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authorDan Goodliffe <dan@randomdan.homeip.net>2022-01-18 02:07:33 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-01-18 02:07:33 +0000
commit917b3049a10dcc41d6d02f332e81b5dd05aff33d (patch)
treec97c3d9417246233d190567afca1e3473367426d /ui/gameMainSelector.cpp
parentCollection::removeAll returns how many matched by type (diff)
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Beginnings of network editor
Pushes gameMainSelector clicks/moves into a different target
Diffstat (limited to 'ui/gameMainSelector.cpp')
-rw-r--r--ui/gameMainSelector.cpp79
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();
+ }
+}