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#include "gameMainWindow.h"
#include "gfx/camera_controller.h"
#include "manualCameraController.h"
#include "maths.h"
#include "text.h"
#include "toolbar.h"
#include "ui/uiComponent.h"
#include "window.h"
#include <GL/glew.h>
#include <SDL2/SDL.h>
#include <collection.hpp>
#include <game/gamestate.h>
#include <game/geoData.h>
#include <game/selectable.h>
#include <game/worldobject.h> // IWYU pragma: keep
#include <gfx/renderable.h>
#include <glm/glm.hpp>
#include <memory>
#include <optional>
#include <span>
#include <string>
#include <typeinfo>
#include <vector>
class UIShader;
class GameMainToolbar : public Toolbar {
public:
GameMainToolbar() :
Toolbar {
{"ui/icon/network.png",
[](const SDL_Event &) {
// fprintf(stderr, "network click\n");
}},
}
{
}
};
#include <stream_support.hpp>
class GameMainSelector : public UIComponent {
public:
GameMainSelector(const Camera * c, glm::vec2 size) : UIComponent {{{}, size}}, camera {c} { }
void
render(const UIShader & shader, const Position & pos) const override
{
if (!clicked.empty()) {
Text {clicked, {{50, 10}, {0, 15}}, {1, 1, 0}}.render(shader, pos);
}
}
bool
handleInput(const SDL_Event & e, const Position &) override
{
switch (e.type) {
case SDL_MOUSEBUTTONDOWN:
if (e.button.button == SDL_BUTTON_LEFT) {
const auto mouse = glm::vec2 {e.button.x, e.button.y} / position.size;
glm::vec2 baryPos {};
float distance;
const auto ray = camera->unProject(mouse);
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();
}
return true;
}
}
return false;
}
private:
const Camera * camera;
std::string clicked;
};
GameMainWindow::GameMainWindow(size_t w, size_t h) :
Window {w, h, "I Like Trains"}, camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, rdiv(w, h), 0.1F, 10000.0F}
{
uiComponents.create<ManualCameraController>(glm::vec2 {-1150, -1150});
uiComponents.create<GameMainSelector>(&camera, glm::vec2 {w, h});
uiComponents.create<GameMainToolbar>();
shader.setUniform("lightDirection", glm::normalize(glm::vec3 {1, 0, -1}));
shader.setUniform("lightColor", {.6, .6, .6});
shader.setUniform("ambientColor", {0.5, 0.5, 0.5});
}
void
GameMainWindow::tick(TickDuration)
{
uiComponents.apply<CameraController>(&CameraController::updateCamera, &camera);
shader.setView(camera.GetViewProjection());
}
void
GameMainWindow::render() const
{
glEnable(GL_DEPTH_TEST);
gameState->world.apply<Renderable>(&Renderable::render, shader);
Window::render();
}
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