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authorDan Goodliffe <dan@randomdan.homeip.net>2022-10-08 17:04:40 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2022-10-08 17:04:40 +0100
commitf6890e8077133b5dd2cc0a92270d2a328d6c5ab9 (patch)
treee24cf13bf3e5d90409ed46a86f87668718e48fcf /ui/gameMainSelector.cpp
parentAdd collection methods for finding and/or creating objects (diff)
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Initial commit of a basic working network editor
Diffstat (limited to 'ui/gameMainSelector.cpp')
-rw-r--r--ui/gameMainSelector.cpp79
1 files changed, 53 insertions, 26 deletions
diff --git a/ui/gameMainSelector.cpp b/ui/gameMainSelector.cpp
index 5011767..ff9afb7 100644
--- a/ui/gameMainSelector.cpp
+++ b/ui/gameMainSelector.cpp
@@ -15,43 +15,47 @@
#include <vector>
GameMainSelector::GameMainSelector(const Camera * c, glm::vec2 size) : UIComponent {{{}, size}}, camera {c} { }
+constexpr glm::vec2 TargetPos {5, 45};
void
-GameMainSelector::render(const UIShader & shader, const Position & pos) const
+GameMainSelector::render(const UIShader & shader, const Position & parentPos) const
{
+ if (target) {
+ target->render(shader, parentPos + position + TargetPos);
+ }
if (!clicked.empty()) {
- Text {clicked, {{50, 10}, {0, 15}}, {1, 1, 0}}.render(shader, pos);
+ Text {clicked, {{50, 10}, {0, 15}}, {1, 1, 0}}.render(shader, parentPos);
}
}
bool
-GameMainSelector::handleInput(const SDL_Event & e, const Position &)
+GameMainSelector::handleInput(const SDL_Event & e, const Position & parentPos)
{
- 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);
+ const auto getRay = [this](const auto & e) {
+ const auto mouse = glm::vec2 {e.x, e.y} / position.size;
+ return camera->unProject(mouse);
+ };
+ if (target) {
+ switch (e.type) {
+ case SDL_MOUSEBUTTONDOWN:
+ if (target->click(e.button, getRay(e.button))) {
+ return true;
}
- else {
- defaultClick(ray);
+ break;
+ case SDL_MOUSEMOTION:
+ if (target->move(e.motion, getRay(e.motion))) {
+ return true;
}
- 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);
-
- target->move(ray);
- return true;
- }
- break;
+ break;
+ }
+ return target->handleInput(e, parentPos + position + TargetPos);
+ }
+ else {
+ switch (e.type) {
+ case SDL_MOUSEBUTTONDOWN:
+ defaultClick(getRay(e.button));
+ break;
+ }
}
return false;
}
@@ -75,3 +79,26 @@ GameMainSelector::defaultClick(const Ray & ray)
clicked.clear();
}
}
+
+bool
+GameMainSelector::Component::click(const SDL_MouseButtonEvent &, const Ray &)
+{
+ return false;
+}
+
+bool
+GameMainSelector::Component::move(const SDL_MouseMotionEvent &, const Ray &)
+{
+ return false;
+}
+
+bool
+GameMainSelector::Component::handleInput(const SDL_Event &, const Position &)
+{
+ return false;
+}
+
+void
+GameMainSelector::Component::render(const UIShader &, const UIComponent::Position &) const
+{
+}