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-rw-r--r--ui/gameMainWindow.cpp77
1 files changed, 18 insertions, 59 deletions
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index f895a20..3617ca8 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -1,97 +1,56 @@
#include "gameMainWindow.h"
+#include "editNetwork.h"
+#include "gameMainSelector.h"
#include "gfx/camera_controller.h"
#include "manualCameraController.h"
#include "maths.h"
-#include "text.h"
#include "toolbar.h"
-#include "ui/uiComponent.h"
#include "window.h"
#include <GL/glew.h>
#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 <optional>
-#include <span>
-#include <string>
-#include <typeinfo>
-#include <vector>
-
-class UIShader;
+#include <utility>
class GameMainToolbar : public Toolbar {
public:
- GameMainToolbar() :
+ explicit GameMainToolbar(GameMainSelector * gms_) :
Toolbar {
{"ui/icon/network.png",
- [](const SDL_Event &) {
- // fprintf(stderr, "network click\n");
+ [this](const SDL_Event &) {
+ toggleSetMode<EditNetwork>();
}},
- }
+ },
+ gms {gms_}
{
}
-};
-
-#include <stream_support.hpp>
-
-class GameMainSelector : public UIComponent {
-public:
- GameMainSelector(const Camera * c, glm::vec2 size) : UIComponent {{{}, size}}, camera {c} { }
+private:
+ template<typename UiMode, typename... Params>
void
- render(const UIShader & shader, const Position & pos) const override
+ toggleSetMode(Params &&... params)
{
- if (!clicked.empty()) {
- Text {clicked, {{50, 10}, {0, 15}}, {1, 1, 0}}.render(shader, pos);
+ if (dynamic_cast<UiMode *>(gms->target.get())) {
+ gms->target.reset();
}
- }
-
- bool
- handleInput(const SDL_Event & e, const Position &) override
- {
- 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;
-
- glm::vec2 baryPos {};
- float distance;
-
- const auto ray = camera->unProject(mouse);
- 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();
- }
- return true;
- }
+ else {
+ gms->target = std::make_unique<UiMode>(std::forward<Params>(params)...);
}
- return false;
}
-private:
- const Camera * camera;
- std::string clicked;
+ GameMainSelector * gms;
};
GameMainWindow::GameMainWindow(size_t w, size_t h) :
Window {w, h, "I Like Trains"}, camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, rdiv(w, h), 0.1F, 10000.0F}
{
uiComponents.create<ManualCameraController>(glm::vec2 {-1150, -1150});
- uiComponents.create<GameMainSelector>(&camera, glm::vec2 {w, h});
- uiComponents.create<GameMainToolbar>();
+ auto gms = uiComponents.create<GameMainSelector>(&camera, glm::vec2 {w, h});
+ uiComponents.create<GameMainToolbar>(gms.get());
shader.setUniform("lightDirection", glm::normalize(glm::vec3 {1, 0, -1}));
shader.setUniform("lightColor", {.6, .6, .6});