I was copying Frame, MainMenuFrame, TextureFrame...

Here you go.
This commit is contained in:
PlatinumSkink
2015-09-17 16:46:15 +02:00
parent 66abc11735
commit 1f83ef7e89
6 changed files with 464 additions and 5 deletions
+5 -4
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@@ -39,8 +39,8 @@ public:
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; }
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
//void SetViewport(const Rectangle& viewport) { m_Viewport = viewport; }
//void SetScissor(const Rectangle& scissor) { m_Scissor = scissor; }
void SetViewport(const Rectangle& viewport) { m_Viewport = viewport; }
void SetScissor(const Rectangle& scissor) { m_Scissor = scissor; }
const dd::Camera* Camera() const { return m_Camera; }
void SetCamera(const dd::Camera* camera)
{
@@ -53,13 +53,14 @@ public:
void Initialize();
void Draw(RenderQueueCollection& rq);
void DrawFrame(RenderQueuePair& rq);
private:
Rectangle m_Resolution = Rectangle(1280, 720);
bool m_Fullscreen = false;
bool m_VSYNC = false;
//Rectangle m_Viewport;
//Rectangle m_Scissor;
Rectangle m_Viewport;
Rectangle m_Scissor;
std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
const dd::Camera* m_Camera = nullptr;
+258
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@@ -0,0 +1,258 @@
//
// Created by Adniklastrator on 2015-09-17.
//
#ifndef DAYDREAM_FRAME_H
#define DAYDREAM_FRAME_H
#include "Core/Util/Rectangle.h"
#include "Core/EventBroker.h"
#include "Core/EKeyDown.h"
#include "Core/EKeyUp.h"
#include "Core/ResourceManager.h"
#include "Core/Renderer.h"
#include "Core/RenderQueue.h"
#include "Core/Texture.h"
#include "Input/EInputCommand.h"
namespace dd
{
class Frame : public Rectangle
{
public:
enum class Anchor
{
Left,
Right,
Top,
Bottom
};
static const int BaseWidth = 1280;
static const int BaseHeight = 720;
// Set up a base frame with an event broker
Frame(std::shared_ptr<dd::EventBroker> eventBroker, std::shared_ptr<dd::ResourceManager> resourceManager)
: EventBroker(eventBroker)
, ResourceManager(resourceManager)
, Rectangle()
, m_Parent(nullptr)
, m_Name("UIParent")
, m_Layer(0)
, m_Hidden(false)
{ Initialize(); }
// Create a frame as a child
Frame(Frame* parent, std::string name)
: m_Name(name)
, m_Layer(0)
, m_Hidden(false)
{ SetParent(parent); Initialize(); }
~Frame()
{
/*for (auto layer : m_Children)
{
for (auto child : layer.second)
{
delete child.second;
}
}
if (m_Parent)
{
m_Parent->RemoveChild(this);
}*/
}
dd::RenderQueuePair RenderQueue;
Frame* Parent() const { return m_Parent; }
void SetParent(Frame* parent)
{
if (parent == nullptr)
{
LOG_ERROR("Failed to create frame \"%s\": Invalid parent", m_Name.c_str());
return;
}
Width = parent->Width;
Height = parent->Height;
m_Layer = parent->Layer() + 1;
parent->AddChild(this);
m_Parent = parent;
EventBroker = parent->EventBroker;
ResourceManager = parent->ResourceManager;
}
void AddChild(Frame* child)
{
m_Children[child->m_Layer].insert(std::make_pair(child->Name(), child));
if (m_Parent)
{
m_Parent->AddChild(child);
}
}
void RemoveChild(Frame* child)
{
auto it = m_Children.find(child->m_Layer);
if (it != m_Children.end())
{
m_Children.erase(it);
}
if (m_Parent)
{
m_Parent->RemoveChild(child);
}
}
std::string Name() const { return m_Name; }
void SetName(std::string val) { m_Name = val; }
int Layer() const { return m_Layer; }
bool Hidden() const
{
if (m_Parent)
return m_Parent->Hidden() || m_Hidden;
else
return m_Hidden;
}
bool Visible() const
{
return !Hidden();
}
virtual void Hide() { m_Hidden = true; }
virtual void Show() { m_Hidden = false; }
int Left() const override
{
if (m_Parent)
return m_Parent->Left() + X;
else
return X;
}
int Right() const override
{
if (m_Parent)
return std::min(m_Parent->Right(), Left() + Width);
else
return Left() + Width;
}
int Top() const override
{
if (m_Parent)
return m_Parent->Top() + Y;
else
return Y;
}
int Bottom() const override
{
if (m_Parent)
return std::min(m_Parent->Bottom(), Top() + Height);
else
return Top() + Height;
}
glm::vec2 Scale()
{
if (m_Parent)
return m_Parent->Scale();
else
return glm::vec2(Width, Height) / glm::vec2(BaseWidth, BaseHeight);
}
Rectangle AbsoluteRectangle()
{
int left = Left();
if (m_Parent)
left = std::max(left, m_Parent->Left());
int top = Top();
if (m_Parent)
top = std::max(top, m_Parent->Top());
int width = Right() - left;
int height = Bottom() - top;
return Rectangle(left, top, width, height);
}
void UpdateLayered(double dt)
{
// Update ourselves
this->Update(dt);
// Update children
for (auto &pairLayer : m_Children)
{
auto children = pairLayer.second;
for (auto &pairChild : children)
{
auto child = pairChild.second;
child->Update(dt);
}
}
}
virtual void Update(double dt) { }
void DrawLayered(std::shared_ptr<Renderer> renderer)
{
if (this->Hidden())
return;
// Draw ourselves
renderer->SetScissor(AbsoluteRectangle());
this->Draw(renderer);
// Draw children
for (auto &pairLayer : m_Children)
{
auto children = pairLayer.second;
for (auto &pairChild : children)
{
auto child = pairChild.second;
if (child->Hidden())
continue;
Rectangle rect = child->AbsoluteRectangle();
renderer->SetScissor(rect);
child->Draw(renderer);
}
}
}
virtual void Draw(std::shared_ptr<Renderer> renderer) { }
protected:
std::shared_ptr<dd::EventBroker> EventBroker;
std::shared_ptr<dd::ResourceManager> ResourceManager;
std::string m_Name;
int m_Layer;
bool m_Hidden;
Frame* m_Parent;
typedef std::multimap<std::string, Frame*> Children_t; // name -> frame
std::map<int, Children_t> m_Children; // layer -> Children_t
virtual bool OnKeyDown(const dd::Events::KeyDown &event) { return false; }
virtual bool OnKeyUp(const dd::Events::KeyUp &event) { return false; }
//virtual bool OnMouseDown(const Events::KeyDown &event) { }
//virtual bool OnMouseUp(const Events::KeyDown &event) { }
virtual bool OnCommand(const dd::Events::InputCommand &event) { return false; }
private:
EventRelay<Frame, dd::Events::KeyDown> m_EKeyDown;
EventRelay<Frame, dd::Events::KeyUp> m_EKeyUp;
EventRelay<Frame, dd::Events::InputCommand> m_EInputCommand;
void Initialize()
{
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Frame::OnKeyDown);
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Frame::OnKeyUp);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Frame::OnCommand);
}
};
}
#endif //DAYDREAM_FRAME_H
+105
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@@ -0,0 +1,105 @@
//
// Created by Administrator on 2015-09-17.
//
#ifndef DAYDREAM_MAINMENUFRAME_H
#define DAYDREAM_MAINMENUFRAME_H
#include "GUI/Frame.h"
#include "GUI/TextureFrame.h"
#include "Game/EGameStart.h"
//#include "Events/PlayBGM.h"
namespace dd
{
class MainMenuFrame : public Frame {
public:
MainMenuFrame(Frame *parent, std::string name)
: Frame(parent, name) {
m_CurrentSelection = 0;
//Hide();
m_Background = new TextureFrame(this, "Background");
m_Background->SetTexture("Textures/GUI/MainMenu/BackGround.png");
m_Buttons = new TextureFrame(this, "Message");
m_Buttons->SetTexture("Textures/GUI/MainMenu/Buttons.png");
m_CurrentCoordinate = -m_SelectionCoordinates[0] * Scale();
m_TargetCoordinate = m_CurrentCoordinate;
m_Buttons->X = m_CurrentCoordinate.x;
m_Buttons->Y = m_CurrentCoordinate.y;
/*Events::PlayBGM e;
e.Resource = "Sounds/BGM/DiesIrae.mp3";
EventBroker->Publish(e);*/
}
void Update(double dt) override {
if (Hidden())
return;
glm::vec2 posDiff = m_TargetCoordinate - m_CurrentCoordinate;
m_CurrentCoordinate += posDiff * 4.f * (float) dt;
m_Buttons->X = m_CurrentCoordinate.x;
m_Buttons->Y = m_CurrentCoordinate.y;
}
protected:
bool m_Victory;
TextureFrame *m_Background;
TextureFrame *m_Buttons;
int m_CurrentSelection;
static glm::vec2 m_SelectionCoordinates[2];
glm::vec2 m_CurrentCoordinate;
glm::vec2 m_TargetCoordinate;
bool OnCommand(const Events::InputCommand &event) override {
if (Hidden())
return false;
const float deadzone = 0.5f;
if (event.Command == "interface_horizontal") {
if (event.Value > deadzone)
m_CurrentSelection++;
else if (event.Value < -deadzone)
m_CurrentSelection--;
}
m_CurrentSelection = (m_CurrentSelection < 0) ? 0 : ((m_CurrentSelection > 1) ? 1 : m_CurrentSelection);
m_TargetCoordinate = -m_SelectionCoordinates[m_CurrentSelection] * Scale();
if (event.Command == "interface_confirm" && event.Value > 0) {
// Play
if (m_CurrentSelection == 0) {
Hide();
Events::GameStart e1;
EventBroker->Publish(e1);
/*Events::PlayBGM e2;
e2.Resource = "Sounds/BGM/FlightOfTheBumblebee.mp3";
EventBroker->Publish(e2);*/
}
// Quit
else if (m_CurrentSelection == 1) {
exit(EXIT_SUCCESS);
}
}
return false;
}
};
glm::vec2 MainMenuFrame::m_SelectionCoordinates[2] =
{
glm::vec2(0, 0),
glm::vec2(193, 0),
};
}
#endif //DAYDREAM_MAINMENUFRAME_H
+90
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@@ -0,0 +1,90 @@
//
// Created by Administrator on 2015-09-17.
//
#ifndef DAYDREAM_TEXTUREFRAME_H
#define DAYDREAM_TEXTUREFRAME_H
#include <glm/detail/type_vec.hpp>
#include <glm/detail/type_vec4.hpp>
#include "GUI/Frame.h"
#include "Core/Texture.h"
namespace dd
{
class TextureFrame : public Frame {
public:
TextureFrame(Frame *parent, std::string name)
: Frame(parent, name), m_Texture(nullptr), m_FadeTexture(nullptr), m_Color(glm::vec4(1.f, 1.f, 1.f, 1.f)),
m_FadeDuration(0.f), m_CurrentFade(1.f) { }
void Draw(std::shared_ptr<Renderer> renderer) override {
if (m_Texture == nullptr)
return;
RenderQueue.Clear();
// Main texture
{
SpriteJob job;
job.TextureID = m_Texture->ResourceID;
job.DiffuseTexture = *m_Texture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
RenderQueue.Forward.Add(job);
}
// Texture while fading
if (m_FadeTexture && m_CurrentFade < 1) {
SpriteJob job;
job.TextureID = m_FadeTexture->ResourceID;
job.DiffuseTexture = *m_FadeTexture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a);
RenderQueue.Forward.Add(job);
}
renderer->SetCamera(nullptr);
renderer->SetViewport(Rectangle(Left(), Top(), Width, Height));
renderer->DrawFrame(RenderQueue);
}
dd::Texture *Texture() const { return m_Texture; }
void SetTexture(std::string resourceName) {
m_Texture = ResourceManager->Load<dd::Texture>("Texture", resourceName);
}
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:
dd::Texture *m_Texture;
dd::Texture *m_FadeTexture;
glm::vec4 m_Color;
float m_FadeDuration;
float m_CurrentFade;
};
}
#endif //DAYDREAM_TEXTUREFRAME_H
+1 -1
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@@ -75,7 +75,7 @@ set(SOURCE_FILES
${SOURCE_FILES_Rendering}
${SOURCE_FILES_Transform}
${SOURCE_FILES_Physics}
${SOURCE_FILES_Game})
${SOURCE_FILES_Game} ../../include/GUI/Frame.h ../../include/GUI/MainMenuFrame.h ../../include/GUI/TextureFrame.h)
if(CMAKE_COMPILER_IS_GNUCXX)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
+5
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@@ -474,3 +474,8 @@ void dd::Renderer::DebugKeys()
}
}
void dd::Renderer::DrawFrame(RenderQueuePair &rq)
{
}