#include "iconButton.h" #include "glArrays.h" #include "ui/icon.h" #include "ui/uiComponent.h" #include #include #include #include #include #include #include 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(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 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; }