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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-01-18 02:07:33 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-01-18 02:07:33 +0000 |
commit | 917b3049a10dcc41d6d02f332e81b5dd05aff33d (patch) | |
tree | c97c3d9417246233d190567afca1e3473367426d /ui/gameMainSelector.cpp | |
parent | Collection::removeAll returns how many matched by type (diff) | |
download | ilt-917b3049a10dcc41d6d02f332e81b5dd05aff33d.tar.bz2 ilt-917b3049a10dcc41d6d02f332e81b5dd05aff33d.tar.xz ilt-917b3049a10dcc41d6d02f332e81b5dd05aff33d.zip |
Beginnings of network editor
Pushes gameMainSelector clicks/moves into a different target
Diffstat (limited to 'ui/gameMainSelector.cpp')
-rw-r--r-- | ui/gameMainSelector.cpp | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/ui/gameMainSelector.cpp b/ui/gameMainSelector.cpp new file mode 100644 index 0000000..635dce0 --- /dev/null +++ b/ui/gameMainSelector.cpp @@ -0,0 +1,79 @@ +#include "gameMainSelector.h" +#include "collection.hpp" +#include "text.h" +#include "ui/uiComponent.h" +#include <SDL2/SDL.h> +#include <game/gamestate.h> +#include <game/geoData.h> +#include <game/selectable.h> +#include <game/worldobject.h> // IWYU pragma: keep +#include <gfx/gl/camera.h> +#include <optional> +#include <span> +#include <stream_support.hpp> +#include <typeinfo> +#include <vector> + +GameMainSelector::GameMainSelector(const Camera * c, glm::vec2 size) : UIComponent {{{}, size}}, camera {c} { } + +void +GameMainSelector::render(const UIShader & shader, const Position & pos) const +{ + if (!clicked.empty()) { + Text {clicked, {{50, 10}, {0, 15}}, {1, 1, 0}}.render(shader, pos); + } +} + +bool +GameMainSelector::handleInput(const SDL_Event & e, const Position &) +{ + switch (e.type) { + case SDL_MOUSEBUTTONDOWN: + if (e.button.button == SDL_BUTTON_LEFT) { + const auto mouse = glm::vec2 {e.button.x, e.button.y} / position.size; + const auto ray = camera->unProject(mouse); + + if (target) { + target->click(ray); + } + else { + defaultClick(ray); + } + return true; + } + break; + + case SDL_MOUSEMOTION: + if (target && target->handleMove()) { + const auto mouse = glm::vec2 {e.motion.x, e.motion.y} / position.size; + const auto ray = camera->unProject(mouse); + + if (target) { + target->move(ray); + } + return true; + } + break; + } + return false; +} + +void +GameMainSelector::defaultClick(const Ray & ray) +{ + glm::vec2 baryPos {}; + float distance; + + if (const auto selected + = gameState->world.applyOne<Selectable>(&Selectable::intersectRay, ray, &baryPos, &distance); + selected != gameState->world.end()) { + const auto & ref = *selected.base()->get(); + clicked = typeid(ref).name(); + } + else if (const auto pos = gameState->geoData->intersectRay(ray)) { + clicked = streamed_string(*pos); + } + else { + clicked.clear(); + } +} |