A GUI library for games that's so small you won't even know its there.
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lel-guecs/src/guecs/sfml/components.cpp

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#include "guecs/ui.hpp"
#include "guecs/sfml/backend.hpp"
#include <cassert>
#include <iostream>
#include <fmt/core.h>
namespace guecs {
using std::make_shared;
void Textual::init(lel::Cell &cell, shared_ptr<sf::Font> font_ptr) {
assert(font_ptr != nullptr && "you failed to initialize this WideText");
if(font == nullptr) font = font_ptr;
if(text == nullptr) text = make_shared<sf::Text>(*font, content, size);
text->setFillColor(color);
if(centered) {
auto bounds = text->getLocalBounds();
auto text_cell = lel::center(bounds.size.x, bounds.size.y, cell);
// this stupid / 2 is because SFML renders from baseline rather than from the claimed bounding box
text->setPosition({float(text_cell.x), float(text_cell.y) - text_cell.h / 2});
} else {
text->setPosition({float(cell.x + padding * 2), float(cell.y + padding * 2)});
}
text->setCharacterSize(size);
}
void Textual::render(sf::RenderWindow& window, sf::Shader *shader_ptr) {
window.draw(*text, shader_ptr);
}
void Textual::update(const wstring& new_content) {
content = new_content;
text->setString(content);
}
void Sprite::update(const string& new_name) {
if(new_name != name) {
name = new_name;
auto sprite_texture = BACKEND->get_sprite(name);
sprite->setTexture(*sprite_texture.texture);
sprite->setTextureRect({{0,0},sprite_texture.frame_size});
}
}
void Sprite::init(lel::Cell &cell) {
auto sprite_texture = BACKEND->get_sprite(name);
sf::IntRect rect{{0,0},sprite_texture.frame_size};
sprite = make_shared<sf::Sprite>(*sprite_texture.texture, rect);
sprite->setPosition({
float(cell.x + padding),
float(cell.y + padding)});
auto bounds = sprite->getLocalBounds();
sprite->setScale({
float(cell.w - padding * 2) / bounds.size.x,
float(cell.h - padding * 2) / bounds.size.y});
}
void Sprite::render(sf::RenderWindow& window, sf::Shader *shader_ptr) {
window.draw(*sprite, shader_ptr);
}
void Icon::update(const string& new_name) {
if(new_name != name) {
name = new_name;
auto sprite_texture = BACKEND->get_icon(name);
sprite->setTexture(*sprite_texture.texture);
sprite->setTextureRect({{0,0},sprite_texture.frame_size});
}
}
void Icon::init(lel::Cell &cell) {
auto sprite_texture = BACKEND->get_icon(name);
sf::IntRect rect{{0,0},sprite_texture.frame_size};
fmt::println("ICON SIZE: {},{}; {},{}",
rect.position.x, rect.position.y,
rect.size.x, rect.size.y);
sprite = make_shared<sf::Sprite>(*sprite_texture.texture, rect);
sprite->setPosition({ float(cell.x + padding), float(cell.y + padding)});
}
void Icon::render(sf::RenderWindow& window, sf::Shader *shader_ptr) {
window.draw(*sprite, shader_ptr);
}
void Rectangle::init(lel::Cell& cell) {
sf::Vector2f size{float(cell.w) - padding * 2, float(cell.h) - padding * 2};
if(shape == nullptr) shape = make_shared<sf::RectangleShape>(size);
shape->setPosition({float(cell.x + padding), float(cell.y + padding)});
shape->setFillColor(color);
shape->setOutlineColor(border_color);
shape->setOutlineThickness(border_px);
}
void Rectangle::render(sf::RenderWindow& window, sf::Shader *shader_ptr) {
window.draw(*shape, shader_ptr);
}
void Meter::init(lel::Cell& cell, Rectangle& bg) {
bg.shape->setFillColor(color);
init(cell);
}
void Meter::init(lel::Cell& cell) {
bar.init(cell);
}
void Meter::render(lel::Cell& cell, sf::RenderWindow& window, sf::Shader *shader_ptr) {
float level = std::clamp(percent, 0.0f, 1.0f) * float(cell.w);
// ZED: this 6 is a border width, make it a thing
bar.shape->setSize({std::max(level, 0.0f), float(cell.h - 6)});
window.draw(*bar.shape, shader_ptr);
}
void Sound::play(bool hover) {
if(!hover) {
BACKEND->sound_play(on_click);
}
}
void Sound::stop(bool hover) {
if(!hover) {
BACKEND->sound_stop(on_click);
}
}
void Background::init() {
assert(w > 0.0f && "Background.w must be > 0.0f. Forgot $gui.$parser?");
assert(h > 0.0f && "Background.h must be > 0.0f. Forgot $gui.$parser?");
std::cout << "x=" << x << " y=" << y << " w=" << w << " h=" << h << std::endl;
sf::Vector2f size{float(w), float(h)};
if(shape == nullptr) {
shape = make_shared<sf::RectangleShape>(size);
} else {
shape->setSize(size);
}
shape->setPosition({float(x), float(y)});
shape->setFillColor(color);
assert(shape != nullptr && "failed to make rectangle");
}
void Background::set_color(sf::Color c) {
color = c;
}
void Background::set_sprite(const std::string& name, bool stretch) {
auto sprite_texture = BACKEND->get_sprite(name);
sf::IntRect rect{{0,0},sprite_texture.frame_size};
sprite = make_shared<sf::Sprite>(*sprite_texture.texture, rect);
sprite->setPosition({float(x), float(y)});
if(stretch) {
auto bounds = sprite->getLocalBounds();
sprite->setScale({
float(w) / bounds.size.x,
float(h) / bounds.size.y});
}
}
void Background::render(sf::RenderWindow& window) {
if(shape != nullptr) {
window.draw(*shape);
}
if(sprite != nullptr) {
window.draw(*sprite);
}
}
void Effect::init(lel::Cell &cell) {
$shader = BACKEND->get_shader(name);
$shader->setUniform("u_resolution", sf::Vector2f({float(cell.w), float(cell.h)}));
$clock = std::make_shared<sf::Clock>();
}
void Effect::render() {
sf::Time cur_time = $clock->getElapsedTime();
float u_time = cur_time.asSeconds();
if(u_time < $u_time_end) {
$shader->setUniform("u_duration", duration);
$shader->setUniform("u_time_end", $u_time_end);
$shader->setUniform("u_time", u_time);
} else {
$active = false;
}
}
void Effect::run() {
$active = true;
sf::Time u_time = $clock->getElapsedTime();
$u_time_end = u_time.asSeconds() + duration;
}
sf::Shader* Effect::get_shader(bool is_shape) {
sf::Shader *shader_ptr = nullptr;
if(BACKEND->shader_updated()) {
$shader = BACKEND->get_shader(name);
}
if($active) {
$shader->setUniform("is_shape", is_shape);
// NOTE: this is needed because SFML doesn't handle shared_ptr
shader_ptr = $shader.get();
}
return shader_ptr;
}
void Effect::stop() {
$active = false;
}
}