macros and ui element
This commit is contained in:
@@ -6,15 +6,8 @@
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#include <object/sound.hpp>
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namespace Game::AGame {
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class Background : public Object::Entity {
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using Object::Entity::Entity;
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public:
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~Background() override = default;
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void start() override;
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void update(float deltaTime) override;
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GAME_ENTITY(Background)
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private:
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Object::Sound mSound;
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};
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END_GAME_ENTITY()
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}
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@@ -6,13 +6,8 @@
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#include <object/sound.hpp>
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namespace Game::AGame {
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class CamController : public Object::Entity {
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using Object::Entity::Entity;
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GAME_ENTITY(CamController)
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public:
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~CamController() override = default;
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void start() override;
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void update(float deltaTime) override;
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void onWindowResized(int newWidth, int newHeight) override {
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mScreenW = newWidth;
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mScreenH = newHeight;
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@@ -20,5 +15,5 @@ namespace Game::AGame {
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private:
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int mScreenW, mScreenH;
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};
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END_GAME_ENTITY()
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}
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@@ -6,16 +6,9 @@
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#include <object/sound.hpp>
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namespace Game::AGame {
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class Player : public Object::Entity {
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using Object::Entity::Entity;
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public:
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~Player() override = default;
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void start() override;
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void update(float deltaTime) override;
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GAME_ENTITY(Player)
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private:
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Object::Sound mSound;
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float mSpeed = 200.f; // Pixels per second
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};
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END_GAME_ENTITY()
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}
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@@ -11,9 +11,18 @@ namespace Game {
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static bool isKeyPressed(SDL_Scancode key);
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static bool isKeyJustPressed(SDL_Scancode key);
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static bool isKeyJustReleased(SDL_Scancode key);
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static bool isMouseButtonPressed(Uint8 button);
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static bool isMouseButtonJustPressed(Uint8 button);
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static bool isMouseButtonJustReleased(Uint8 button);
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static float getMouseX();
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static float getMouseY();
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private:
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static const bool* mCurrentKeyStates;
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static bool* mPreviousKeyStates;
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static const bool* mPreviousKeyStates;
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static int mNumKeys;
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static SDL_MouseButtonFlags mCurrentMouseButtonStates;
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static SDL_MouseButtonFlags mPreviousMouseButtonStates;
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static float mMouseX;
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static float mMouseY;
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};
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}
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29
include/object/ui/uibutton.hpp
Normal file
29
include/object/ui/uibutton.hpp
Normal file
@@ -0,0 +1,29 @@
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#pragma once
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#include <object/entity.hpp>
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#include <renderer/font.hpp>
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#include <renderer/texture.hpp>
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#include <utility>
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#include <game/input.hpp>
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namespace Game::Object {
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class UIButton : public Entity {
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public:
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UIButton(const std::string& name, std::shared_ptr<Renderer::Texture> texture, const Transform& transform, void* clickFunction = nullptr, float x = 0.f, float y = 0.f);
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~UIButton() override = default;
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void start() override;
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void update(float deltaTime) override;
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void setText(const std::string& text);
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std::string getText() const;
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void setPosition(float x, float y) { mX = x; mY = y; }
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std::pair<float, float> getPosition() const { return {mX, mY}; }
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private:
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void* mClickFunction = nullptr;
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float mX, mY;
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std::string mText;
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};
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}
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29
include/object/ui/uitext.hpp
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29
include/object/ui/uitext.hpp
Normal file
@@ -0,0 +1,29 @@
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#pragma once
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#include <object/entity.hpp>
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#include <renderer/font.hpp>
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#include <renderer/texture.hpp>
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#include <utility>
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#include <game/input.hpp>
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namespace Game::Object {
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class UIText : public Entity {
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public:
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UIText(const std::string& name, std::shared_ptr<Renderer::Font> font, const Transform& transform, float x = 0.f, float y = 0.f);
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~UIText() override = default;
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void start() override;
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void update(float deltaTime) override;
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void setText(const std::string& text);
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std::string getText() const;
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void setPosition(float x, float y) { mX = x; mY = y; }
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std::pair<float, float> getPosition() const { return {mX, mY}; }
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private:
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//void* mClickFunction = nullptr;
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float mX, mY;
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std::string mText;
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};
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}
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@@ -29,7 +29,11 @@
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#define GAME_ENTITY(ClassName) \
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class ClassName : public Object::Entity { \
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using Object::Entity::Entity;
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using Object::Entity::Entity; \
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public: \
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~ClassName() override = default; \
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void start() override; \
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void update(float deltaTime) override;
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#define END_GAME_ENTITY() \
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};
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@@ -4,7 +4,7 @@
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namespace Game {
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void GameManager::run(std::stop_token stopToken) {
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using namespace std::chrono_literals;
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LOG("GameManager thread started");
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LOG("GameManager slave thread started");
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Object::Camera::getInstance().setPosition(0.f, 0.f); // Start with camera at (0, 0)
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mLastUpdate = clock::now(); // Get the update
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@@ -2,12 +2,19 @@
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namespace Game {
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const bool* Input::mCurrentKeyStates = nullptr;
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bool* Input::mPreviousKeyStates = nullptr;
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const bool* Input::mPreviousKeyStates = nullptr;
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int Input::mNumKeys = 0;
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SDL_MouseButtonFlags Input::mCurrentMouseButtonStates = 0;
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SDL_MouseButtonFlags Input::mPreviousMouseButtonStates = 0;
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float Input::mMouseX = 0.0f;
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float Input::mMouseY = 0.0f;
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void Input::update() {
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mPreviousKeyStates = const_cast<bool*>(mCurrentKeyStates);
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mPreviousKeyStates = mCurrentKeyStates;
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mCurrentKeyStates = SDL_GetKeyboardState(&mNumKeys);
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mPreviousMouseButtonStates = mCurrentMouseButtonStates;
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mCurrentMouseButtonStates = SDL_GetMouseState(&mMouseX, &mMouseY);
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}
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bool Input::isKeyPressed(SDL_Scancode key) {
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@@ -24,4 +31,24 @@ namespace Game {
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if (key < 0 || key >= mNumKeys) return false;
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return (!mCurrentKeyStates[key]) && mPreviousKeyStates && mPreviousKeyStates[key];
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}
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bool Input::isMouseButtonPressed(Uint8 button) {
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return (mCurrentMouseButtonStates & SDL_BUTTON_MASK(button)) != 0;
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}
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bool Input::isMouseButtonJustPressed(Uint8 button) {
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return (mCurrentMouseButtonStates & SDL_BUTTON_MASK(button)) != 0 && (mPreviousMouseButtonStates & SDL_BUTTON_MASK(button)) == 0;
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}
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bool Input::isMouseButtonJustReleased(Uint8 button) {
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return (mCurrentMouseButtonStates & SDL_BUTTON_MASK(button)) == 0 && (mPreviousMouseButtonStates & SDL_BUTTON_MASK(button)) != 0;
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}
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float Input::getMouseX() {
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return mMouseX;
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}
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float Input::getMouseY() {
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return mMouseY;
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}
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}
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41
src/object/ui/uibutton.cpp
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41
src/object/ui/uibutton.cpp
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@@ -0,0 +1,41 @@
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#include <object/ui/uibutton.hpp>
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namespace Game::Object {
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UIButton::UIButton(const std::string& name, std::shared_ptr<Renderer::Texture> texture, const Transform& transform, void* clickFunction, float x, float y)
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: Entity(name, texture, transform), mClickFunction(clickFunction), mX(x), mY(y) { }
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void UIButton::start() {
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// Center the button on the position
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mTransform.x -= mTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
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mTransform.y -= mTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
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}
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void UIButton::update(float deltaTime) {
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if (!mIsActive) return;
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float mouseX = Input::getMouseX();
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float mouseY = Input::getMouseY();
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float textLeft = mTransform.x;
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float textRight = mTransform.x + mTex->getWidth() * mTransform.adjustedScaleX();
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float textTop = mTransform.y;
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float textBottom = mTransform.y + mTex->getHeight() * mTransform.adjustedScaleY();
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if (mouseX >= textLeft && mouseX <= textRight && mouseY >= textTop && mouseY <= textBottom) {
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std::dynamic_pointer_cast<Renderer::Font>(mTex)->build({200, 200, 200, 255}, mText); // Darken text when hovered
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if (Input::isMouseButtonJustPressed(SDL_BUTTON_LEFT) && mClickFunction) {
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using ClickFnType = void(*)();
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ClickFnType clickFn = reinterpret_cast<ClickFnType>(mClickFunction);
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clickFn();
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}
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}
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}
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void UIButton::setText(const std::string& text) {
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mText = text;
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std::dynamic_pointer_cast<Renderer::Font>(mTex)->build({255, 255, 255, 255}, text);
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}
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std::string UIButton::getText() const {
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return mText;
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}
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}
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40
src/object/ui/uitext.cpp
Normal file
40
src/object/ui/uitext.cpp
Normal file
@@ -0,0 +1,40 @@
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#include <object/ui/uitext.hpp>
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namespace Game::Object {
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UIText::UIText(const std::string& name, std::shared_ptr<Renderer::Font> font, const Transform& transform, float x, float y)
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: Entity(name, font, transform), mX(x), mY(y) { }
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void UIText::start() {
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// Center the text on the position
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mTransform.x -= mTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
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mTransform.y -= mTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
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}
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void UIText::update(float deltaTime) {} /* {
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if (!mIsActive) return;
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if (Input::isMouseButtonJustPressed(SDL_BUTTON_LEFT) && mClickFunction) {
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float mouseX = Input::getMouseX();
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float mouseY = Input::getMouseY();
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float textLeft = mTransform.x;
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float textRight = mTransform.x + mTex->getWidth() * mTransform.adjustedScaleX();
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float textTop = mTransform.y;
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float textBottom = mTransform.y + mTex->getHeight() * mTransform.adjustedScaleY();
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if (mouseX >= textLeft && mouseX <= textRight && mouseY >= textTop && mouseY <= textBottom) {
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using ClickFnType = void(*)();
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ClickFnType clickFn = reinterpret_cast<ClickFnType>(mClickFunction);
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clickFn();
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}
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}
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}*/
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void UIText::setText(const std::string& text) {
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mText = text;
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std::dynamic_pointer_cast<Renderer::Font>(mTex)->build({255, 255, 255, 255}, text);
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}
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std::string UIText::getText() const {
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return mText;
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}
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}
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