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#include "iconButton.h"
#include "glArrays.h"
#include "ui/icon.h"
#include "ui/uiComponent.h"
#include <SDL2/SDL.h>
#include <array>
#include <filesystem>
#include <functional>
#include <glad/gl.h>
#include <glm/gtc/type_ptr.hpp>
#include <utility>
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<GLsizeiptr>(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<glm::vec4, 4> 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;
}
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