanvas : public SceneItemComponent {
protected:
std::function<void()> evtCamResize;
void onRenderTargetResize(float_t w, float_t h);
public:
StateProperty<struct UIMenu*> currentMenu;
StateProperty<Camera*> camera;
/**
* Creates a UI Canvas Scene Item Element, and attaches it to the provided
* scene.
@ -38,8 +27,8 @@ namespace Dawn {
static UICanvas * create(Scene *scene);
//======================================================================//
std::vector<UIComponent*> children;
UIDrawType drawType = UI_DRAW_TYPE_WORLD_CAMERA_RELATIVE;
enum UIDrawType drawType = UI_DRAW_TYPE_WORLD_CAMERA_RELATIVE;
/**
* Constructs the UI Canvas Scene Item Component.
@ -48,65 +37,6 @@ namespace Dawn {
*/
UICanvas(SceneItem *item);
/**
* Construct and append a UI item to this UI Canvas.
*
* @tparam Type of the UI Item.
* @return Pointer to the created UI Item.
*/
template<class T>
T * addElement() {
auto item = new T(this);
this->children.push_back(item);
return item;
}
/**
* Find a UI Element attached to this canvas.
*
* @tparam Type of the UI item to find.
* @return Pointer to first matching element of type T.
*/
template<class T>
T * findElement() {
auto it = this->children.begin();
while(it != this->children.end()) {
auto castedAs = dynamic_cast<T*>(*it);
if(castedAs != nullptr) return castedAs;
++it;
}
return nullptr;
}
/**
* Returns the width of the root UI Canvas size. In future I may allow
* this to be dynamic, right now it uses the render canvas however.
*
* @return Width of the UI Canvas.
*/
float_t getWidth();
/**
* Returns the height of this UI Canvas element.
*
* @return Height of the UI Canvas.
*/
float_t getHeight();
/**
* Returns the currently active menu for this UI Canvas.
*
* @return The currently active menu, or nullptr if there is none.
*/
struct UIMenu * getCurrentMenu();
/**
* Sets the currently active menu, and ticks it appropriately.
*
* @param menu Menu to set as the current active menu.
*/
void setCurrentMenu(struct UIMenu *menu);
void onStart() override;
void onDispose() override;
};

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UIComponent.hpp"
using namespace Dawn;
UIComponent::UIComponent(SceneItem *item) : SceneItemComponent(item) {
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneItemComponent.hpp"
#include "UICanvas.hpp"
namespace Dawn {
class UIComponent : public SceneItemComponent {
private:
UICanvas *canvas = nullptr;
public:
UIComponent(SceneItem *item);
friend class UICanvas;
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UILabel.hpp"
using namespace Dawn;
UILabel::UILabel(SceneItem *item) :
UIComponent(item),
text(""),
fontSize(10.0f),
font(nullptr)
{
}
void UILabel::updateMesh() {
if(!this->needsRebuffering || !this->hasText) return;
if(((Font*)this->font) == nullptr || !this->font->isReady()) return;
// float_t width = this->width;
// if(width == 0) width = -1;
// std::string text = this->getGame()->localeManager.getString(key);
this->font->buffer(
this->text,
this->fontSize,
-1,
&this->mesh,
&this->measure
);
this->needsRebuffering = false;
}
void UILabel::onStart() {
useEffect([&]{
hasText = ((std::string)text).size() > 0;
needsRebuffering = true;
}, text);
useEffect([&]{
needsRebuffering = true;
}, fontSize);
useEffect([&]{
needsRebuffering = true;
}, font);
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "UIComponent.hpp"
namespace Dawn {
class UILabel : public UIComponent {
private:
bool_t needsRebuffering = true;
bool_t hasText = false;
Mesh mesh;
void updateMesh();
public:
StateProperty<std::string> text;
StateProperty<float_t> fontSize;
StateProperty<Font*> font;
struct Color textColor = COLOR_MAGENTA;
struct FontMeasure measure;
int32_t startQuad = 0;
int32_t quadCount = -1;
UILabel(SceneItem *item);
void onStart() override;
};
}