1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
|
#include "gameMainSelector.h"
#include "collection.hpp"
#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.hpp>
#include <typeinfo>
#include <vector>
GameMainSelector::GameMainSelector(const Camera * c, glm::vec2 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 Shader & 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 Shader &) const
{
}
|