UI
This commit is contained in:
		@@ -35,7 +35,6 @@ add_subdirectory(save)
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add_subdirectory(scene)
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					add_subdirectory(scene)
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add_subdirectory(state)
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					add_subdirectory(state)
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add_subdirectory(time)
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					add_subdirectory(time)
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add_subdirectory(ui)
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if(DAWN_VISUAL_NOVEL)
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					if(DAWN_VISUAL_NOVEL)
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  add_subdirectory(visualnovel)
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					  add_subdirectory(visualnovel)
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@@ -153,14 +153,16 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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        assertUnreachable();
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					        assertUnreachable();
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    }
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					    }
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    auto itChild = canvas->children.begin();
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					    auto children = canvas->item.chil
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    while(itChild != canvas->children.end()) {
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      vectorAppend(&shaderPassItems, (*itChild)->getPassItems(
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					  //   auto itChild = canvas->children.begin();
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        projection, view, model
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					  //   while(itChild != canvas->children.end()) {
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      ));
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					  //     vectorAppend(&shaderPassItems, (*itChild)->getPassItems(
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      ++itChild;
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					  //       projection, view, model
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    }
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					  //     ));
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    ++itCanvas;
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					  //     ++itChild;
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					  //   }
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					  //   ++itCanvas;
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  }
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					  }
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  // Debug Lines
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					  // Debug Lines
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@@ -9,8 +9,7 @@
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#include "scene/components/display/MeshRenderer.hpp"
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					#include "scene/components/display/MeshRenderer.hpp"
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#include "scene/components/display/Camera.hpp"
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					#include "scene/components/display/Camera.hpp"
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#include "scene/components/scene/SubSceneController.hpp"
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					#include "scene/components/scene/SubSceneController.hpp"
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#include "ui/UIComponent.hpp"
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					#include "scene/components/ui/UIComponent.hpp"
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namespace Dawn {
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					namespace Dawn {
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  class RenderManager;
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					  class RenderManager;
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@@ -4,9 +4,7 @@
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// https://opensource.org/licenses/MIT
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					// https://opensource.org/licenses/MIT
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#include "UICanvas.hpp"
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					#include "UICanvas.hpp"
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#include "ui/UIComponent.hpp"
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#include "game/DawnGame.hpp"
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					#include "game/DawnGame.hpp"
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#include "ui/UIMenu.hpp"
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using namespace Dawn;
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					using namespace Dawn;
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@@ -15,71 +13,11 @@ UICanvas * UICanvas::create(Scene *scene) {
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  return item->addComponent<UICanvas>();
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					  return item->addComponent<UICanvas>();
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}
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					}
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UICanvas::UICanvas(SceneItem *item) :
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					UICanvas::UICanvas(SceneItem *item) : SceneItemComponent(item) {
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  SceneItemComponent(item),
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  camera(nullptr),
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  currentMenu(nullptr)
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{
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}
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float_t UICanvas::getWidth() {
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  if(this->camera == nullptr) {
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    return this->getGame()->renderManager.getBackBuffer()->getWidth();
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  }
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  return this->camera->getRenderTarget()->getWidth();
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}
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float_t UICanvas::getHeight() {
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  if(this->camera == nullptr) {
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    return this->getGame()->renderManager.getBackBuffer()->getHeight();
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  }
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  return this->camera->getRenderTarget()->getHeight();
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}
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void UICanvas::setCurrentMenu(struct UIMenu *menu) {
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}
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					}
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void UICanvas::onStart() {
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					void UICanvas::onStart() {
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  useEffectWithTeardown([&]{
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    if(this->camera == nullptr) return evtCamResize = [&]{};
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    auto it = this->children.begin();
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    while(it != this->children.end()) {
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      (*it)->updatePositions();
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      ++it;
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    }
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    return evtCamResize = useEvent([&](float_t w, float_t h){
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      auto it = this->children.begin();
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      while(it != this->children.end()) {
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        (*it)->updatePositions();
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        ++it;
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      }
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    }, camera->eventRenderTargetResized);
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  }, camera);
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  useEffectWithTeardown([&]{
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    if(currentMenu != nullptr) currentMenu->onActive();
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    return [&] {
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      if(currentMenu == nullptr) currentMenu->onInactive();
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    };
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  }, this->currentMenu);
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  // Scene Update
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  useEvent([&](float_t delta){
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    if(this->currentMenu == nullptr) return;
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    this->currentMenu->onTick();
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  }, getScene()->eventSceneUpdate);
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  // Find Camera if we need to.
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  if(camera == nullptr) camera = this->getScene()->findComponent<Camera>();
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}
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					}
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void UICanvas::onDispose() {
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					void UICanvas::onDispose() {
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  auto it = this->children.begin();
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  while(it != this->children.end()) {
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    delete *it;
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    ++it;
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  }
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}
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					}
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@@ -15,19 +15,8 @@ namespace Dawn {
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    UI_DRAW_TYPE_CAMERA_OVERLAY
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					    UI_DRAW_TYPE_CAMERA_OVERLAY
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  };
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					  };
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  class UIComponent;
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  struct UIMenu;
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  class UICanvas : public SceneItemComponent {
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					  class UICanvas : public SceneItemComponent {
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    protected:
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      std::function<void()> evtCamResize;
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      void onRenderTargetResize(float_t w, float_t h);
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    public:
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					    public:
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      StateProperty<struct UIMenu*> currentMenu;
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      StateProperty<Camera*> camera;
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      /**
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					      /**
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       * Creates a UI Canvas Scene Item Element, and attaches it to the provided
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					       * Creates a UI Canvas Scene Item Element, and attaches it to the provided
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       * scene.
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					       * scene.
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@@ -38,8 +27,8 @@ namespace Dawn {
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      static UICanvas * create(Scene *scene);
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					      static UICanvas * create(Scene *scene);
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      //======================================================================//
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					      //======================================================================//
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      std::vector<UIComponent*> children;
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      UIDrawType drawType = UI_DRAW_TYPE_WORLD_CAMERA_RELATIVE;
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					      enum UIDrawType drawType = UI_DRAW_TYPE_WORLD_CAMERA_RELATIVE;
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      /**
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					      /**
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       * Constructs the UI Canvas Scene Item Component.
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					       * Constructs the UI Canvas Scene Item Component.
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@@ -48,65 +37,6 @@ namespace Dawn {
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       */
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					       */
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      UICanvas(SceneItem *item);
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					      UICanvas(SceneItem *item);
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      /**
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       * Construct and append a UI item to this UI Canvas.
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       * 
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       * @tparam Type of the UI Item.
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       * @return Pointer to the created UI Item.
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       */
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      template<class T>
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      T * addElement() {
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        auto item = new T(this);
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        this->children.push_back(item);
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        return item;
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      }
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      /**
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       * Find a UI Element attached to this canvas.
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       * 
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       * @tparam Type of the UI item to find.
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       * @return Pointer to first matching element of type T.
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       */
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      template<class T>
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      T * findElement() {
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        auto it = this->children.begin();
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        while(it != this->children.end()) {
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          auto castedAs = dynamic_cast<T*>(*it);
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          if(castedAs != nullptr) return castedAs;
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          ++it;
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        }
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        return nullptr;
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      }
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      /**
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       * Returns the width of the root UI Canvas size. In future I may allow 
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       * this to be dynamic, right now it uses the render canvas however.
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       * 
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       * @return Width of the UI Canvas.
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       */
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      float_t getWidth();
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      /**
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       * Returns the height of this UI Canvas element.
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       * 
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       * @return Height of the UI Canvas.
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       */
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      float_t getHeight();
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      /**
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       * Returns the currently active menu for this UI Canvas.
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       * 
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       * @return The currently active menu, or nullptr if there is none.
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       */
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      struct UIMenu * getCurrentMenu();
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      /**
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       * Sets the currently active menu, and ticks it appropriately.
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       * 
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       * @param menu Menu to set as the current active menu.
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       */
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      void setCurrentMenu(struct UIMenu *menu);
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      void onStart() override;
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					      void onStart() override;
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      void onDispose() override;
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					      void onDispose() override;
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  };
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					  };
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										12
									
								
								src/dawn/scene/components/ui/UIComponent.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										12
									
								
								src/dawn/scene/components/ui/UIComponent.cpp
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,12 @@
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					// Copyright (c) 2023 Dominic Masters
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					// 
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					// This software is released under the MIT License.
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					// https://opensource.org/licenses/MIT
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					#include "UIComponent.hpp"
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					using namespace Dawn;
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					UIComponent::UIComponent(SceneItem *item) : SceneItemComponent(item) {
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					}
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										20
									
								
								src/dawn/scene/components/ui/UIComponent.hpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										20
									
								
								src/dawn/scene/components/ui/UIComponent.hpp
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,20 @@
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					// Copyright (c) 2023 Dominic Masters
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 | 
					// 
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 | 
					// This software is released under the MIT License.
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 | 
					// https://opensource.org/licenses/MIT
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 | 
					#pragma once
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 | 
					#include "scene/SceneItemComponent.hpp"
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 | 
					#include "UICanvas.hpp"
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 | 
					namespace Dawn {
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 | 
					  class UIComponent : public SceneItemComponent {
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 | 
					    private:
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 | 
					      UICanvas *canvas = nullptr;
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 | 
					      
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 | 
					    public:
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 | 
					      UIComponent(SceneItem *item);
 | 
				
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 | 
					
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 | 
					      friend class UICanvas;
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 | 
					  };
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 | 
					}
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										49
									
								
								src/dawn/scene/components/ui/UILabel.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										49
									
								
								src/dawn/scene/components/ui/UILabel.cpp
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,49 @@
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 | 
					// Copyright (c) 2023 Dominic Masters
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 | 
					// 
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 | 
					// This software is released under the MIT License.
 | 
				
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 | 
					// https://opensource.org/licenses/MIT
 | 
				
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 | 
					
 | 
				
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 | 
					#include "UILabel.hpp"
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 | 
					
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 | 
					using namespace Dawn;
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 | 
					
 | 
				
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 | 
					UILabel::UILabel(SceneItem *item) :
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 | 
					  UIComponent(item),
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 | 
					  text(""),
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 | 
					  fontSize(10.0f),
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 | 
					  font(nullptr)
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 | 
					{
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 | 
					}
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 | 
					
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 | 
					void UILabel::updateMesh() {
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 | 
					  if(!this->needsRebuffering || !this->hasText) return;
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 | 
					  if(((Font*)this->font) == nullptr || !this->font->isReady()) return;
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 | 
					  // float_t width = this->width;
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 | 
					  // if(width == 0) width = -1;
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 | 
					
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 | 
					  // std::string text = this->getGame()->localeManager.getString(key);
 | 
				
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 | 
					  this->font->buffer(
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 | 
					    this->text,
 | 
				
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 | 
					    this->fontSize,
 | 
				
			||||||
 | 
					    -1,
 | 
				
			||||||
 | 
					    &this->mesh,
 | 
				
			||||||
 | 
					    &this->measure
 | 
				
			||||||
 | 
					  );
 | 
				
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 | 
					  this->needsRebuffering = false;
 | 
				
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 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
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 | 
					void UILabel::onStart() {
 | 
				
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 | 
					  useEffect([&]{
 | 
				
			||||||
 | 
					    hasText = ((std::string)text).size() > 0;
 | 
				
			||||||
 | 
					    needsRebuffering = true;
 | 
				
			||||||
 | 
					  }, text);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  useEffect([&]{
 | 
				
			||||||
 | 
					    needsRebuffering = true;
 | 
				
			||||||
 | 
					  }, fontSize);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  useEffect([&]{
 | 
				
			||||||
 | 
					    needsRebuffering = true;
 | 
				
			||||||
 | 
					  }, font);
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										32
									
								
								src/dawn/scene/components/ui/UILabel.hpp
									
									
									
									
									
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										32
									
								
								src/dawn/scene/components/ui/UILabel.hpp
									
									
									
									
									
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					// Copyright (c) 2023 Dominic Masters
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					// 
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					// This software is released under the MIT License.
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					// https://opensource.org/licenses/MIT
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					#pragma once
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					#include "UIComponent.hpp"
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					namespace Dawn {
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					  class UILabel : public UIComponent {
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					    private:
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					      bool_t needsRebuffering = true;
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					      bool_t hasText = false;
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					      Mesh mesh;
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					      void updateMesh();
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					    public:
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					      StateProperty<std::string> text;
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					      StateProperty<float_t> fontSize;
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					      StateProperty<Font*> font;
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					      struct Color textColor = COLOR_MAGENTA;
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					      struct FontMeasure measure;
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					      int32_t startQuad = 0;
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					      int32_t quadCount = -1;
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					      UILabel(SceneItem *item);
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					      void onStart() override;
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					  };
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					}
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