started on IMGUI - looks very promising so far
parent
91cdebd33a
commit
e980393ad6
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@ -16,6 +16,8 @@
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#include "Engine.h"
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#include "Game.h"
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#include "IMGUIControls.h"
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namespace asteroids {
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// static float left = 0;
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@ -68,15 +70,31 @@ void MainMenuOverlay::Draw () {
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glPushMatrix ();
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glLoadIdentity ();
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// Engine::DrawGLString ( right * 0.5 - 100, 100, "A s t e r o i d s");
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Engine::GUI::Label (4, "A s t e r o i d s", right * 0.5 - 100, 180);
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if (Engine::GUI::Button (1, "Start Game", right * 0.5 - 100, 200, 250, 40)) {
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GetModel()->SetGameState(GameStateEnterPlayername);
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}
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if (Engine::GUI::Button (2, "Highscores", right * 0.5 - 100, 250, 250, 40)) {
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GetModel()->SetGameState(GameStateShowHighscore);
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}
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if (Engine::GUI::Button (3, "Quit", right * 0.5 - 100, 330, 250, 40)) {
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Engine::RunCommand("quit");
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}
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GetView()->SelectFont("console.ttf");
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/*
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// then we do the drawings
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Engine::DrawGLString ( right * 0.5 - 100, bottom * 0.5 - 8 - 64, "A s t e r o i d s");
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Engine::DrawGLString ( right * 0.5 - 100, bottom * 0.5 - 8 - 32, "Main Menu");
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Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8 - 16, "[Return] - Start Game");
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Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8, "[h] - Show Highscore");
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Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 + 8, "[Escape] - Quit");
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*/
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glPopMatrix ();
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glMatrixMode (GL_PROJECTION);
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@ -602,7 +620,9 @@ void EnterPlayernameOverlay::Draw () {
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Engine::DrawGLString ( x, y, "Enter your name: ");
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std::string name_output (mPlayerNameInput);
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name_output += "_";
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if (SDL_GetTicks() >> 9 & 1)
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name_output += "_";
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Engine::DrawGLString ( x + 15*8, y, name_output.c_str());
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Engine::DrawGLString ( x + 16, y + 16, "Press [Return] to continue.");
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@ -7,6 +7,7 @@ class OverlayBase;
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#include "OverlayBase.h"
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#include "Sprite.h"
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#include "IMGUIControls.h"
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#include <string>
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namespace asteroids {
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@ -32,6 +32,7 @@ SET ( ENGINE_SRCS
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VariablesCommands.cc
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SimpleConsoleOverlay.cc
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Sprite.cc
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IMGUIControls.cc
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Engine.cc
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Logging.cc
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@ -49,8 +49,13 @@ int ControllerBase::OnInit (int argc, char* argv[]) {
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// clear all bindings
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int i;
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for (i = 0; i < BINDING_KEYS_LAST; i++)
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for (i = 0; i < BINDING_KEYS_LAST; i++) {
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mBindings[i] = "";
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mButtonStates.set(i, false);
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}
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uistate.activeitem = 0;
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uistate.hotitem = 0;
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ControllerInstance = this;
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@ -141,8 +146,19 @@ void ControllerBase::EnableTextinput (bool textinput_state) {
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}
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}
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void ControllerBase::IMGUIFinish () {
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if (GetButtonState(MouseButtonLeft) == false) {
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uistate.activeitem = 0;
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} else {
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if (uistate.activeitem == 0)
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uistate.activeitem = -1;
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}
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}
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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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if (mView->mOverlayManager.SendKeyDown (keysym))
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return true;
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@ -156,6 +172,8 @@ bool ControllerBase::OnKeyDown (const SDL_keysym &keysym) {
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/** \brief Keyboard processing */
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bool ControllerBase::OnKeyUp (const SDL_keysym &keysym) {
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mButtonStates.set(keysym.sym, false);
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if (mView->mOverlayManager.SendKeyUp (keysym))
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return true;
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@ -174,6 +192,7 @@ bool ControllerBase::OnKeyUp (const SDL_keysym &keysym) {
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/** \brief Mouse processing */
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bool ControllerBase::OnMouseButtonDown (Uint8 button, Uint16 xpos, Uint16 ypos) {
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MouseButton mouse_button = convert_sdl_button (button);
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mButtonStates.set(mouse_button, true);
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if (mView->mOverlayManager.SendMouseButtonDown (button, xpos, ypos))
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return true;
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@ -189,6 +208,7 @@ bool ControllerBase::OnMouseButtonDown (Uint8 button, Uint16 xpos, Uint16 ypos)
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/** \brief Mouse processing */
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bool ControllerBase::OnMouseButtonUp (Uint8 button, Uint16 xpos, Uint16 ypos) {
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MouseButton mouse_button = convert_sdl_button (button);
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mButtonStates.set(mouse_button, false);
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if (mView->mOverlayManager.SendMouseButtonUp (button, xpos, ypos))
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return true;
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@ -9,6 +9,15 @@ class ModelBase;
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class Console;
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class Module;
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/** \brief The IMGUI state
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*
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* See also http://sol.gfxile.net/imgui/
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*/
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struct UIState {
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int hotitem;
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int activeitem;
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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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*
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* As the keysym enum of SDL has about 320 keys defined and we might have some
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@ -42,11 +51,26 @@ class ControllerBase : public Module {
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pos_out[1] = mMouseWorldPosition[1];
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pos_out[2] = mMouseWorldPosition[2];
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}
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bool GetButtonState (unsigned int key) {
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assert (key < BINDING_KEYS_LAST);
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return mButtonStates.test(key);
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}
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void SetButtonState (unsigned int key, bool state) {
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assert (key < BINDING_KEYS_LAST);
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mButtonStates.set (key, state);
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}
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bool BindKey (int key, const char *command);
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/** \brief Activates or deactivates unicode processing and key delays of the keyboard inputs */
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void EnableTextinput (bool textinput_state);
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void IMGUIPrepare () {
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uistate.hotitem = 0;
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}
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void IMGUIFinish ();
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UIState uistate;
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protected:
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/** \brief Initializes the system */
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virtual int OnInit (int argc, char* argv[]);
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@ -82,9 +106,13 @@ class ControllerBase : public Module {
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/** \brief Stores the current mouse position in screen coordinates */
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int mMouseScreenPosition[2];
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/** \brief Stores the current mouse position on the y=0 plane in wolrd * coordinates */
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/** \brief Stores the current mouse position on the y=0 plane in world coordinates */
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float mMouseWorldPosition[3];
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/** \brief Stores for each button of the mouse whether it is clicked
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* \TODO [low] move it to a bitset and remove the fixed amount of buttons */
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std::bitset<BINDING_KEYS_LAST> mButtonStates;
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/** \brief Contains all the bindings for the keyboard */
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std::string mBindings[BINDING_KEYS_LAST];
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@ -245,3 +245,12 @@ void DrawVector(vector3d start, vector3d end) {
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glEnd ();
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}
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}
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void DrawRect2D (float x, float y, float w, float h) {
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glBegin (GL_QUADS);
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glVertex3f (x, y, 0.);
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glVertex3f (x, y + h, 0.);
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glVertex3f (x + w, y + h, 0.);
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glVertex3f (x + w, y, 0.);
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glEnd ();
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}
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@ -17,5 +17,6 @@ void DrawDisc(float radius, int segments);
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void DrawCircle(float radius, int segments);
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void DrawCone(int segments);
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void DrawVector(vector3d start, vector3d end);
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void DrawRect2D (float x, float y, float w, float h);
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#endif /* _DRAWINGSGL_H */
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@ -244,7 +244,9 @@ void Engine::OnMainLoop () {
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mEventManager->Process();
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mModel->UpdateTimer ();
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mModel->Process ();
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mController->IMGUIPrepare();
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mView->Draw ();
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mController->IMGUIFinish();
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}
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}
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@ -0,0 +1,100 @@
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#include "IMGUIControls.h"
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#include "Engine.h"
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#include "ControllerBase.h"
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#include "ViewBase.h"
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#include <GL/gl.h>
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#include "DrawingsGL.h"
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#include "keytable.h"
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Engine::ControllerBase *controller = NULL;
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Engine::ViewBase *view = NULL;
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namespace Engine {
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namespace GUI {
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/** \brief Checks whether the mouse is in the given rectangle */
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bool regionhit (int x, int y, int w, int h) {
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controller = EngineGetController();
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assert (controller);
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int mouse_pos[2];
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controller->GetMouseScreenPosition(mouse_pos);
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if (mouse_pos[0] < x ||
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mouse_pos[1] < y ||
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mouse_pos[0] >= x + w ||
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mouse_pos[1] >= y + h)
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return false;
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return true;
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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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view = EngineGetView ();
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assert (view);
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glColor3f (1., 1., 1.);
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view->DrawGLStringMeasure(caption, &width, &height);
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view->DrawGLString(x , y + height * 0.5, caption);
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}
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}
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/** \brief Draws a button at the given position
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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 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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// 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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// 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.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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// Caption
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if (caption != NULL) {
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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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view->DrawGLStringMeasure(caption, &width, &height);
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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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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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return true;
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return false;
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}
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};
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};
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@ -0,0 +1,27 @@
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#ifndef _IMGUICONTROLS_H
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#define _IMGUICONTROLS_H
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namespace Engine {
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namespace GUI {
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/** \brief Checks whether the mouse is in the given rectangle */
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bool regionhit (int x, int y, int w, int h);
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/** \brief Draws a label at the given position with vertical center at y */
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void Label (int id, const char* caption, int x, int y);
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/** \brief Draws a button at the given position
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*
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* The caption will be centered in the middle of the clickable area.
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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 Button (int id, const char* caption, int x, int y, int w, int h);
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};
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};
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#endif /* _IMGUICONTROLS_H */
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@ -22,7 +22,7 @@ static ViewBase* ViewInstance = NULL;
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void InitGL () {
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glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
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glClearDepth(1.0);
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glDepthFunc(GL_LESS);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_DEPTH_TEST);
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glShadeModel(GL_SMOOTH);
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glEnable (GL_CULL_FACE);
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@ -245,6 +245,12 @@ void ViewBase::DrawGLString (float x, float y, const char* str) {
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mCurrentFont->draw (x, y, str);
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}
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void ViewBase::DrawGLStringMeasure (const char* str, float *width, float *height) {
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OGLFT::BBox bbox = mCurrentFont->measure (str);
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*width = bbox.x_max_ - bbox.x_min_;
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*height = bbox.y_max_ - bbox.y_min_;
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}
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void ViewBase::GetCamereEye (float *eye_out) {
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assert (mCamera);
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mCamera->GetEye (eye_out);
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@ -42,6 +42,8 @@ class ViewBase : public Module{
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/** \brief Draws a string at the given position using current projection
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* and modelview matrices */
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void DrawGLString (float x, float y, const char* str);
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/** \brief Computes the width and height of the rasterized string */
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void DrawGLStringMeasure (const char* str, float *width, float *height);
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/** \brief Stores the eye poisition in eye_out */
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void GetCamereEye (float *eye_out);
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