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#pragma once
#include "gameMainSelector.h"
#include "modeHelper.h"
#include "toolbar.h"
#include "worldOverlay.h"
#include <game/gamestate.h>
#include <game/network/network.h>
#include <gfx/models/texture.h>
#include <optional>
template<typename> class Ray;
class EditNetwork : public GameMainSelector::Component, public WorldOverlay {
public:
explicit EditNetwork(Network *);
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;
void render(const SceneShader &) const override;
void render(const UIShader & shader, const UIComponent::Position & pos) const override;
using NetworkClickPos = std::variant<GlobalPosition3D, Node::Ptr>;
class Builder {
public:
virtual ~Builder() = default;
virtual void render(const SceneShader & shader) const;
virtual std::string hint() const = 0;
virtual void click(Network *, const GeoData *, const SDL_MouseButtonEvent &, const Ray<GlobalPosition3D> &) = 0;
virtual void move(Network *, const GeoData *, const SDL_MouseMotionEvent &, const Ray<GlobalPosition3D> &) = 0;
using Ptr = std::unique_ptr<Builder>;
protected:
Collection<const Link> candidateLinks;
};
private:
Network * network;
Builder::Ptr builder;
Mode<Builder::Ptr, ModeSecondClick::NoAction> mode {builder};
Toolbar builderToolbar;
Texture blue;
};
template<typename T> class EditNetworkOf : public EditNetwork {
public:
template<typename... P>
explicit EditNetworkOf(P &&... p) : EditNetwork(gameState->world.findOrCreate<T>(), std::forward<P>(p)...)
{
}
};
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