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authorDan Goodliffe <dan@randomdan.homeip.net>2022-01-03 22:47:38 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-01-03 22:47:38 +0000
commit4551850a6785b6f73da9d5a664e4d1c293655a6e (patch)
treee6b4df8d072089cd49d3106f9ae4c46fe8bfa88f /ui
parentSupport for querying terrain height in GeoData (diff)
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Display on what/where we clicked in the main window
Just debug for now... never likely to last
Diffstat (limited to 'ui')
-rw-r--r--ui/gameMainWindow.cpp37
1 files changed, 33 insertions, 4 deletions
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index 41bbb39..d53db4b 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -2,6 +2,8 @@
#include "gfx/camera_controller.h"
#include "manualCameraController.h"
#include "maths.h"
+#include "ray.hpp"
+#include "text.h"
#include "toolbar.h"
#include "ui/uiComponent.h"
#include "window.h"
@@ -9,12 +11,17 @@
#include <SDL2/SDL.h>
#include <collection.hpp>
#include <game/gamestate.h>
+#include <game/geoData.h>
#include <game/selectable.h>
#include <game/worldobject.h> // IWYU pragma: keep
#include <gfx/renderable.h>
#include <glm/glm.hpp>
#include <memory>
-#include <tuple>
+#include <span>
+#include <stdexcept>
+#include <string>
+#include <typeinfo>
+#include <vector>
class UIShader;
@@ -31,13 +38,18 @@ public:
}
};
+#include <stream_support.hpp>
+
class GameMainSelector : public UIComponent {
public:
GameMainSelector(const Camera * c, glm::vec2 size) : UIComponent {{{}, size}}, camera {c} { }
void
- render(const UIShader &, const Position &) const override
+ render(const UIShader & shader, const Position & pos) const override
{
+ if (!clicked.empty()) {
+ Text {clicked, {{50, 10}, {0, 15}}, {1, 1, 0}}.render(shader, pos);
+ }
}
bool
@@ -51,8 +63,24 @@ public:
glm::vec2 baryPos {};
float eh;
- std::ignore = gameState->world.applyOne<Selectable>(
- &Selectable::intersectRay, camera->unProject(mouse), &baryPos, &eh);
+ const auto ray = camera->unProject(mouse);
+ if (const auto selected
+ = gameState->world.applyOne<Selectable>(&Selectable::intersectRay, ray, &baryPos, &eh);
+ selected != gameState->world.end()) {
+ const auto & ref = *selected.base()->get();
+ clicked = typeid(ref).name();
+ }
+ else {
+ try {
+ const auto dist = camera->pos.z / -ray.direction.z;
+ const auto pos = !camera->pos + (!ray.direction * dist);
+
+ clicked = streamed_string(gameState->geoData->positionAt(pos));
+ }
+ catch (std::range_error &) {
+ clicked.clear();
+ }
+ }
}
}
return false;
@@ -60,6 +88,7 @@ public:
private:
const Camera * camera;
+ std::string clicked;
};
GameMainWindow::GameMainWindow(size_t w, size_t h) :