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-rw-r--r--ui/gameMainWindow.cpp45
1 files changed, 43 insertions, 2 deletions
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index e1d9763..41d55da 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -3,15 +3,20 @@
#include "manualCameraController.h"
#include "maths.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/selectable.h>
#include <game/worldobject.h> // IWYU pragma: keep
#include <gfx/renderable.h>
#include <glm/glm.hpp>
#include <memory>
+#include <tuple>
+
+class UIShader;
class GameMainToolbar : public Toolbar {
public:
@@ -26,9 +31,45 @@ public:
}
};
-GameMainWindow::GameMainWindow(size_t w, size_t h) :
- Window {w, h, "I Like Trains"}, camera {{-1250.0F, -1250.0F, 35.0F}, 70.0F, rdiv(w, h), 0.1F, 10000.0F}
+class GameMainSelector : public UIComponent {
+public:
+ GameMainSelector(const Camera * c, glm::vec2 size, const GameState * gs) :
+ UIComponent {{{}, size}}, camera {c}, gameState {gs}
+ {
+ }
+
+ void
+ render(const UIShader &, const Position &) const override
+ {
+ }
+
+ 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 eh;
+
+ std::ignore = gameState->world.applyOne<Selectable>(
+ &Selectable::intersectRay, camera->pos, camera->unProject(mouse), &baryPos, &eh);
+ }
+ }
+ return false;
+ }
+
+private:
+ const Camera * camera;
+ const GameState * gameState;
+};
+
+GameMainWindow::GameMainWindow(size_t w, size_t h, const GameState * gameState) :
+ Window {w, h, "I Like Trains"}, camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, rdiv(w, h), 0.1F, 10000.0F}
{
+ uiComponents.create<GameMainSelector>(&camera, glm::vec2 {w, h}, gameState);
uiComponents.create<GameMainToolbar>();
uiComponents.create<ManualCameraController>(glm::vec2 {-1150, -1150});