Engine puzzle completed
This commit is contained in:
@@ -0,0 +1,165 @@
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#ifndef GUI_BUTTON_H__
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#define GUI_BUTTON_H__
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#include "GUI/TextureFrame.h"
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#include "GUI/EButtonEnter.h"
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#include "GUI/EButtonLeave.h"
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#include "GUI/EButtonPress.h"
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#include "GUI/EButtonRelease.h"
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#include "Core/EMouseMove.h"
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#include "Core/EMousePress.h"
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#include "Core/EMouseRelease.h"
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namespace dd
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{
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namespace GUI
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{
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class Button : public TextureFrame
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{
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public:
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Button(Frame* parent, std::string name)
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: TextureFrame(parent, name)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &Button::OnMouseMove);
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EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Button::OnMousePress);
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EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Button::OnMouseRelease);
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}
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void SetTextureHover(std::string resourceName)
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{
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m_TextureHover = resourceName;
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}
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void SetTextureReleased(std::string resourceName)
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{
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m_TextureReleased = resourceName;
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SetTexture(resourceName);
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}
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void SetTexturePressed(std::string resourceName)
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{
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m_TexturePressed = resourceName;
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}
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void Draw(RenderQueueCollection& rq) override
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{
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if (m_Texture == nullptr && !m_TextureReleased.empty()) {
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SetTexture(m_TextureReleased);
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}
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TextureFrame::Draw(rq);
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}
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virtual void OnEnter() { }
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virtual void OnLeave() { }
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virtual void OnPress() { }
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virtual void OnRelease() { }
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protected:
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bool m_MouseIsOver = false;
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bool m_IsDown = false;
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virtual bool OnMouseMove(const Events::MouseMove& event)
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{
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if (Hidden()) {
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return false;
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}
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bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
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if (isOver && !m_MouseIsOver) { // Enter
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if (!m_IsDown) {
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if (!m_TextureHover.empty()) {
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SetTexture(m_TextureHover);
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}
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}
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OnEnter();
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Events::ButtonEnter e;
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e.FrameName = m_Name;
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EventBroker->Publish(e);
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Events::PlaySound soundEvent;
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soundEvent.FilePath = "Sounds/GUI/hover-n.wav";
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EventBroker->Publish(soundEvent);
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} else if (!isOver && m_MouseIsOver) { // Leave
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if (!m_IsDown) {
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if (!m_TextureReleased.empty()) {
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SetTexture(m_TextureReleased);
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}
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}
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OnLeave();
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Events::ButtonLeave e;
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e.FrameName = m_Name;
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EventBroker->Publish(e);
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}
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m_MouseIsOver = isOver;
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return true;
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}
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virtual bool OnMousePress(const Events::MousePress& event)
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{
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if (Hidden()) {
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//LOG_DEBUG("Pressed hidden button");
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return false;
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}
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if (!Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1))) {
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return false;
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}
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if (!m_TexturePressed.empty()) {
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SetTexture(m_TexturePressed);
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}
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m_IsDown = true;
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OnPress();
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Events::ButtonPress e;
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e.FrameName = m_Name;
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e.Button = this;
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EventBroker->Publish(e);
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return true;
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}
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virtual bool OnMouseRelease(const Events::MouseRelease& event)
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{
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if (Hidden()) {
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//LOG_DEBUG("Released hidden button");
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return false;
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}
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bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
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if (!isOver && !m_IsDown) {
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return false;
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}
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if (m_MouseIsOver) {
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if (!m_TextureHover.empty()) {
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SetTexture(m_TextureHover);
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}
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} else {
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if (!m_TextureReleased.empty()) {
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SetTexture(m_TextureReleased);
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}
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}
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m_IsDown = false;
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OnRelease();
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Events::ButtonRelease e;
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e.FrameName = m_Name;
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e.Button = this;
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EventBroker->Publish(e);
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return true;
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}
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private:
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EventRelay<Frame, Events::MouseMove> m_EMouseMove;
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EventRelay<Frame, Events::MousePress> m_EMousePress;
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EventRelay<Frame, Events::MouseRelease> m_EMouseRelease;
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std::string m_TextureHover;
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std::string m_TexturePressed;
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std::string m_TextureReleased;
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};
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}
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}
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#endif
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@@ -0,0 +1,17 @@
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#ifndef Events_ButtonEnter_h__
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#define Events_ButtonEnter_h__
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#include "../Core/EventBroker.h"
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namespace Events
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{
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/** Thrown on GUI button hover. */
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struct ButtonEnter : Event
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{
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std::string FrameName;
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};
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}
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#endif
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@@ -0,0 +1,17 @@
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#ifndef Events_ButtonLeave_h__
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#define Events_ButtonLeave_h__
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#include "../Core/EventBroker.h"
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namespace Events
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{
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/** Thrown on GUI button hover. */
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struct ButtonLeave : Event
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{
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std::string FrameName;
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};
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}
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#endif
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@@ -0,0 +1,20 @@
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#ifndef Events_ButtonPress_h__
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#define Events_ButtonPress_h__
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#include "../Core/EventBroker.h"
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namespace GUI { class Button; }
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namespace Events
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{
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/** Thrown on GUI button press. */
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struct ButtonPress : Event
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{
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std::string FrameName;
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GUI::Button* Button;
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};
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}
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#endif
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@@ -0,0 +1,20 @@
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#ifndef Events_ButtonRelease_h__
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#define Events_ButtonRelease_h__
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#include "../Core/EventBroker.h"
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namespace GUI { class Button; }
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namespace Events
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{
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/** Thrown on GUI button release. */
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struct ButtonRelease : Event
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{
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std::string FrameName;
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GUI::Button* Button;
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};
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}
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#endif
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@@ -0,0 +1,261 @@
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#ifndef GUI_Frame_h__
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#define GUI_Frame_h__
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#include "../Common.h"
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#include "../Core/Util/Rectangle.h"
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#include "../Core/EventBroker.h"
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#include "../Core/EKeyDown.h"
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#include "../Core/EKeyUp.h"
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#include "../Core/ResourceManager.h"
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#include "../Rendering/RenderQueue.h"
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#include "../Rendering/Texture.h"
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#include "../Input/EInputCommand.h"
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namespace GUI
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{
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class Frame : public Rectangle
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{
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public:
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enum class Anchor
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{
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Left,
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Right,
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Top,
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Bottom
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};
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static const int BaseWidth = 1280;
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static const int BaseHeight = 720;
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// Set up a base frame with an event broker
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Frame(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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, BaseFrame(this)
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, m_Name("UIParent")
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, Rectangle() { }
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// Create a frame as a child
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Frame(Frame* parent, std::string name)
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: m_Name(name)
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{
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SetParent(parent);
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Width = parent->Width;
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Height = parent->Height;
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Frame::OnKeyDown);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Frame::OnKeyUp);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Frame::OnCommand);
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}
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~Frame()
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{
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/*for (auto layer : m_Children)
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{
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for (auto child : layer.second)
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{
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delete child.second;
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}
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}
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if (m_Parent)
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{
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m_Parent->RemoveChild(this);
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}*/
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}
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Frame* Parent() const { return m_Parent; }
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void SetParent(Frame* parent)
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{
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if (parent == nullptr) {
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LOG_ERROR("Failed to parent frame \"%s\": Invalid parent", m_Name.c_str());
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return;
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}
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m_Layer = parent->Layer() + 1;
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parent->AddChild(this);
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m_Parent = parent;
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m_EventBroker = parent->m_EventBroker;
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BaseFrame = parent->BaseFrame;
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}
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void AddChild(Frame* child)
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{
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m_Children[child->m_Layer].insert(std::make_pair(child->Name(), child));
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if (m_Parent) {
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m_Parent->AddChild(child);
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}
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}
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void RemoveChild(Frame* child)
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{
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auto it = m_Children.find(child->m_Layer);
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if (it != m_Children.end()) {
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m_Children.erase(it);
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}
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if (m_Parent) {
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m_Parent->RemoveChild(child);
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}
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}
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std::string Name() const { return m_Name; }
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void SetName(std::string val) { m_Name = val; }
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int Layer() const { return m_Layer; }
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bool Hidden() const
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{
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if (m_Parent)
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return m_Parent->Hidden() || m_Hidden;
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else
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return m_Hidden;
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}
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bool Visible() const
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{
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return !Hidden();
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}
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virtual void Hide() { m_Hidden = true; }
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virtual void Show() { m_Hidden = false; }
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int Left() const override
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{
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if (m_Parent)
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return m_Parent->Left() + X;
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else
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return X;
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}
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void SetLeft(int absLeft) override
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{
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if (m_Parent) {
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X = absLeft - m_Parent->Left();
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} else {
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X = absLeft;
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}
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}
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int Right() const override
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{
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return Left() + Width;
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}
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void SetRight(int absRight) override
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{
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if (m_Parent) {
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X = absRight - Width - m_Parent->Left();
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} else {
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X = absRight - Width;
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}
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}
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int Top() const override
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{
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if (m_Parent)
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return m_Parent->Top() + Y;
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else
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return Y;
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}
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void SetTop(int absTop) override
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{
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if (m_Parent) {
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Y = absTop - m_Parent->Top();
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} else {
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Y = absTop;
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}
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}
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int Bottom() const override
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{
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return Top() + Height;
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}
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void SetBottom(int absBottom) override
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{
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if (m_Parent) {
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Y = absBottom - Height - m_Parent->Top();
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} else {
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Y = absBottom - Height;
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}
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}
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glm::vec2 Scale()
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{
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if (m_Parent)
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return m_Parent->Scale();
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else
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return glm::vec2(Width, Height) / glm::vec2(BaseWidth, BaseHeight);
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}
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Rectangle AbsoluteRectangle()
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{
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int left = Left();
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if (m_Parent)
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left = std::max(left, m_Parent->Left());
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int top = Top();
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if (m_Parent)
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top = std::max(top, m_Parent->Top());
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int width = Right() - left;
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int height = Bottom() - top;
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return Rectangle(left, top, width, height);
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}
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void UpdateLayered(double dt)
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{
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// Update ourselves
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this->Update(dt);
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// Update children
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for (auto& pairLayer : m_Children) {
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auto children = pairLayer.second;
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for (auto& pairChild : children) {
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auto child = pairChild.second;
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child->Update(dt);
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}
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}
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}
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virtual void Update(double dt) { }
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void DrawLayered(RenderQueueCollection& rq)
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{
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if (this->Hidden())
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return;
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// Draw ourselves
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this->Draw(rq);
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// Draw children
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for (auto& pairLayer : m_Children) {
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auto children = pairLayer.second;
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for (auto& pairChild : children) {
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auto child = pairChild.second;
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if (child->Hidden())
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continue;
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child->Draw(rq);
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}
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}
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}
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virtual void Draw(RenderQueueCollection& rq) { }
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protected:
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::EventBroker* m_EventBroker;
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Frame* BaseFrame = nullptr;
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std::string m_Name = "Unnamed";
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int m_Layer = 0;
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bool m_Hidden = false;
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Frame* m_Parent = nullptr;
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typedef std::multimap<std::string, Frame*> Children_t; // name -> frame
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std::map<int, Children_t> m_Children; // layer -> Children_t
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virtual bool OnKeyDown(const Events::KeyDown& event) { return false; }
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virtual bool OnKeyUp(const Events::KeyUp& event) { return false; }
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virtual bool OnCommand(const Events::InputCommand& event) { return false; }
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private:
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EventRelay<Frame, Events::KeyDown> m_EKeyDown;
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EventRelay<Frame, Events::KeyUp> m_EKeyUp;
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EventRelay<Frame, Events::InputCommand> m_EInputCommand;
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};
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||||
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||||
}
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||||
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#endif
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@@ -0,0 +1,111 @@
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#ifndef GUI_TextureFrame_h__
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#define GUI_TextureFrame_h__
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#include "Frame.h"
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#include "../Rendering/Texture.h"
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namespace GUI
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{
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||||
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class TextureFrame : public Frame
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{
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public:
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TextureFrame(Frame* parent, std::string name)
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: Frame(parent, name) { }
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||||
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||||
void EnableScissor() { m_ScissorEnabled = true; }
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void DisableScissor() { m_ScissorEnabled = false; }
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void Draw(RenderQueueCollection& rq) override
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{
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if (m_Texture == nullptr)
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return;
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||||
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||||
// Texture while fading
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if (m_FadeTexture && m_CurrentFade < 1) {
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FrameJob job;
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job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
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job.Viewport = Rectangle(Left(), Top(), Width, Height);
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job.TextureID = m_FadeTexture->ResourceID;
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job.DiffuseTexture = m_FadeTexture;
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job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a);
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job.Name = Name();
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rq.GUI.Add(job);
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||||
}
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||||
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// Main texture
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{
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FrameJob job;
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job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
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||||
job.Viewport = Rectangle(Left(), Top(), Width, Height);
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||||
job.TextureID = m_Texture->ResourceID;
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job.DiffuseTexture = m_Texture;
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job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
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||||
job.Name = Name();
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rq.GUI.Add(job);
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||||
}
|
||||
}
|
||||
|
||||
std::string Texture() const { return m_TextureName; }
|
||||
|
||||
void SetTexture(std::string resourceName)
|
||||
{
|
||||
if (resourceName.empty()) {
|
||||
m_Texture = nullptr;
|
||||
return;
|
||||
}
|
||||
|
||||
m_Texture = ResourceManager::Load<Texture>(resourceName);
|
||||
m_TextureName = resourceName;
|
||||
if (m_Texture == nullptr) {
|
||||
m_Texture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||
}
|
||||
|
||||
SizeToTexture();
|
||||
}
|
||||
|
||||
void SizeToTexture()
|
||||
{
|
||||
if (m_Texture != nullptr) {
|
||||
this->Width = m_Texture->Width;
|
||||
this->Height = m_Texture->Height;
|
||||
}
|
||||
}
|
||||
|
||||
void FadeToTexture(std::string resourceName, double duration)
|
||||
{
|
||||
m_FadeTexture = m_Texture;
|
||||
SetTexture(resourceName);
|
||||
m_FadeDuration = duration;
|
||||
m_CurrentFade = 0.f;
|
||||
}
|
||||
|
||||
void Update(double dt) override
|
||||
{
|
||||
if (m_CurrentFade < 1) {
|
||||
m_CurrentFade += dt / m_FadeDuration;
|
||||
if (m_CurrentFade > 1) {
|
||||
m_FadeTexture = nullptr;
|
||||
m_CurrentFade = 1;
|
||||
m_FadeDuration = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec4 Color() const { return m_Color; }
|
||||
void SetColor(glm::vec4 val) { m_Color = val; }
|
||||
|
||||
protected:
|
||||
bool m_ScissorEnabled = true;
|
||||
Texture* m_Texture = nullptr;
|
||||
std::string m_TextureName;
|
||||
Texture* m_FadeTexture = nullptr;
|
||||
glm::vec4 m_Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
|
||||
float m_FadeDuration = 0.f;
|
||||
float m_CurrentFade = 1.f;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user