Dawn/src/dawn/ui/UIBorder.cpp

142 lines
4.0 KiB
C++

// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UIBorder.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
UIBorder::UIBorder(UICanvas *canvas) : UIComponent(canvas) {
this->mesh.createBuffers(QUAD_VERTICE_COUNT * 9, QUAD_INDICE_COUNT * 9);
this->updatePositions();
}
void UIBorder::updatePositions() {
UIComponent::updatePositions();
glm::vec2 oneThird = this->uv1 / 3.0f;
glm::vec2 overallDimensions = glm::vec2(this->getWidth(), this->getHeight());
glm::vec2 innerDimensions = overallDimensions - (this->edgeDimensions * 2.0f);
// Top Left.
QuadMesh::bufferQuadMesh(&this->mesh,
glm::vec2(0, 0),
this->uv0,
edgeDimensions,
this->uv0 + oneThird,
0, 0
);
// Top Center
QuadMesh::bufferQuadMesh(&this->mesh,
glm::vec2(edgeDimensions.x, 0),
this->uv0 + glm::vec2(oneThird.x, 0),
glm::vec2(edgeDimensions.x + innerDimensions.x, edgeDimensions.y),
this->uv0 + glm::vec2(oneThird.x * 2.0f, oneThird.y),
QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT
);
// Top Right
QuadMesh::bufferQuadMesh(&this->mesh,
glm::vec2(edgeDimensions.x + innerDimensions.x, 0),
this->uv0 + glm::vec2(oneThird.x * 2.0f, 0),
glm::vec2(overallDimensions.x, edgeDimensions.y),
glm::vec2(this->uv1.x, this->uv0.y + oneThird.y),
QUAD_VERTICE_COUNT * 2, QUAD_INDICE_COUNT * 2
);
// Middle Left
QuadMesh::bufferQuadMesh(&this->mesh,
glm::vec2(0, edgeDimensions.y),
this->uv0 + glm::vec2(0, oneThird.y),
glm::vec2(edgeDimensions.x, edgeDimensions.y + innerDimensions.y),
this->uv0 + glm::vec2(oneThird.x, oneThird.y * 2.0f),
QUAD_VERTICE_COUNT * 3, QUAD_INDICE_COUNT * 3
);
// Center
QuadMesh::bufferQuadMesh(&this->mesh,
edgeDimensions,
this->uv0 + oneThird,
edgeDimensions + innerDimensions,
this->uv0 + (oneThird * 2.0f),
QUAD_VERTICE_COUNT * 4, QUAD_INDICE_COUNT * 4
);
// Middle Right
QuadMesh::bufferQuadMesh(&this->mesh,
edgeDimensions + glm::vec2(innerDimensions.x, 0),
this->uv0 + glm::vec2(oneThird.x * 2.0f, oneThird.y),
edgeDimensions + innerDimensions + glm::vec2(edgeDimensions.x, 0),
this->uv1 - glm::vec2(0.0f, oneThird.y),
QUAD_VERTICE_COUNT * 5, QUAD_INDICE_COUNT * 5
);
// Bottom Left
QuadMesh::bufferQuadMesh(&this->mesh,
glm::vec2(0.0f, edgeDimensions.y + innerDimensions.y),
this->uv0 + glm::vec2(0.0f, uv1.y - oneThird.y),
glm::vec2(edgeDimensions.x, overallDimensions.y),
this->uv1 - glm::vec2(oneThird.x * 2.0f, 0.0f),
QUAD_VERTICE_COUNT * 6, QUAD_INDICE_COUNT * 6
);
// Bottom Center
QuadMesh::bufferQuadMesh(&this->mesh,
edgeDimensions + glm::vec2(0.0f, innerDimensions.y),
this->uv1 - oneThird,
overallDimensions - glm::vec2(edgeDimensions.x, 0.0f),
this->uv1 - glm::vec2(oneThird.x, 0.0f),
QUAD_VERTICE_COUNT * 7, QUAD_INDICE_COUNT * 7
);
// Bottom Right
QuadMesh::bufferQuadMesh(&this->mesh,
overallDimensions - edgeDimensions,
this->uv1 - oneThird,
overallDimensions,
this->uv1,
QUAD_VERTICE_COUNT * 8, QUAD_INDICE_COUNT * 8
);
}
std::vector<struct ShaderPassItem> UIBorder::getSelfPassItems(
glm::mat4 projection,
glm::mat4 view,
glm::mat4 transform
) {
std::vector<struct ShaderPassItem> items;
if(this->texture == nullptr) return items;
items.push_back(this->getGame()->renderManager.uiShaderProgram.getUIPassItem(
projection,
view,
transform,
this->texture,
COLOR_WHITE,
&this->mesh,
this->z
));
return items;
}
void UIBorder::setBorderSize(glm::vec2 borderSize) {
this->edgeDimensions = borderSize;
this->updatePositions();
}
glm::vec2 UIBorder::getInnerSize() {
return glm::vec2(this->getWidth(), this->getHeight()) - this->edgeDimensions;
}
glm::vec2 UIBorder::getBorderSize() {
return this->edgeDimensions;
}
UIBorder::~UIBorder() {
}