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-rw-r--r--ui/builders/freeExtend.cpp8
-rw-r--r--ui/builders/join.cpp6
-rw-r--r--ui/builders/straight.cpp8
-rw-r--r--ui/editNetwork.cpp38
-rw-r--r--ui/editNetwork.h11
-rw-r--r--ui/gameMainSelector.cpp52
-rw-r--r--ui/gameMainSelector.h15
-rw-r--r--ui/gameMainWindow.cpp64
-rw-r--r--ui/icon.cpp9
-rw-r--r--ui/icon.h3
-rw-r--r--ui/iconButton.cpp57
-rw-r--r--ui/iconButton.h26
-rw-r--r--ui/imgui_extras.cpp33
-rw-r--r--ui/imgui_extras.h10
-rw-r--r--ui/imgui_wrap.h7
-rw-r--r--ui/mainApplication.h2
-rw-r--r--ui/manualCameraController.cpp4
-rw-r--r--ui/manualCameraController.h7
-rw-r--r--ui/modeHelper.h40
-rw-r--r--ui/queryTool.cpp42
-rw-r--r--ui/queryTool.h17
-rw-r--r--ui/svgIcon.cpp34
-rw-r--r--ui/svgIcon.h18
-rw-r--r--ui/text.cpp73
-rw-r--r--ui/text.h34
-rw-r--r--ui/toolbar.cpp35
-rw-r--r--ui/toolbar.h23
-rw-r--r--ui/uiComponent.cpp33
-rw-r--r--ui/uiComponent.h20
-rw-r--r--ui/uiComponentPlacer.cpp27
-rw-r--r--ui/uiComponentPlacer.h19
-rw-r--r--ui/windowContent.cpp4
-rw-r--r--ui/windowContent.h8
33 files changed, 277 insertions, 510 deletions
diff --git a/ui/builders/freeExtend.cpp b/ui/builders/freeExtend.cpp
index ab5a998..aff7cd7 100644
--- a/ui/builders/freeExtend.cpp
+++ b/ui/builders/freeExtend.cpp
@@ -16,17 +16,17 @@ BuilderFreeExtend::move(
{
if (p1) {
if (const auto p = network->intersectRayNodes(ray)) {
- candidateLinks.objects = network->candidateJoins(*p1, p->pos);
+ candidateLinks = network->candidateJoins(*p1, p->pos);
}
else if (const auto p = geoData->intersectRay(ray)) {
- candidateLinks.objects = network->candidateExtend(*p1, p->first);
+ candidateLinks = network->candidateExtend(*p1, p->first);
}
else {
- candidateLinks.removeAll();
+ candidateLinks.clear();
}
}
else {
- candidateLinks.removeAll();
+ candidateLinks.clear();
}
}
diff --git a/ui/builders/join.cpp b/ui/builders/join.cpp
index 6941e23..f6cbce5 100644
--- a/ui/builders/join.cpp
+++ b/ui/builders/join.cpp
@@ -15,10 +15,10 @@ BuilderJoin::move(Network * network, const GeoData *, const SDL_MouseMotionEvent
{
if (p1) {
if (const auto p = network->intersectRayNodes(ray)) {
- candidateLinks.objects = network->candidateJoins(p1->pos, p->pos);
+ candidateLinks = network->candidateJoins(p1->pos, p->pos);
}
else {
- candidateLinks.removeAll();
+ candidateLinks.clear();
}
}
}
@@ -33,7 +33,7 @@ BuilderJoin::click(
if (p1) {
create(network, geoData, p1, p);
p1.reset();
- candidateLinks.removeAll();
+ candidateLinks.clear();
}
else {
p1 = p;
diff --git a/ui/builders/straight.cpp b/ui/builders/straight.cpp
index 338aa8a..e7d83b5 100644
--- a/ui/builders/straight.cpp
+++ b/ui/builders/straight.cpp
@@ -17,10 +17,10 @@ BuilderStraight::move(
{
if (p1) {
if (const auto p = geoData->intersectRay(ray)) {
- candidateLinks.objects = network->candidateStraight(*p1, p->first);
+ candidateLinks = network->candidateStraight(*p1, p->first);
}
else {
- candidateLinks.removeAll();
+ candidateLinks.clear();
}
}
}
@@ -34,7 +34,7 @@ BuilderStraight::click(
if (const auto p = geoData->intersectRay(ray)) {
if (p1) {
create(network, geoData, *p1, p->first);
- candidateLinks.removeAll();
+ candidateLinks.clear();
p1.reset();
}
else {
@@ -44,7 +44,7 @@ BuilderStraight::click(
return;
case SDL_BUTTON_MIDDLE:
p1.reset();
- candidateLinks.removeAll();
+ candidateLinks.clear();
return;
}
}
diff --git a/ui/editNetwork.cpp b/ui/editNetwork.cpp
index 2887491..c900191 100644
--- a/ui/editNetwork.cpp
+++ b/ui/editNetwork.cpp
@@ -2,25 +2,15 @@
#include "builders/freeExtend.h"
#include "builders/join.h"
#include "builders/straight.h"
-#include "text.h"
+#include "imgui_wrap.h"
#include <game/gamestate.h>
#include <game/terrain.h>
#include <gfx/gl/sceneShader.h>
#include <gfx/models/texture.h>
-const std::filesystem::path fontpath {"/usr/share/fonts/hack/Hack-Regular.ttf"};
constexpr const glm::u8vec4 TRANSPARENT_BLUE {30, 50, 255, 200};
-EditNetwork::EditNetwork(Network * n) :
- network {n},
- builderToolbar {
- {"ui/icon/network.png", mode.toggle<BuilderStraight>()},
- {"ui/icon/network.png", mode.toggle<BuilderJoin>()},
- {"ui/icon/network.png", mode.toggle<BuilderFreeExtend>()},
- },
- blue {1, 1, &TRANSPARENT_BLUE}, font {fontpath, 15}
-{
-}
+EditNetwork::EditNetwork(Network * n) : network {n}, blue {1, 1, &TRANSPARENT_BLUE} { }
bool
EditNetwork::click(const SDL_MouseButtonEvent & e, const Ray<GlobalPosition3D> & ray)
@@ -42,9 +32,9 @@ EditNetwork::move(const SDL_MouseMotionEvent & e, const Ray<GlobalPosition3D> &
}
bool
-EditNetwork::handleInput(const SDL_Event & e, const UIComponent::Position & parentPos)
+EditNetwork::handleInput(const SDL_Event &)
{
- return builderToolbar.handleInput(e, parentPos);
+ return false;
}
void
@@ -75,10 +65,20 @@ EditNetwork::Builder::setHeightsFor(Network * network, const Link::CCollection &
}
void
-EditNetwork::render(const UIShader & shader, const UIComponent::Position & parentPos) const
+EditNetwork::render(bool & open)
{
- if (builder) {
- Text {builder->hint(), font, {{50, 10}, {0, 15}}, {1, 1, 0}}.render(shader, parentPos);
- }
- builderToolbar.render(shader, parentPos);
+ ImGui::SetNextWindowSize({-1, -1});
+ ImGui::Begin("Edit Network", &open);
+
+ auto builderChoice = [this]<typename Impl>(const char * name) {
+ if (ImGui::RadioButton(name, dynamic_cast<Impl *>(builder.get()))) {
+ builder = std::make_unique<Impl>();
+ }
+ };
+ builderChoice.operator()<BuilderStraight>("Straight");
+ builderChoice.operator()<BuilderJoin>("Join");
+ builderChoice.operator()<BuilderFreeExtend>("Free Extend");
+ ImGui::TextUnformatted(builder ? builder->hint().c_str() : "Select a build mode");
+
+ ImGui::End();
}
diff --git a/ui/editNetwork.h b/ui/editNetwork.h
index ae887bd..4155534 100644
--- a/ui/editNetwork.h
+++ b/ui/editNetwork.h
@@ -2,8 +2,6 @@
#include "game/geoData.h"
#include "gameMainSelector.h"
-#include "modeHelper.h"
-#include "toolbar.h"
#include "worldOverlay.h"
#include <game/gamestate.h>
#include <game/network/network.h>
@@ -17,9 +15,9 @@ public:
bool click(const SDL_MouseButtonEvent & e, const Ray<GlobalPosition3D> &) override;
bool move(const SDL_MouseMotionEvent & e, const Ray<GlobalPosition3D> &) override;
- bool handleInput(const SDL_Event & e, const UIComponent::Position &) override;
+ bool handleInput(const SDL_Event & e) override;
void render(const SceneShader &, const Frustum &) const override;
- void render(const UIShader & shader, const UIComponent::Position & pos) const override;
+ void render(bool & open) override;
using NetworkClickPos = std::variant<GlobalPosition3D, Node::Ptr>;
@@ -36,16 +34,13 @@ public:
using Ptr = std::unique_ptr<Builder>;
protected:
- Collection<const Link> candidateLinks;
+ SharedCollection<const Link> candidateLinks;
};
private:
Network * network;
Builder::Ptr builder;
- Mode<Builder::Ptr, ModeSecondClick::NoAction> mode {builder};
- Toolbar builderToolbar;
Texture blue;
- const Font font;
};
template<typename T> class EditNetworkOf : public EditNetwork {
diff --git a/ui/gameMainSelector.cpp b/ui/gameMainSelector.cpp
index 23ae8c0..0c40abc 100644
--- a/ui/gameMainSelector.cpp
+++ b/ui/gameMainSelector.cpp
@@ -1,6 +1,4 @@
#include "gameMainSelector.h"
-#include "collection.h"
-#include "text.h"
#include "ui/uiComponent.h"
#include <SDL2/SDL.h>
#include <game/gamestate.h>
@@ -8,27 +6,21 @@
#include <game/terrain.h>
#include <game/worldobject.h> // IWYU pragma: keep
#include <gfx/camera.h>
-#include <optional>
#include <stream_support.h>
-#include <typeinfo>
-const std::filesystem::path fontpath {"/usr/share/fonts/hack/Hack-Regular.ttf"};
-
-GameMainSelector::GameMainSelector(const Camera * c, ScreenAbsCoord size) :
- UIComponent {{{}, size}}, camera {c}, font {fontpath, 15}
-{
-}
+GameMainSelector::GameMainSelector(const Camera * c) : camera {c} { }
constexpr ScreenAbsCoord TargetPos {5, 45};
void
-GameMainSelector::render(const UIShader & shader, const Position & parentPos) const
+GameMainSelector::render()
{
if (target) {
- target->render(shader, parentPos + position + TargetPos);
- }
- if (!clicked.empty()) {
- Text {clicked, font, {{50, 10}, {0, 15}}, {1, 1, 0}}.render(shader, parentPos);
+ bool open = true;
+ target->render(open);
+ if (!open) {
+ target.reset();
+ }
}
}
@@ -41,10 +33,12 @@ GameMainSelector::render(const SceneShader & shader, const Frustum & frustum) co
}
bool
-GameMainSelector::handleInput(const SDL_Event & e, const Position & parentPos)
+GameMainSelector::handleInput(const SDL_Event & e)
{
- const auto getRay = [this](const auto & e) {
- const auto mouse = ScreenRelCoord {e.x, e.y} / position.size;
+ const auto getRay = [this, &window = e.window](const auto & e) {
+ glm::ivec2 size {};
+ SDL_GetWindowSizeInPixels(SDL_GetWindowFromID(window.windowID), &size.x, &size.y);
+ const auto mouse = ScreenRelCoord {e.x, e.y} / ScreenRelCoord {size};
return camera->unProject(mouse);
};
if (target) {
@@ -60,7 +54,7 @@ GameMainSelector::handleInput(const SDL_Event & e, const Position & parentPos)
}
break;
}
- return target->handleInput(e, parentPos + position + TargetPos);
+ return target->handleInput(e);
}
else {
switch (e.type) {
@@ -73,22 +67,8 @@ GameMainSelector::handleInput(const SDL_Event & e, const Position & parentPos)
}
void
-GameMainSelector::defaultClick(const Ray<GlobalPosition3D> & ray)
+GameMainSelector::defaultClick(const Ray<GlobalPosition3D> &)
{
- BaryPosition baryPos {};
- RelativeDistance 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->terrain->intersectRay(ray)) {
- clicked = streamed_string(*pos);
- }
- else {
- clicked.clear();
- }
}
bool
@@ -104,13 +84,13 @@ GameMainSelector::Component::move(const SDL_MouseMotionEvent &, const Ray<Global
}
bool
-GameMainSelector::Component::handleInput(const SDL_Event &, const Position &)
+GameMainSelector::Component::handleInput(const SDL_Event &)
{
return false;
}
void
-GameMainSelector::Component::render(const UIShader &, const UIComponent::Position &) const
+GameMainSelector::Component::render(bool &)
{
}
diff --git a/ui/gameMainSelector.h b/ui/gameMainSelector.h
index e715823..8c2be4b 100644
--- a/ui/gameMainSelector.h
+++ b/ui/gameMainSelector.h
@@ -2,16 +2,13 @@
#include "SDL_events.h"
#include "config/types.h"
-#include "font.h"
#include "uiComponent.h"
#include "worldOverlay.h"
#include <glm/glm.hpp>
#include <memory>
-#include <string>
class SceneShader;
template<typename> class Ray;
-class UIShader;
class Camera;
class GameMainSelector : public UIComponent, public WorldOverlay {
@@ -22,17 +19,17 @@ public:
virtual bool click(const SDL_MouseButtonEvent &, const Ray<GlobalPosition3D> &);
virtual bool move(const SDL_MouseMotionEvent &, const Ray<GlobalPosition3D> &);
- virtual bool handleInput(const SDL_Event &, const Position & pos);
- virtual void render(const UIShader & shader, const Position & pos) const;
+ virtual bool handleInput(const SDL_Event &);
+ virtual void render(bool & open);
virtual void render(const SceneShader &, const Frustum &) const;
};
- GameMainSelector(const Camera * c, ScreenAbsCoord size);
+ GameMainSelector(const Camera * c);
- void render(const UIShader & shader, const Position & pos) const override;
+ void render() override;
void render(const SceneShader & shader, const Frustum &) const override;
- bool handleInput(const SDL_Event & e, const Position &) override;
+ bool handleInput(const SDL_Event & e) override;
void defaultClick(const Ray<GlobalPosition3D> & ray);
@@ -40,6 +37,4 @@ public:
private:
const Camera * camera;
- const Font font;
- std::string clicked;
};
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index d88bab5..cc74f66 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -1,10 +1,10 @@
#include "gameMainWindow.h"
#include "editNetwork.h"
#include "gameMainSelector.h"
+#include "imgui_extras.h"
#include "manualCameraController.h"
-#include "modeHelper.h"
-#include "toolbar.h"
-#include "window.h"
+#include "queryTool.h"
+#include "svgIcon.h"
#include <SDL2/SDL.h>
#include <collection.h>
#include <game/environment.h>
@@ -17,22 +17,44 @@
#include <glm/glm.hpp>
#include <memory>
-class GameMainToolbar : Mode<decltype(GameMainSelector::target)>, public Toolbar {
+class GameMainToolbar : public UIComponent {
public:
- explicit GameMainToolbar(GameMainSelector * gms_) :
- Mode<decltype(GameMainSelector::target)> {gms_->target},
- Toolbar {
- {"ui/icon/network.png", toggle<EditNetworkOf<RailLinks>>()},
+ static constexpr auto TOOLBAR_HEIGHT = 54.F;
+ template<typename T> static constexpr T TOOLBAR_ICON_SIZE {32, 32};
+
+ explicit GameMainToolbar(GameMainSelector * gms) : gms {gms} { }
+
+ void
+ render() override
+ {
+ if (IltGui::BeginToolbar("bottomBar", ImGuiDir_Down, TOOLBAR_HEIGHT)) {
+ if (ImGui::ImageButton("Build rails", *buildRailsIcon, TOOLBAR_ICON_SIZE<ImVec2>)) {
+ gms->target = std::make_unique<EditNetworkOf<RailLinks>>();
+ }
+ if (ImGui::ImageButton("Query", *queryToolIcon, TOOLBAR_ICON_SIZE<ImVec2>)) {
+ gms->target = std::make_unique<QueryTool>();
+ }
+ IltGui::EndToolbar();
}
+ }
+
+ bool
+ handleInput(const SDL_Event &) override
{
+ return false;
}
+
+private:
+ SvgIcon buildRailsIcon {TOOLBAR_ICON_SIZE<ImageDimensions>, "ui/icon/rails.svg"};
+ SvgIcon queryToolIcon {TOOLBAR_ICON_SIZE<ImageDimensions>, "ui/icon/magnifier.svg"};
+ GameMainSelector * gms;
};
-GameMainWindow::GameMainWindow(size_t w, size_t h) : WindowContent {w, h}, SceneRenderer {{w, h}, 0}
+GameMainWindow::GameMainWindow(size_t w, size_t h) : SceneRenderer {{w, h}, 0}
{
uiComponents.create<ManualCameraController>(glm::vec2 {310'727'624, 494'018'810});
- auto gms = uiComponents.create<GameMainSelector>(&camera, ScreenAbsCoord {w, h});
- uiComponents.create<GameMainToolbar>(gms.get());
+ auto gms = uiComponents.create<GameMainSelector>(&camera);
+ uiComponents.create<GameMainToolbar>(gms);
}
GameMainWindow::~GameMainWindow() { }
@@ -69,18 +91,18 @@ GameMainWindow::render() const
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
- uiComponents.apply(&UIComponent::render, uiShader, UIComponent::Position {});
+ uiComponents.apply(&UIComponent::render);
}
void
GameMainWindow::content(const SceneShader & shader, const Frustum & frustum) const
{
- for (const auto & [id, asset] : gameState->assets) {
- if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) {
- r->render(shader, frustum);
+ for (const auto & [assetId, asset] : gameState->assets) {
+ if (const auto renderable = asset.getAs<const Renderable>()) {
+ renderable->render(shader, frustum);
}
}
- gameState->world.apply<Renderable>(&Renderable::render, shader, frustum);
+ gameState->world.apply<const Renderable>(&Renderable::render, shader, frustum);
uiComponents.apply<WorldOverlay>(&WorldOverlay::render, shader, frustum);
}
@@ -93,16 +115,16 @@ GameMainWindow::environment(const SceneShader &, const SceneRenderer & r) const
void
GameMainWindow::lights(const SceneShader & shader) const
{
- gameState->world.apply<Renderable>(&Renderable::lights, shader);
+ gameState->world.apply<const Renderable>(&Renderable::lights, shader);
}
void
GameMainWindow::shadows(const ShadowMapper & shadowMapper, const Frustum & frustum) const
{
- for (const auto & [id, asset] : gameState->assets) {
- if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) {
- r->shadows(shadowMapper, frustum);
+ for (const auto & [assetId, asset] : gameState->assets) {
+ if (const auto renderable = asset.getAs<const Renderable>()) {
+ renderable->shadows(shadowMapper, frustum);
}
}
- gameState->world.apply<Renderable>(&Renderable::shadows, shadowMapper, frustum);
+ gameState->world.apply<const Renderable>(&Renderable::shadows, shadowMapper, frustum);
}
diff --git a/ui/icon.cpp b/ui/icon.cpp
index c3b5078..0bdc91a 100644
--- a/ui/icon.cpp
+++ b/ui/icon.cpp
@@ -22,9 +22,10 @@ Icon::Icon(const Image & tex) : size {tex.width, tex.height}
GL_RGBA, GL_UNSIGNED_BYTE, tex.data.data());
}
-void
-Icon::Bind() const
+ImTextureID
+Icon::operator*() const
{
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, m_texture);
+ static_assert(sizeof(m_texture) <= sizeof(ImTextureID));
+ // NOLINTNEXTLINE(cppcoreguidelines-pro-type-reinterpret-cast,performance-no-int-to-ptr) This is how ImGui works
+ return reinterpret_cast<ImTextureID>(*m_texture);
}
diff --git a/ui/icon.h b/ui/icon.h
index 76cd3ae..3d0788a 100644
--- a/ui/icon.h
+++ b/ui/icon.h
@@ -1,5 +1,6 @@
#pragma once
+#include "imgui_wrap.h"
#include <filesystem>
#include <glArrays.h>
#include <glm/glm.hpp>
@@ -11,8 +12,8 @@ public:
explicit Icon(const std::filesystem::path & fileName);
explicit Icon(const Image & image);
- void Bind() const;
const glm::vec2 size;
+ ImTextureID operator*() const;
private:
glTexture m_texture;
diff --git a/ui/iconButton.cpp b/ui/iconButton.cpp
deleted file mode 100644
index fe8c817..0000000
--- a/ui/iconButton.cpp
+++ /dev/null
@@ -1,57 +0,0 @@
-#include "iconButton.h"
-#include "glArrays.h"
-#include "ui/icon.h"
-#include "ui/uiComponent.h"
-#include <SDL2/SDL.h>
-#include <array>
-#include <filesystem>
-#include <functional>
-#include <glad/gl.h>
-#include <glm/gtc/type_ptr.hpp>
-#include <utility>
-
-IconButton::IconButton(const std::string & icon_, glm::vec2 position_, UIEvent click_) :
- UIComponent {{position_, ICON_SIZE}}, icon {icon_}, click {std::move(click_)}
-{
- glBindVertexArray(m_vertexArrayObject);
-
- glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffer);
- glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(sizeof(glm::vec4) * 4), nullptr, GL_DYNAMIC_DRAW);
-
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), nullptr);
-
- glBindVertexArray(0);
-}
-
-void
-IconButton::render(const UIShader &, const Position & parentPos) const
-{
- icon.Bind();
- glBindVertexArray(m_vertexArrayObject);
- glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffer);
- const auto abs = parentPos.origin + position.origin;
- const auto limit = abs + ICON_SIZE;
- std::array<glm::vec4, 4> vertices {{
- {abs.x, abs.y, 0, 0},
- {limit.x, abs.y, 1, 0},
- {limit.x, limit.y, 1, 1},
- {abs.x, limit.y, 0, 1},
- }};
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), glm::value_ptr(vertices.front()));
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(0);
-}
-
-bool
-IconButton::handleInput(const SDL_Event & e, const Position & parentPos)
-{
- const auto absPos = position + parentPos;
- if (absPos & e.button) {
- if (e.button.type == SDL_MOUSEBUTTONUP && e.button.button == SDL_BUTTON_LEFT) {
- click(e);
- }
- }
- return false;
-}
diff --git a/ui/iconButton.h b/ui/iconButton.h
deleted file mode 100644
index 0afe92d..0000000
--- a/ui/iconButton.h
+++ /dev/null
@@ -1,26 +0,0 @@
-#pragma once
-
-#include "icon.h"
-#include "uiComponent.h"
-#include <glArrays.h>
-#include <glm/glm.hpp>
-#include <string>
-
-class UIShader;
-union SDL_Event;
-
-static const constexpr glm::vec2 ICON_SIZE {32.F, 32.F};
-
-class IconButton : public UIComponent {
-public:
- IconButton(const std::string & icon, glm::vec2 position, UIEvent click);
-
- void render(const UIShader &, const Position & parentPos) const override;
-
- bool handleInput(const SDL_Event & e, const Position & parentPos) override;
-
- Icon icon;
- UIEvent click;
- glVertexArray m_vertexArrayObject;
- glBuffer m_vertexArrayBuffer;
-};
diff --git a/ui/imgui_extras.cpp b/ui/imgui_extras.cpp
new file mode 100644
index 0000000..1643f4f
--- /dev/null
+++ b/ui/imgui_extras.cpp
@@ -0,0 +1,33 @@
+#define IMGUI_INTERNAL
+#include "imgui_extras.h"
+
+namespace IltGui {
+ bool
+ BeginToolbar(const char * name, ImGuiDir dir, float axisSize, ImGuiWindowFlags windowFlags)
+ {
+ return BeginToolbar(name, ImGui::GetMainViewport(), dir, axisSize, windowFlags);
+ }
+
+ bool
+ BeginToolbar(
+ const char * name, ImGuiViewport * viewport, ImGuiDir dir, float axisSize, ImGuiWindowFlags windowFlags)
+ {
+ bool isOpen = ImGui::BeginViewportSideBar(name, viewport, dir, axisSize,
+ windowFlags | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings);
+ if (isOpen) {
+ if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) {
+ ImGui::GetCurrentWindow()->DC.LayoutType = ImGuiLayoutType_Horizontal;
+ }
+ }
+ else {
+ ImGui::End();
+ }
+ return isOpen;
+ }
+
+ void
+ EndToolbar()
+ {
+ ImGui::End();
+ }
+}
diff --git a/ui/imgui_extras.h b/ui/imgui_extras.h
new file mode 100644
index 0000000..0babaa3
--- /dev/null
+++ b/ui/imgui_extras.h
@@ -0,0 +1,10 @@
+#include "imgui_wrap.h"
+
+namespace IltGui {
+ // NOLINTBEGIN(readability-identifier-naming)
+ bool BeginToolbar(const char * name, ImGuiViewport * viewport, ImGuiDir dir, float axisSize,
+ ImGuiWindowFlags windowFlags = 0);
+ bool BeginToolbar(const char * name, ImGuiDir dir, float axisSize, ImGuiWindowFlags windowFlags = 0);
+ void EndToolbar();
+ // NOLINTEND(readability-identifier-naming)
+}
diff --git a/ui/imgui_wrap.h b/ui/imgui_wrap.h
index 1d619a4..520d8b8 100644
--- a/ui/imgui_wrap.h
+++ b/ui/imgui_wrap.h
@@ -3,4 +3,11 @@
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wold-style-cast"
#include "imgui.h" // IWYU pragma: export
+#ifdef IMGUI_INTERNAL
+# pragma GCC diagnostic push
+# pragma GCC diagnostic ignored "-Wconversion"
+# pragma GCC diagnostic ignored "-Wsign-conversion"
+# include "imgui_internal.h" // IWYU pragma: export
+# pragma GCC diagnostic pop
+#endif
#pragma GCC diagnostic pop
diff --git a/ui/mainApplication.h b/ui/mainApplication.h
index a6cb126..1489587 100644
--- a/ui/mainApplication.h
+++ b/ui/mainApplication.h
@@ -6,7 +6,7 @@
class MainApplication : public ApplicationBase {
public:
- using Windows = Collection<Window>;
+ using Windows = SharedCollection<Window>;
void mainLoop();
protected:
diff --git a/ui/manualCameraController.cpp b/ui/manualCameraController.cpp
index fbd0ca3..553afc1 100644
--- a/ui/manualCameraController.cpp
+++ b/ui/manualCameraController.cpp
@@ -5,7 +5,7 @@
#include <maths.h>
bool
-ManualCameraController::handleInput(const SDL_Event & e, const Position &)
+ManualCameraController::handleInput(const SDL_Event & e)
{
switch (e.type) {
case SDL_KEYDOWN:
@@ -72,7 +72,7 @@ ManualCameraController::handleInput(const SDL_Event & e, const Position &)
}
void
-ManualCameraController::render(const UIShader &, const Position &) const
+ManualCameraController::render()
{
}
diff --git a/ui/manualCameraController.h b/ui/manualCameraController.h
index 2f955e7..6501762 100644
--- a/ui/manualCameraController.h
+++ b/ui/manualCameraController.h
@@ -6,15 +6,14 @@
#include <glm/glm.hpp>
#include <maths.h>
-class UIShader;
class Camera;
class ManualCameraController : public CameraController, public UIComponent {
public:
- explicit ManualCameraController(GlobalPosition2D f) : UIComponent {{}}, focus {f} { }
+ explicit ManualCameraController(GlobalPosition2D f) : focus {f} { }
- bool handleInput(const SDL_Event & e, const Position &) override;
- void render(const UIShader &, const Position & parentPos) const override;
+ bool handleInput(const SDL_Event & e) override;
+ void render() override;
void updateCamera(Camera * camera) const override;
diff --git a/ui/modeHelper.h b/ui/modeHelper.h
deleted file mode 100644
index d20f2db..0000000
--- a/ui/modeHelper.h
+++ /dev/null
@@ -1,40 +0,0 @@
-#pragma once
-
-#include <memory>
-union SDL_Event;
-
-enum ModeSecondClick { Unset, Reset, NoAction };
-
-template<typename Target, ModeSecondClick msc = ModeSecondClick::Unset> class Mode {
-public:
- explicit Mode(Target & t) : target {t} { }
-
- Target & target;
-
- template<typename Mode, typename... Params>
- auto
- toggle(Params &&... params)
- {
- return [params..., this](const SDL_Event &) {
- toggleSetMode<Mode>(std::forward<Params>(params)...);
- };
- }
-
-private:
- template<typename Mode, typename... Params>
- void
- toggleSetMode(Params &&... params)
- {
- if (dynamic_cast<Mode *>(target.get())) {
- if constexpr (msc == ModeSecondClick::Unset) {
- target.reset();
- }
- if constexpr (msc == ModeSecondClick::Reset) {
- target = std::make_unique<Mode>(std::forward<Params>(params)...);
- }
- }
- else {
- target = std::make_unique<Mode>(std::forward<Params>(params)...);
- }
- }
-};
diff --git a/ui/queryTool.cpp b/ui/queryTool.cpp
new file mode 100644
index 0000000..549bd9e
--- /dev/null
+++ b/ui/queryTool.cpp
@@ -0,0 +1,42 @@
+#include "queryTool.h"
+#include "imgui_wrap.h"
+#include <game/gamestate.h>
+#include <game/selectable.h>
+#include <game/terrain.h>
+#include <game/worldobject.h>
+#include <ray.h>
+#include <stream_support.h>
+
+QueryTool::QueryTool() : clicked {"Click something for details"} { }
+
+bool
+QueryTool::click(const SDL_MouseButtonEvent & event, const Ray<GlobalPosition3D> & ray)
+{
+ if (event.button != SDL_BUTTON_LEFT) {
+ return false;
+ }
+ BaryPosition baryPos {};
+ RelativeDistance 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->terrain->intersectRay(ray)) {
+ clicked = streamed_string(*pos);
+ }
+ else {
+ clicked.clear();
+ }
+ return true;
+}
+
+void
+QueryTool::render(bool & open)
+{
+ ImGui::SetNextWindowSize({-1, -1});
+ ImGui::Begin("Query Tool", &open);
+ ImGui::TextUnformatted(clicked.c_str());
+ ImGui::End();
+}
diff --git a/ui/queryTool.h b/ui/queryTool.h
new file mode 100644
index 0000000..74c5380
--- /dev/null
+++ b/ui/queryTool.h
@@ -0,0 +1,17 @@
+#pragma once
+
+#include "gameMainSelector.h"
+
+class QueryTool : public GameMainSelector::Component {
+public:
+ QueryTool();
+
+protected:
+ using GameMainSelector::Component::render;
+
+ bool click(const SDL_MouseButtonEvent &, const Ray<GlobalPosition3D> &) override;
+ void render(bool & open) override;
+
+private:
+ std::string clicked;
+};
diff --git a/ui/svgIcon.cpp b/ui/svgIcon.cpp
new file mode 100644
index 0000000..499d9cc
--- /dev/null
+++ b/ui/svgIcon.cpp
@@ -0,0 +1,34 @@
+#include "svgIcon.h"
+#include "gl_traits.h"
+#include <resource.h>
+
+SvgIcon::SvgIcon(ImageDimensions dim, const std::filesystem::path & path)
+{
+ const auto svgDoc = lunasvg::Document::loadFromFile(Resource::mapPath(path).native());
+ if (!svgDoc) {
+ throw std::runtime_error("Failed to load SVG from " + path.string());
+ }
+
+ auto bitmap = svgDoc->renderToBitmap(dim.x, dim.y);
+ if (bitmap.isNull()) {
+ throw std::runtime_error("Failed to render SVG " + path.string());
+ }
+ bitmap.convertToRGBA();
+
+ glBindTexture(GL_TEXTURE_2D, texture);
+
+ glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+
+ glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, dim.x, dim.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, bitmap.data());
+}
+
+ImTextureID
+SvgIcon::operator*() const
+{
+ static_assert(sizeof(glTexture) <= sizeof(ImTextureID));
+ // NOLINTNEXTLINE(cppcoreguidelines-pro-type-reinterpret-cast,performance-no-int-to-ptr) This is how ImGui works
+ return reinterpret_cast<ImTextureID>(*texture);
+}
diff --git a/ui/svgIcon.h b/ui/svgIcon.h
new file mode 100644
index 0000000..106f97c
--- /dev/null
+++ b/ui/svgIcon.h
@@ -0,0 +1,18 @@
+#pragma once
+
+#include "glArrays.h"
+#include "imgui_wrap.h"
+#include <config/types.h>
+#include <filesystem>
+#include <lunasvg.h>
+
+class SvgIcon {
+public:
+ SvgIcon(ImageDimensions, const std::filesystem::path &);
+
+ ImTextureID operator*() const;
+
+private:
+ friend class LoadFromFile; // Test case verifying size/content
+ glTexture texture;
+};
diff --git a/ui/text.cpp b/ui/text.cpp
deleted file mode 100644
index bdaaba5..0000000
--- a/ui/text.cpp
+++ /dev/null
@@ -1,73 +0,0 @@
-#include "text.h"
-#include "font.h"
-#include "gfx/gl/uiShader.h"
-#include "gfx/gl/vertexArrayObject.h"
-#include "uiComponent.h"
-#include <array>
-#include <collections.h>
-#include <glArrays.h>
-#include <glm/gtc/type_ptr.hpp>
-#include <maths.h>
-#include <numeric>
-#include <utility>
-
-Text::Text(std::string_view s, const Font & font, Position pos, glm::vec3 c) :
- UIComponent {pos}, colour {c}, font {font}
-{
- VertexArrayObject {vao}.addAttribs<Font::Quad::value_type>(quads.bufferName(), 0);
- operator=(s);
-}
-
-Text &
-Text::operator=(const std::string_view s)
-{
- auto tquads = font.render(s);
- models.resize(tquads.size());
- const auto glyphCount = std::accumulate(tquads.begin(), tquads.end(), size_t {}, [](auto && init, const auto & q) {
- return init += q.second.size();
- });
- quads.resize(glyphCount);
- GLushort current = 0;
- auto model = models.begin();
- auto quad = quads.begin();
- for (const auto & [texture, fquads] : tquads) {
- model->textureId = texture;
- model->range.resize(fquads.size() * 6);
- for (auto out = model->range.begin(); const auto & q [[maybe_unused]] : fquads) {
- static constexpr std::array<GLushort, 6> quadIndices {0, 1, 2, 2, 3, 0};
- std::transform(quadIndices.begin(), quadIndices.end(), out, [current](auto x) {
- return current + x;
- });
- current += 4;
- out += 6;
- }
- model++;
- quad = std::transform(fquads.begin(), fquads.end(), quad, [this](const Font::Quad & q) {
- return q * [this](const glm::vec4 & corner) {
- return corner + glm::vec4 {this->position.origin, 0, 0};
- };
- });
- }
- quads.unmap();
- return *this;
-}
-
-void
-Text::render(const UIShader & shader, const Position &) const
-{
- shader.text.use(colour);
- glActiveTexture(GL_TEXTURE0);
- glBindVertexArray(vao);
- for (const auto & m : models) {
- glBindTexture(GL_TEXTURE_2D, m.textureId);
- glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m.range.size()), GL_UNSIGNED_SHORT, m.range.data());
- }
- glBindVertexArray(0);
- glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-bool
-Text::handleInput(const SDL_Event &, const Position &)
-{
- return false;
-}
diff --git a/ui/text.h b/ui/text.h
deleted file mode 100644
index a367456..0000000
--- a/ui/text.h
+++ /dev/null
@@ -1,34 +0,0 @@
-#pragma once
-
-#include "font.h"
-#include "glContainer.h"
-#include "uiComponent.h"
-#include <glArrays.h>
-#include <glad/gl.h>
-#include <glm/glm.hpp>
-#include <string_view>
-
-class UIShader;
-union SDL_Event;
-
-class Text : public UIComponent {
-public:
- Text(std::string_view s, const Font &, Position, glm::vec3 colour);
-
- void render(const UIShader &, const Position & parentPos) const override;
- bool handleInput(const SDL_Event &, const Position & parentPos) override;
-
- Text & operator=(const std::string_view s);
-
-private:
- struct TextData {
- GLuint textureId;
- std::vector<unsigned short> range;
- };
-
- std::vector<TextData> models;
- glContainer<Font::Quad> quads;
- glVertexArray vao;
- glm::vec3 colour;
- const Font & font;
-};
diff --git a/ui/toolbar.cpp b/ui/toolbar.cpp
deleted file mode 100644
index 31d87dc..0000000
--- a/ui/toolbar.cpp
+++ /dev/null
@@ -1,35 +0,0 @@
-#include "toolbar.h"
-#include "gfx/gl/uiShader.h"
-#include "ui/iconButton.h"
-#include "ui/uiComponent.h"
-#include "uiComponentPlacer.h"
-#include <SDL2/SDL.h>
-#include <glm/glm.hpp>
-
-Toolbar::Toolbar(const std::initializer_list<InitInfo> & initInfo) : UIComponent {{{}, {}}}
-{
- UIComponentPlacer placer {{10, 10}, 5, 1};
- for (const auto & ii : initInfo) {
- icons.create(ii.first, placer.next(ICON_SIZE), ii.second);
- }
- this->position.size = placer.getLimit();
-}
-
-void
-Toolbar::render(const UIShader & uiShader, const Position & parentPos) const
-{
- uiShader.icon.use();
- const auto absPos = this->position + parentPos;
- icons.apply(&UIComponent::render, uiShader, absPos);
-}
-
-bool
-Toolbar::handleInput(const SDL_Event & e, const Position & parentPos)
-{
- const auto absPos = this->position + parentPos;
- if (absPos & e.button) {
- icons.applyOne(&UIComponent::handleInput, e, absPos);
- return true;
- }
- return false;
-}
diff --git a/ui/toolbar.h b/ui/toolbar.h
deleted file mode 100644
index ea560f5..0000000
--- a/ui/toolbar.h
+++ /dev/null
@@ -1,23 +0,0 @@
-#pragma once
-
-#include "collection.h"
-#include "iconButton.h"
-#include "uiComponent.h"
-#include <initializer_list>
-#include <string>
-#include <utility>
-
-class UIShader;
-union SDL_Event;
-
-class Toolbar : public UIComponent {
-public:
- using InitInfo = std::pair<std::string, UIEvent>;
- explicit Toolbar(const std::initializer_list<InitInfo> & initInfo);
-
- void render(const UIShader & uiShader, const Position & parentPos) const override;
-
- bool handleInput(const SDL_Event & e, const Position & parentPos) override;
-
- Collection<IconButton, false> icons;
-};
diff --git a/ui/uiComponent.cpp b/ui/uiComponent.cpp
deleted file mode 100644
index aa4838d..0000000
--- a/ui/uiComponent.cpp
+++ /dev/null
@@ -1,33 +0,0 @@
-#include "uiComponent.h"
-#include <SDL2/SDL.h>
-
-UIComponent::UIComponent(Position position) : position {position} { }
-
-UIComponent::Position
-UIComponent::Position::operator+(const Position & parentPos) const
-{
- return *this + parentPos.origin;
-}
-
-UIComponent::Position
-UIComponent::Position::operator+(const glm::vec2 & parentPos) const
-{
- return {origin + parentPos, size};
-}
-
-bool
-UIComponent::Position::operator&(const glm::vec2 & pos) const
-{
- return (pos.x >= origin.x && pos.y >= origin.y && pos.x < origin.x + size.x && pos.y < origin.y + size.y);
-}
-
-bool
-UIComponent::Position::operator&(const SDL_MouseButtonEvent & pos) const
-{
- switch (pos.type) {
- case SDL_MOUSEBUTTONUP:
- case SDL_MOUSEBUTTONDOWN:
- return *this & glm::vec2 {pos.x, pos.y};
- }
- return false;
-}
diff --git a/ui/uiComponent.h b/ui/uiComponent.h
index 71d2659..b2c1a8f 100644
--- a/ui/uiComponent.h
+++ b/ui/uiComponent.h
@@ -1,32 +1,18 @@
#pragma once
-#include <functional>
#include <glm/glm.hpp>
#include <special_members.h>
-class UIShader;
union SDL_Event;
-struct SDL_MouseButtonEvent;
-using UIEvent = std::function<void(const SDL_Event &)>;
class UIComponent {
public:
- struct Position {
- glm::vec2 origin, size;
- Position operator+(const Position &) const;
- Position operator+(const glm::vec2 &) const;
- bool operator&(const SDL_MouseButtonEvent &) const;
- bool operator&(const glm::vec2 &) const;
- };
-
- explicit UIComponent(Position);
+ UIComponent() = default;
virtual ~UIComponent() = default;
NO_MOVE(UIComponent);
NO_COPY(UIComponent);
- virtual void render(const UIShader &, const Position & parentPos) const = 0;
- virtual bool handleInput(const SDL_Event &, const Position & parentPos) = 0;
-
- Position position;
+ virtual void render() = 0;
+ virtual bool handleInput(const SDL_Event &) = 0;
};
diff --git a/ui/uiComponentPlacer.cpp b/ui/uiComponentPlacer.cpp
deleted file mode 100644
index 5e645d8..0000000
--- a/ui/uiComponentPlacer.cpp
+++ /dev/null
@@ -1,27 +0,0 @@
-#include "uiComponentPlacer.h"
-#include <algorithm>
-
-UIComponentPlacer::UIComponentPlacer(glm::vec2 padding, float spacing, glm::length_t axis) :
- padding {padding}, spacing {spacing}, axis {axis}, current {padding[axis]}
-{
-}
-
-glm::vec2
-UIComponentPlacer::next(glm::vec2 size)
-{
- glm::vec2 n {};
- n[axis] = current;
- n[1 - axis] = padding[1 - axis];
- current += spacing + size[axis];
- max = std::max(max, size[1 - axis]);
- return n;
-}
-
-glm::vec2
-UIComponentPlacer::getLimit() const
-{
- glm::vec2 n {};
- n[axis] = current + padding[axis];
- n[1 - axis] = max + padding[1 - axis];
- return n;
-}
diff --git a/ui/uiComponentPlacer.h b/ui/uiComponentPlacer.h
deleted file mode 100644
index 1e64f78..0000000
--- a/ui/uiComponentPlacer.h
+++ /dev/null
@@ -1,19 +0,0 @@
-#pragma once
-
-#include <glm/glm.hpp>
-
-class UIComponentPlacer {
-public:
- UIComponentPlacer(glm::vec2 padding, float spacing, glm::length_t axis = 0);
-
- glm::vec2 next(glm::vec2 size);
- glm::vec2 getLimit() const;
-
-private:
- const glm::vec2 padding;
- const float spacing;
- const glm::length_t axis;
-
- float current {};
- float max {};
-};
diff --git a/ui/windowContent.cpp b/ui/windowContent.cpp
index 91732a7..0f6dc04 100644
--- a/ui/windowContent.cpp
+++ b/ui/windowContent.cpp
@@ -1,8 +1,6 @@
#include "windowContent.h"
#include "SDL_events.h"
-WindowContent::WindowContent(size_t width, size_t height) : uiShader {width, height} { }
-
void
WindowContent::tick(TickDuration)
{
@@ -27,6 +25,6 @@ WindowContent::handleInput(const SDL_Event & e)
eAdjusted.motion.y = size.y - e.motion.y;
break;
}
- uiComponents.rapplyOne(&UIComponent::handleInput, eAdjusted, UIComponent::Position {{}, size});
+ uiComponents.rapplyOne(&UIComponent::handleInput, eAdjusted);
return true;
}
diff --git a/ui/windowContent.h b/ui/windowContent.h
index 474445a..762d1cc 100644
--- a/ui/windowContent.h
+++ b/ui/windowContent.h
@@ -2,16 +2,13 @@
#include "chronology.h"
#include "collection.h"
-#include "gfx/gl/uiShader.h"
#include "special_members.h"
#include "stdTypeDefs.h"
#include "uiComponent.h" // IWYU pragma: keep
-#include <functional>
class WindowContent : public StdTypeDefs<WindowContent> {
public:
- using Factory = std::function<Ptr(size_t width, size_t height)>;
- WindowContent(size_t width, size_t height);
+ WindowContent() = default;
virtual ~WindowContent() = default;
NO_MOVE(WindowContent);
NO_COPY(WindowContent);
@@ -21,6 +18,5 @@ public:
virtual bool handleInput(const SDL_Event & e);
protected:
- ::Collection<UIComponent> uiComponents;
- UIShader uiShader;
+ UniqueCollection<UIComponent> uiComponents;
};