some progress concerning IMGUI widgets (added simple text input)
This commit is contained in:
@@ -57,6 +57,12 @@ int ControllerBase::OnInit (int argc, char* argv[]) {
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uistate.activeitem = 0;
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uistate.hotitem = 0;
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uistate.kbditem = 0;
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uistate.last_keysym = SDLK_CLEAR;
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uistate.last_unicode = 0;
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uistate.lastwidget = 0;
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ControllerInstance = this;
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return 0;
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@@ -158,6 +164,12 @@ void ControllerBase::IMGUIFinish () {
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/** \brief Keyboard processing */
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bool ControllerBase::OnKeyDown (const SDL_keysym &keysym) {
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mButtonStates.set(keysym.sym, true);
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uistate.last_keysym = keysym.sym;
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// Only when Unicode processing is activated store the unicode value
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if (SDL_EnableUNICODE(-1)) {
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uistate.last_unicode = keysym.unicode;
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}
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if (mView->mOverlayManager.SendKeyDown (keysym))
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return true;
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@@ -16,6 +16,12 @@ class Module;
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struct UIState {
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int hotitem;
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int activeitem;
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int kbditem;
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SDLKey last_keysym;
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Uint16 last_unicode;
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int lastwidget;
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};
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/** \brief Defines the number of keys (keyboard + mous) that we can bind to.
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@@ -67,6 +73,11 @@ class ControllerBase : public Module {
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void IMGUIPrepare () {
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uistate.hotitem = 0;
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}
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void IMGUIClear () {
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LogMessage ("Called IMGUIClear()");
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uistate.hotitem = 0;
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uistate.kbditem = 0;
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}
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void IMGUIFinish ();
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UIState uistate;
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+196
-3
@@ -30,6 +30,15 @@ bool regionhit (int x, int y, int w, int h) {
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return true;
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}
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/** \brief Draws a label with a given caption at the position (vertically centered)
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*
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* This function draws the label at the horizontal x position and centers the
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* label with regard to the height of the rendered caption.
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*
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* \TODO [med] The vertical alignment around the center of the vertical height
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* of the string is rather unfortunate as different contents will be rendered
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* at different vertical positions (e.g. "aaa" and "ggg")
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*/
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void Label (int id, const char* caption, int x, int y) {
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if (caption != NULL) {
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float width, height;
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@@ -43,6 +52,9 @@ void Label (int id, const char* caption, int x, int y) {
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}
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/** \brief Draws a button at the given position
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*
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* The area defined by the parameters defines the clickable area. However
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* decorations might be drawn on a smaller or bigger area.
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*
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* \returns true if it was clicked
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*
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@@ -51,6 +63,8 @@ bool Button (int id, const char* caption, int x, int y, int w, int h) {
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controller = EngineGetController();
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assert (controller);
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// LogMessage ("id = %d hotitem = %d activeitem = %d kbditem = %d", id, controller->uistate.hotitem, controller->uistate.activeitem, controller->uistate.kbditem);
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// Check for hotness
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if (regionhit (x, y, w, h)) {
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controller->uistate.hotitem = id;
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@@ -59,11 +73,22 @@ bool Button (int id, const char* caption, int x, int y, int w, int h) {
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controller->uistate.activeitem = id;
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}
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// If nothing is selected
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if (controller->uistate.hotitem != 0) {
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controller->uistate.kbditem = controller->uistate.hotitem;
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}
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if (controller->uistate.kbditem == 0) {
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controller->uistate.hotitem = id;
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controller->uistate.kbditem = id;
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}
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// Render
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glColor3f (0.2, 0.2, 0.2);
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DrawRect2D (x + 4, y + 4, w, h);
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if (controller->uistate.hotitem == id) {
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if (controller->uistate.hotitem == id
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|| controller->uistate.kbditem == id) {
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if (controller->uistate.activeitem == id) {
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glColor3f (0.8, 0.8, 0.8);
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DrawRect2D (x, y, w, h);
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@@ -87,11 +112,179 @@ bool Button (int id, const char* caption, int x, int y, int w, int h) {
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view->DrawGLString(x + w * 0.5 - width * 0.5, y + h * 0.5 - height * 0.5, caption);
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}
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// Logic
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// Mouse Logic
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if (controller->GetButtonState(MouseButtonLeft) == false
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&& controller->uistate.hotitem == id
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&& controller->uistate.activeitem == id)
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&& controller->uistate.activeitem == id) {
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controller->uistate.lastwidget = id;
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return true;
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}
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// Keyboard Logic
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if (controller->uistate.kbditem == id) {
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// We have to make sure, that we always clear the uistate.last_keysym
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// value, otherwise the same action might be repeated over and over.
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switch (controller->uistate.last_keysym) {
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case SDLK_DOWN:
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controller->uistate.kbditem = 0;
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controller->uistate.hotitem = 0;
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controller->uistate.last_keysym = SDLK_CLEAR;
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break;
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case SDLK_UP:
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controller->uistate.kbditem = controller->uistate.lastwidget;
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controller->uistate.hotitem = controller->uistate.lastwidget;
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controller->uistate.last_keysym = SDLK_CLEAR;
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break;
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case SDLK_RETURN:
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controller->uistate.last_keysym = SDLK_CLEAR;
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// As we (probably) exit the current set of widgets, we have to clear
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// the uistate.kbditem value.
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controller->uistate.kbditem = 0;
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return true;
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break;
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}
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}
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controller->uistate.lastwidget = id;
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return false;
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}
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/** \brief An Edit widget that allows editing of a string consisting of one line
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*
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* \TODO [med] vertical alignment (especially of text) is a bit whacky
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*
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* \returns true if it was clicked
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*
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*/
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bool LineEdit (int id, int x, int y, std::string &text_value, const int &maxlength) {
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controller = EngineGetController();
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assert (controller);
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int w = maxlength * 16;
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int h = 16;
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// LogMessage ("id = %d hotitem = %d activeitem = %d kbditem = %d", id, controller->uistate.hotitem, controller->uistate.activeitem, controller->uistate.kbditem);
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// Check for hotness
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if (regionhit (x, y, w, h)) {
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controller->uistate.hotitem = id;
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if (controller->uistate.activeitem == 0
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&& controller->GetButtonState(MouseButtonLeft))
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controller->uistate.activeitem = id;
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}
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// If nothing is selected
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if (controller->uistate.hotitem != 0) {
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controller->uistate.kbditem = controller->uistate.hotitem;
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}
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if (controller->uistate.kbditem == 0) {
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controller->uistate.hotitem = id;
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controller->uistate.kbditem = id;
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}
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// Render
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glColor3f (0.2, 0.2, 0.2);
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DrawRect2D (x + 4, y + 4, w, h);
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if (controller->uistate.hotitem == id
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|| controller->uistate.kbditem == id) {
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if (controller->uistate.activeitem == id) {
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glColor3f (0.8, 0.8, 0.8);
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DrawRect2D (x, y, w, h);
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} else {
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glColor3f (0.7, 0.7, 0.7);
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DrawRect2D (x, y, w, h);
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}
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} else {
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glColor3f (0.4, 0.4, 0.4);
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DrawRect2D (x, y, w, h);
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}
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// Rendering of the current value
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float width, height;
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view = EngineGetView ();
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assert (view);
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glColor3f (1., 1., 1.);
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std::string text_output = text_value;
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if (controller->uistate.kbditem == id && SDL_GetTicks() >> 9 & 1)
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text_output += "_";
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view->DrawGLStringMeasure(text_value.c_str(), &width, &height);
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view->DrawGLString(x + 16, y + 12, text_output.c_str());
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// Keyboard Logic
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if (controller->uistate.kbditem == id) {
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switch (controller->uistate.last_keysym) {
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case SDLK_DOWN:
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controller->uistate.kbditem = 0;
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controller->uistate.hotitem = 0;
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controller->uistate.last_keysym = SDLK_CLEAR;
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break;
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case SDLK_UP:
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controller->uistate.kbditem = controller->uistate.lastwidget;
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controller->uistate.hotitem = controller->uistate.lastwidget;
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controller->uistate.last_keysym = SDLK_CLEAR;
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break;
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case SDLK_CLEAR:
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controller->uistate.last_keysym = SDLK_CLEAR;
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controller->uistate.last_unicode = 0;
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return false;
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break;
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case SDLK_ESCAPE:
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controller->uistate.last_keysym = SDLK_CLEAR;
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controller->uistate.last_unicode = 0;
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controller->uistate.hotitem = 0;
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controller->uistate.kbditem = 0;
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return false;
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break;
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case SDLK_RETURN:
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controller->uistate.last_keysym = SDLK_CLEAR;
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controller->uistate.last_unicode = 0;
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controller->uistate.hotitem = 0;
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controller->uistate.kbditem = 0;
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return true;
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break;
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case SDLK_BACKSPACE:
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if (text_value.size() > 0) {
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text_value = text_value.substr(0, text_value.size() - 1);
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controller->uistate.last_keysym = SDLK_CLEAR;
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controller->uistate.last_unicode = 0;
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return true;
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}
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break;
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default:
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// The raw input processing
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if (maxlength > 0 && text_value.size() < maxlength) {
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if (controller->uistate.last_unicode) {
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if ((controller->uistate.last_unicode & 0xFF80) == 0) {
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text_value += controller->uistate.last_unicode & 0x7F;
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controller->uistate.last_unicode = 0;
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return true;
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} else {
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LogWarning ("Input key not supported!");
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return false;
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}
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}
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}
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break;
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}
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}
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controller->uistate.lastwidget = id;
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// Mouse Logic
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if (controller->GetButtonState(MouseButtonLeft) == false
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&& controller->uistate.hotitem == id
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&& controller->uistate.activeitem == id) {
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controller->uistate.kbditem = id;
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}
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return false;
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}
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@@ -1,6 +1,8 @@
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#ifndef _IMGUICONTROLS_H
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#define _IMGUICONTROLS_H
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#include <string>
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namespace Engine {
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namespace GUI {
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@@ -20,6 +22,8 @@ void Label (int id, const char* caption, int x, int y);
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*/
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bool Button (int id, const char* caption, int x, int y, int w, int h);
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bool LineEdit (int id, int x, int y, std::string &text_value, const int &maxlength);
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};
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};
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+1
-1
@@ -73,7 +73,7 @@ class ModelBase : public Module {
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void SendEntityCollisionEvent (const unsigned int reference_entity_id,
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const unsigned int incidence_entity_id, float collision_time, vector3d normal);
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void SetGameState (const unsigned int &state) {
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virtual void SetGameState (const unsigned int &state) {
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mLastGameState = mGameState;
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mGameState = state;
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};
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+13
-3
@@ -146,7 +146,7 @@ void ViewBase::UpdateCamera () {
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mCamera->Update ();
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}
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void ViewBase::Draw () {
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void ViewBase::PreDraw() {
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// Clear the screen
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@@ -166,7 +166,13 @@ void ViewBase::Draw () {
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last_fps_update = 0;
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frame_counter = 0;
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}
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}
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void ViewBase::Draw () {
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// Perform pre-Draw actions
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PreDraw ();
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// Actual Drawing
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UpdateCamera ();
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if (mDrawGrid)
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@@ -179,7 +185,11 @@ void ViewBase::Draw () {
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mOverlayManager.Draw();
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// and update the screen
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// Perform post-Draw actions
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PostDraw();
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}
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void ViewBase::PostDraw() {
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SDL_GL_SwapBuffers ();
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}
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@@ -27,6 +27,11 @@ class ViewBase : public Module{
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/** \brief Resizes the View */
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void Resize (int width, int height);
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/** \brief Performs actions before drawing (e.g. timer stuff) */
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void PreDraw();
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/** \brief Performs actions after drawing (e.g. swapping of buffers, etc.) */
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void PostDraw();
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/** \brief Performs all drawing */
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virtual void Draw ();
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