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#include "gameMainSelector.h"
#include "collection.h"
#include "text.h"
#include "ui/uiComponent.h"
#include <SDL2/SDL.h>
#include <game/gamestate.h>
#include <game/geoData.h>
#include <game/selectable.h>
#include <game/worldobject.h> // IWYU pragma: keep
#include <gfx/gl/camera.h>
#include <optional>
#include <span>
#include <stream_support.h>
#include <typeinfo>
#include <vector>
GameMainSelector::GameMainSelector(const Camera * c, ScreenAbsCoord size) : UIComponent {{{}, size}}, camera {c} { }
constexpr glm::vec2 TargetPos {5, 45};
void
GameMainSelector::render(const UIShader & shader, const Position & parentPos) const
{
if (target) {
target->render(shader, parentPos + position + TargetPos);
}
if (!clicked.empty()) {
Text {clicked, {{50, 10}, {0, 15}}, {1, 1, 0}}.render(shader, parentPos);
}
}
void
GameMainSelector::render(const SceneShader & shader) const
{
if (target) {
target->render(shader);
}
}
bool
GameMainSelector::handleInput(const SDL_Event & e, const Position & parentPos)
{
const auto getRay = [this](const auto & e) {
const auto mouse = glm::vec2 {e.x, e.y} / position.size;
return camera->unProject(mouse);
};
if (target) {
switch (e.type) {
case SDL_MOUSEBUTTONDOWN:
if (target->click(e.button, getRay(e.button))) {
return true;
}
break;
case SDL_MOUSEMOTION:
if (target->move(e.motion, getRay(e.motion))) {
return true;
}
break;
}
return target->handleInput(e, parentPos + position + TargetPos);
}
else {
switch (e.type) {
case SDL_MOUSEBUTTONDOWN:
defaultClick(getRay(e.button));
break;
}
}
return false;
}
void
GameMainSelector::defaultClick(const Ray & ray)
{
glm::vec2 baryPos {};
float 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->geoData->intersectRay(ray)) {
clicked = streamed_string(*pos);
}
else {
clicked.clear();
}
}
bool
GameMainSelector::Component::click(const SDL_MouseButtonEvent &, const Ray &)
{
return false;
}
bool
GameMainSelector::Component::move(const SDL_MouseMotionEvent &, const Ray &)
{
return false;
}
bool
GameMainSelector::Component::handleInput(const SDL_Event &, const Position &)
{
return false;
}
void
GameMainSelector::Component::render(const UIShader &, const UIComponent::Position &) const
{
}
void
GameMainSelector::Component::render(const SceneShader &) const
{
}
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