One hell of a GUI interface (minus graphical)

"how does this even work lol"
This commit is contained in:
2014-05-26 02:37:45 +02:00
parent 07c74ff9f5
commit 22442708cc
34 changed files with 466 additions and 353 deletions
+74 -27
View File
@@ -31,17 +31,29 @@ public:
, ResourceManager(resourceManager)
, Rectangle()
, m_Name("UIParent")
{ Initialize(); }
, m_Layer(0)
{ }
// Create a frame as a child
Frame(std::shared_ptr<Frame> parent, std::string name)
Frame(Frame* parent, std::string name)
: Rectangle(static_cast<Rectangle>(*parent)) // Clone parent rectangle using copy constructor
, m_Name(name)
{ SetParent(parent); Initialize(); }
, m_Layer(0)
{ SetParent(std::shared_ptr<Frame>(parent)); }
::RenderQueue RenderQueue;
virtual void Initialize() { }
std::shared_ptr<Frame> Parent() const { return m_Parent; }
void SetParent(std::shared_ptr<Frame> parent)
{
{
if (parent == nullptr)
{
LOG_ERROR("Failed to create frame \"%s\": Invalid parent", m_Name.c_str());
return;
}
m_Layer = parent->Layer() + 1;
parent->AddChild(std::shared_ptr<Frame>(this));
m_Parent = parent;
EventBroker = parent->EventBroker;
@@ -50,25 +62,56 @@ public:
void AddChild(std::shared_ptr<Frame> child)
{
m_Children.push_back(std::make_pair(child->Name(), child));
m_Children[child->m_Layer].insert(std::make_pair(child->Name(), child));
if (m_Parent)
{
m_Parent->AddChild(child);
}
}
typedef std::map<std::string, std::shared_ptr<Frame>>::const_iterator FrameChildrenIterator;
FrameChildrenIterator begin()
{
return m_Children.begin();
}
FrameChildrenIterator end()
{
return m_Children.end();
}
std::string Name() const { return m_Name; }
void SetName(std::string val) { m_Name = val; }
int Layer() const { return m_Layer; }
int Left() const override
{
if (m_Parent)
return m_Parent->Left() + X;
else
return X;
}
int Right() const override
{
if (m_Parent)
return m_Parent->Right() + X + Width;
else
return X + Width;
}
int Top() const override
{
if (m_Parent)
return m_Parent->Top() + Y;
else
return Y;
}
int Bottom() const override
{
if (m_Parent)
return m_Parent->Bottom() + Y + Height;
else
return Y + Height;
}
Rectangle AbsoluteRectangle()
{
return Rectangle(Left(), Right(), Width, Height);
}
virtual void Update(double dt)
{
for (auto &pair : m_Children)
for (auto &pair : m_Children[m_Layer + 1])
{
pair.second->Update(dt);
}
@@ -76,31 +119,35 @@ public:
void DrawLayered(std::shared_ptr<Renderer> renderer)
{
renderer->SetViewport(GetLeft(), GetTop(), GetRight(), GetBottom());
// Draw ourselves
renderer->SetViewport(AbsoluteRectangle());
this->Draw(renderer);
renderer->Draw();
for (auto &pair : m_Children)
// Draw children
for (auto &pairLayer : m_Children)
{
pair.second->Draw(renderer);
auto children = pairLayer.second;
for (auto &pairChild : children)
{
auto child = pairChild.second;
renderer->SetViewport(child->AbsoluteRectangle());
child->Draw(renderer);
}
}
}
virtual void Draw(std::shared_ptr<Renderer> renderer)
{
renderer->SetViewport(GetLeft(), GetTop(), GetRight(), GetBottom());
renderer->Draw();
}
virtual void Draw(std::shared_ptr<Renderer> renderer) { }
protected:
std::shared_ptr<::EventBroker> EventBroker;
std::shared_ptr<::ResourceManager> ResourceManager;
std::string m_Name;
int m_Layer;
std::shared_ptr<Frame> m_Parent;
std::multimap<std::string, std::shared_ptr<Frame>> m_Children; // name -> frame
typedef std::multimap<std::string, std::shared_ptr<Frame>> Children_t; // name -> frame
std::map<int, Children_t> m_Children; // layer -> Children_t
};
+45
View File
@@ -0,0 +1,45 @@
#ifndef GUI_GameFrame_h__
#define GUI_GameFrame_h__
#include "GUI/Frame.h"
#include "GUI/WorldFrame.h"
#include "GUI/Viewport.h"
#include "GameWorld.h"
namespace GUI
{
class GameFrame : public Frame
{
public:
GameFrame(Frame* parent, std::string name)
: Frame(parent, name)
{
m_World = std::make_shared<GameWorld>(EventBroker, ResourceManager);
m_World->Initialize();
auto worldFrame = new WorldFrame(this, "GameWorldFrame", m_World);
{
new Viewport(worldFrame, "Viewport1", m_World);
new Viewport(worldFrame, "Viewport2", m_World);
}
}
void Update(double dt) override
{
}
void Draw(std::shared_ptr<Renderer> renderer) override
{
}
private:
std::shared_ptr<GameWorld> m_World;
};
}
#endif // GUI_GameFrame_h__
+6 -15
View File
@@ -13,28 +13,19 @@ public:
TextureFrame(std::shared_ptr<Frame> parent, std::string name)
: Frame(parent, name) { }
void Update(double dt) override
{
Frame::Update(dt);
}
void Draw(std::shared_ptr<Renderer> renderer) override
{
if (m_Texture == nullptr)
return;
RenderQueue<SpriteJob> rq;
auto textureAsset = ResourceManager->Load<Texture>("Texture", m_Texture);
RenderQueue.Clear();
SpriteJob job;
job.TextureID = m_Texture->ResourceID;
job.Texture = *m_Texture;
RenderQueue.Add(job);
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform->Orientation).z, glm::vec3(0, 0, -1));
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position);
*glm::toMat4(orientation2D)
* glm::scale(absoluteTransform.Scale);
EnqueueSprite(spriteQueue, textureAsset, modelMatrix);
renderer->SetCamera(nullptr);
renderer->Draw(RenderQueue);
}
std::shared_ptr<::Texture> Texture() const { return m_Texture; }
+12 -9
View File
@@ -5,6 +5,7 @@
#include "GUI/Frame.h"
#include "World.h"
#include "Systems/TransformSystem.h"
#include "Components/Transform.h"
#include "Components/Camera.h"
#include "RenderQueue.h"
@@ -16,10 +17,12 @@ namespace GUI
class Viewport : public Frame
{
public:
Viewport(std::shared_ptr<Frame> parent, std::string name, std::shared_ptr<World> world)
Viewport(Frame* parent, std::string name, std::shared_ptr<World> world)
: Frame(parent, name)
, m_World(world)
{ }
{
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
}
EntityID CameraEntity() const { return m_CameraEntity; }
void SetCameraEntity(EntityID cameraEntity)
@@ -35,37 +38,37 @@ public:
m_Camera = std::make_shared<Camera>(cameraComponent->FOV, cameraComponent->NearClip, cameraComponent->FarClip);
}
void Initialize() override
{
}
void Update(double dt) override
{
auto transformComponent = m_World->GetComponent<Components::Transform>(m_CameraEntity);
if (!transformComponent)
return;
auto cameraComponent = m_World->GetComponent<Components::Camera>(m_CameraEntity);
if (!cameraComponent)
return;
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(m_CameraEntity);
m_Camera->SetFOV(cameraComponent->FOV);
m_Camera->SetNearClip(cameraComponent->NearClip);
m_Camera->SetFarClip(cameraComponent->FarClip);
m_Camera->SetPosition(absoluteTransform.Position);
m_Camera->SetOrientation(absoluteTransform.Orientation);
}
void Draw(std::shared_ptr<Renderer> renderer) override
{
renderer->SetCamera(m_Camera);
Frame::Draw(renderer);
renderer->Draw(m_Parent->RenderQueue);
}
private:
std::shared_ptr<World> m_World;
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
std::shared_ptr<Camera> m_Camera;
EntityID m_CameraEntity;
};
}
+95 -101
View File
@@ -15,129 +15,123 @@
namespace GUI
{
class WorldFrame : public Frame
class WorldFrame : public Frame
{
public:
WorldFrame(Frame* parent, std::string name, std::shared_ptr<World> world)
: Frame(parent, name)
, m_World(world)
{
public:
WorldFrame(std::shared_ptr<Frame> parent, std::string name, std::shared_ptr<World> world)
: Frame(parent, name)
, m_World(world)
{ }
EVENT_SUBSCRIBE_MEMBER(m_ESetViewportCamera, &WorldFrame::OnSetViewportCamera);
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
}
void Initialize() override
void Update(double dt) override
{
m_World->Update(dt);
}
void Draw(std::shared_ptr<Renderer> renderer) override
{
RenderQueue.Clear();
for (auto &pair : *m_World->GetEntities())
{
EVENT_SUBSCRIBE_MEMBER(m_ESetViewportCamera, &WorldFrame::OnSetViewportCamera);
EntityID entity = pair.first;
m_World->Initialize();
}
auto transform = m_World->GetComponent<Components::Transform>(entity);
if (!transform)
continue;
void Update(double dt) override
{
m_World->Update(dt);
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
}
void Draw(std::shared_ptr<Renderer> renderer) override
{
renderer->Flush();
RenderQueue<ModelJob> modelQueue;
RenderQueue<SpriteJob> spriteQueue;
for (auto &pair : *m_World->GetEntities())
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
if (modelComponent)
{
EntityID entity = pair.first;
auto transform = m_World->GetComponent<Components::Transform>(entity);
if (!transform)
continue;
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
if (modelComponent)
auto modelAsset = ResourceManager->Load<Model>("Model", modelComponent->ModelFile);
if (modelAsset)
{
auto modelAsset = ResourceManager->Load<Model>("Model", modelComponent->ModelFile);
if (modelAsset)
{
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
* glm::toMat4(absoluteTransform.Orientation)
* glm::scale(absoluteTransform.Scale);
EnqueueModel(modelQueue, modelAsset, modelMatrix);
}
}
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
if (spriteComponent)
{
auto textureAsset = ResourceManager->Load<Texture>("Texture", spriteComponent->SpriteFile);
if (textureAsset)
{
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform->Orientation).z, glm::vec3(0, 0, -1));
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position);
* glm::toMat4(orientation2D)
* glm::scale(absoluteTransform.Scale);
EnqueueSprite(spriteQueue, textureAsset, modelMatrix);
}
}
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
if (pointLightComponent)
{
// TODO: Push lights to renderer
// renderer->PushLight(...);
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
* glm::toMat4(absoluteTransform.Orientation)
* glm::scale(absoluteTransform.Scale);
EnqueueModel(modelAsset, modelMatrix);
}
}
renderer->PushQueue(rq);
Frame::Draw(renderer);
}
protected:
std::shared_ptr<World> m_World;
private:
EventRelay<Frame, Events::SetViewportCamera> m_ESetViewportCamera;
bool OnSetViewportCamera(const Events::SetViewportCamera &event)
{
auto itpair = m_Children.equal_range(event.ViewportFrame);
for (auto it = itpair.first; it != itpair.second; ++it)
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
if (spriteComponent)
{
auto viewportFrame = std::dynamic_pointer_cast<GUI::Viewport>(it->second);
if (!viewportFrame)
continue;
auto textureAsset = ResourceManager->Load<Texture>("Texture", spriteComponent->SpriteFile);
if (textureAsset)
{
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
* glm::toMat4(orientation2D)
* glm::scale(absoluteTransform.Scale);
EnqueueSprite(textureAsset, modelMatrix);
}
}
viewportFrame->SetCamera(event.CameraEntity);
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
if (pointLightComponent)
{
// TODO: Push lights to renderer
// renderer->PushLight(...);
}
}
}
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
protected:
std::shared_ptr<World> m_World;
void EnqueueModel(RenderQueue<ModelJob> &renderQueue, Model* model, glm::mat4 modelMatrix)
private:
EventRelay<Frame, Events::SetViewportCamera> m_ESetViewportCamera;
bool OnSetViewportCamera(const Events::SetViewportCamera &event)
{
// Search next layer for viewports and update cameras
auto itpair = m_Children[m_Layer + 1].equal_range(event.ViewportFrame);
for (auto it = itpair.first; it != itpair.second; ++it)
{
for (auto texGroup : model->TextureGroups)
{
ModelJob job;
job.TextureID = texGroup.Texture->ResourceID;
job.DiffuseTexture = *texGroup.Texture;
job.NormalTexture = *texGroup.NormalMap;
job.SpecularTexture = *texGroup.SpecularMap;
job.VAO = model->VAO;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
renderQueue.Add(job);
}
auto viewportFrame = std::dynamic_pointer_cast<GUI::Viewport>(it->second);
if (!viewportFrame)
continue;
viewportFrame->SetCameraEntity(event.CameraEntity);
}
void EnqueueSprite(RenderQueue<SpriteJob> &renderQueue, Texture* texture, glm::mat4 modelMatrix)
return true;
}
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
void EnqueueModel(Model* model, glm::mat4 modelMatrix)
{
for (auto texGroup : model->TextureGroups)
{
SpriteJob job;
job.TextureID = texture->ResourceID;
job.Texture = *texture;
ModelJob job;
job.TextureID = texGroup.Texture->ResourceID;
job.DiffuseTexture = *texGroup.Texture;
job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0;
job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0;
job.VAO = model->VAO;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
RenderQueue.Add(job);
}
};
}
void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix)
{
SpriteJob job;
job.TextureID = texture->ResourceID;
job.Texture = *texture;
job.ModelMatrix = modelMatrix;
RenderQueue.Add(job);
}
};
}