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userInterface.cpp
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270 lines (216 loc) · 5.29 KB
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#include "userInterface.h"
namespace gamecore {
using namespace std::string_literals;
GUInterface::GUInterface(const UiType guiType)
: texture_(nullptr)
, type(guiType)
{
}
GUInterface::GUInterface(sf::Texture* texture, const UiType guiType)
: texture_(texture)
, type(guiType)
{
sprite_.setTexture(*texture_);
}
GUInterface::GUInterface(sf::Texture* texture, sf::IntRect rect, const int id, const UiType guiType)
: texture_(texture)
, rect_(std::move(rect))
, id_(id)
, type(guiType)
{
sprite_.setTexture(*texture_);
sprite_.setTextureRect(rect_);
}
void GUInterface::SetPosition(const sf::Vector2f& pos)
{
sprite_.setPosition(pos);
}
void GUInterface::SetRotation(const sf::Angle& angle)
{
sprite_.setRotation(angle);
}
const sf::IntRect& GUInterface::GetRect() const
{
return sprite_.getTextureRect();
}
sf::Sprite& GUInterface::GetSprite()
{
return sprite_;
}
void GUInterface::draw(sf::RenderTarget& target, const sf::RenderStates& states) const
{
target.draw(sprite_, states);
}
GUiButton::GUiButton(sf::Texture* texture, const sf::IntRect rect, const int id)
: GUInterface(texture, rect, id, UiType::Button)
{
}
const bool GUInterface::Contains(const int x, const int y) const
{
const sf::FloatRect& rect = sprite_.getGlobalBounds();
sf::Vector2f pos2;
pos2.x = rect.left + rect.width;
pos2.y = rect.top + rect.height;
return !(
(pos2.y < y || pos2.x < x) || // âûøëè çà íèæíþþ ãðàíèöó
(rect.top > y || rect.left > x) // íå äîøëè äî âåðõíåé ãðàíèöû
);
}
GUiFishka::GUiFishka(sf::Texture* texture, const sf::IntRect rect, const int id)
: GUInterface(texture, rect, id, UiType::Fishka)
, origin({ 38.f, 40.f })
{
sprite_.setOrigin(origin);
sprite_.setScale(defaultScale_);
}
const int GUiFishka::GetID() const
{
return id_;
}
const sf::Vector2f GUiFishka::GetScale() const
{
return sprite_.getScale();
}
void GUiFishka::SetScale(const sf::Vector2f& scale)
{
sprite_.setScale(scale);
}
GUiSprite::GUiSprite(sf::Texture* texture)
: GUInterface(texture, UiType::Sprite)
{
}
void GUiSprite::SetScale(const sf::Vector2f& scale)
{
sprite_.setScale(scale);
}
GUiText::GUiText(sf::Font* font, const int id)
: GUInterface(UiType::Text)
, font_(font)
{
text_ = new sf::Text;
text_->setFont(*font_);
id_ = id;
}
GUiText::GUiText(sf::Font* font, const UiType guiType, const int id)
: GUInterface(guiType)
, font_(font)
{
text_ = new sf::Text;
text_->setFont(*font_);
id_ = id;
}
void GUiText::SetPosition(const sf::Vector2f& pos)
{
text_->setPosition(pos);
}
void GUiText::SetRotation(const sf::Angle& angle)
{
text_->setRotation(angle);
}
void GUiText::SetString(const sf::String& string)
{
text_->setString(string);
}
void GUiText::SetCharacterSize(const size_t size)
{
text_->setCharacterSize(size);
}
void GUiText::SetFillColor(const sf::Color& color)
{
text_->setFillColor(color);
}
void GUiText::draw(sf::RenderTarget& target, const sf::RenderStates& states) const
{
target.draw(*text_, states);
}
sf::Text& GUiText::GetText()
{
return *text_;
}
sf::Text& GUiText::GetText() const
{
return *text_;
}
const sf::Color& GUiText::GetColor() const
{
return text_->getFillColor();
}
GUiText::~GUiText()
{
delete text_;
}
const bool GUiText::Contains(const int x, const int y) const
{
const sf::FloatRect& rect = text_->getGlobalBounds();
sf::Vector2f pos2;
pos2.x = rect.left + rect.width;
pos2.y = rect.top + rect.height;
return !(
(pos2.y < y || pos2.x < x) || // âûøëè çà íèæíþþ ãðàíèöó
(rect.top > y || rect.left > x) // íå äîøëè äî âåðõíåé ãðàíèöû
);
}
GUiLabel::GUiLabel(sf::Font* font, const int labelId)
: GUiText(font, UiType::Label, labelId)
, labelId_(labelId)
{
}
void GUiLabel::MouseHover(const sf::Event::MouseMoveEvent& movPos)
{
mouseHover_ = Contains(movPos.x, movPos.y);
if (mouseHover_) {
text_->setFillColor(ColorStyle.highlighting);
}
else {
text_->setFillColor(ColorStyle.base);
}
}
GUiButtonChekc::GUiButtonChekc(sf::Texture* texture, const sf::IntRect rect, const int id)
: GUiButton(texture, rect, id)
{
defaultColor_ = { 200, 200, 200, 255 };
hoverColor_ = { 255, 255, 255, 255 };
sprite_.setColor(defaultColor_);
}
void GUiButtonChekc::MouseHover(const sf::Event::MouseMoveEvent& movPos)
{
mouseHover_ = Contains(movPos.x, movPos.y);
if (mouseHover_) {
sprite_.setColor(hoverColor_);
}
else {
sprite_.setColor(defaultColor_);
}
}
void GUiButtonChekc::MouseDown(const sf::Event::MouseButtonEvent& downPos, Scene* ms)
{
if (Contains(downPos.x, downPos.y))
{
ms->MousePushCallBack(id_);
}
}
GUiButtonNew::GUiButtonNew(sf::Texture* texture, const sf::IntRect rect, const int id)
: GUiButton(texture, rect, id)
{
defaultColor_ = { 200, 200, 200, 255 };
hoverColor_ = { 255, 255, 255, 255 };
sprite_.setColor(defaultColor_);
}
void GUiButtonNew::MouseDown(const sf::Event::MouseButtonEvent& downPos, Scene* ms)
{
if (Contains(downPos.x, downPos.y))
{
ms->MousePushCallBack(id_);
}
}
void GUiButtonNew::MouseHover(const sf::Event::MouseMoveEvent& movPos)
{
mouseHover_ = Contains(movPos.x, movPos.y);
if (mouseHover_) {
sprite_.setColor(hoverColor_);
}
else {
sprite_.setColor(defaultColor_);
}
}
} // namespace gamecore