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#ifndef UISYSTEM_H
#define UISYSTEM_H
#include "Game/GameWorld.h"
#include "Game/Systems/UI/UITextures/UIButton.h"
#include "Game/Systems/UI/UITextures/uitexture.h"
#include "Game/Systems/UI/uielement.h"
#include "Graphics/global.h"
#include <GLFW/glfw3.h>
#include "Game/Systems/system.h"
struct UIScreen{
bool isActive = false;
GLuint screenVAOID;
std::map<std::string, std::shared_ptr<UIElement>> screenElements;
std::vector<std::string> elementsDepthOrder;
};
class UISystem : public System
{
public:
UISystem(std::shared_ptr<Camera> camera,
std::map<int, Input>& input_map,
std::set<std::string>& shownScreens);
~UISystem();
void draw() override;
void update(double deltaTime) override;
void scrollEvent(double distance) override;
void mousePosEvent(double xpos, double ypos) override;
void onWindowResize(int width, int height);
GLuint makeVAO(std::vector<float> positions);
private:
int m_quad_numVertices = 4;
void initializeScreenMap();
void initializeScreen();
void initializeStartScreen();
void initializeInventory();
void renderScreen();
glm::mat4 makeTransformationMat(glm::vec2 translation, glm::vec2 scale);
glm::mat4 getScaleMatrix(glm::vec2 scale);
bool checkInsideGUI(glm::vec2 mouseClickPos, Bounds2f guiBounds);
void initializeProfileScreen();
void makeButtonElement(std::shared_ptr<UIScreen> &screen, std::string elementName, const char* filename, const glm::vec2 pos, const glm::vec2 scale, AspectRatio aspectRatio, bool isCloseButton = false, CornerPosition corner = NONE);
void makeDisplayElement(std::shared_ptr<UIScreen> &screen, std::string elementName, const char* filename, const glm::vec2 pos, const glm::vec2 scale, AspectRatio aspectRatio = FIT_SCREEN);
void makeDisplayElement(std::shared_ptr<UIScreen> &screen, std::string elementName, TextureData &tex, const glm::vec2 pos, const glm::vec2 scale, AspectRatio aspectRatio = FIT_SCREEN);
std::shared_ptr<Camera> m_camera;
float m_windowWidth = 640;
float m_windowHeight = 480;
float m_aspectRatio = 480.f/640.f;
glm::vec2 m_mousepos = glm::vec2(0.f);
std::map<int, Input>& m_input_map;
std::map<std::string, std::shared_ptr<UIScreen>> m_all_screens;
GLFWcursor* m_pointerCursor;
std::shared_ptr<ButtonAction> showProfileAction;
std::set<std::string>& m_shownScreens;
float m_showStartScreen = true;
float dim = 1.0f;
std::vector<float> m_quadPos = {
-1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, 1.0f,
1.0f, -1.0f
};
glm::vec2 drawAspect(AspectRatio aspectType, float textureAspect);
};
#endif // UISYSTEM_H
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