macros and ui element

This commit is contained in:
2026-03-16 14:56:32 +01:00
parent 3a22a3746f
commit 29bb9ca0fe
11 changed files with 190 additions and 30 deletions

View File

@@ -6,15 +6,8 @@
#include <object/sound.hpp> #include <object/sound.hpp>
namespace Game::AGame { namespace Game::AGame {
class Background : public Object::Entity { GAME_ENTITY(Background)
using Object::Entity::Entity;
public:
~Background() override = default;
void start() override;
void update(float deltaTime) override;
private: private:
Object::Sound mSound; Object::Sound mSound;
}; END_GAME_ENTITY()
} }

View File

@@ -6,13 +6,8 @@
#include <object/sound.hpp> #include <object/sound.hpp>
namespace Game::AGame { namespace Game::AGame {
class CamController : public Object::Entity { GAME_ENTITY(CamController)
using Object::Entity::Entity;
public: public:
~CamController() override = default;
void start() override;
void update(float deltaTime) override;
void onWindowResized(int newWidth, int newHeight) override { void onWindowResized(int newWidth, int newHeight) override {
mScreenW = newWidth; mScreenW = newWidth;
mScreenH = newHeight; mScreenH = newHeight;
@@ -20,5 +15,5 @@ namespace Game::AGame {
private: private:
int mScreenW, mScreenH; int mScreenW, mScreenH;
}; END_GAME_ENTITY()
} }

View File

@@ -6,16 +6,9 @@
#include <object/sound.hpp> #include <object/sound.hpp>
namespace Game::AGame { namespace Game::AGame {
class Player : public Object::Entity { GAME_ENTITY(Player)
using Object::Entity::Entity;
public:
~Player() override = default;
void start() override;
void update(float deltaTime) override;
private: private:
Object::Sound mSound; Object::Sound mSound;
float mSpeed = 200.f; // Pixels per second float mSpeed = 200.f; // Pixels per second
}; END_GAME_ENTITY()
} }

View File

@@ -11,9 +11,18 @@ namespace Game {
static bool isKeyPressed(SDL_Scancode key); static bool isKeyPressed(SDL_Scancode key);
static bool isKeyJustPressed(SDL_Scancode key); static bool isKeyJustPressed(SDL_Scancode key);
static bool isKeyJustReleased(SDL_Scancode key); static bool isKeyJustReleased(SDL_Scancode key);
static bool isMouseButtonPressed(Uint8 button);
static bool isMouseButtonJustPressed(Uint8 button);
static bool isMouseButtonJustReleased(Uint8 button);
static float getMouseX();
static float getMouseY();
private: private:
static const bool* mCurrentKeyStates; static const bool* mCurrentKeyStates;
static bool* mPreviousKeyStates; static const bool* mPreviousKeyStates;
static int mNumKeys; static int mNumKeys;
static SDL_MouseButtonFlags mCurrentMouseButtonStates;
static SDL_MouseButtonFlags mPreviousMouseButtonStates;
static float mMouseX;
static float mMouseY;
}; };
} }

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@@ -0,0 +1,29 @@
#pragma once
#include <object/entity.hpp>
#include <renderer/font.hpp>
#include <renderer/texture.hpp>
#include <utility>
#include <game/input.hpp>
namespace Game::Object {
class UIButton : public Entity {
public:
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);
~UIButton() override = default;
void start() override;
void update(float deltaTime) override;
void setText(const std::string& text);
std::string getText() const;
void setPosition(float x, float y) { mX = x; mY = y; }
std::pair<float, float> getPosition() const { return {mX, mY}; }
private:
void* mClickFunction = nullptr;
float mX, mY;
std::string mText;
};
}

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@@ -0,0 +1,29 @@
#pragma once
#include <object/entity.hpp>
#include <renderer/font.hpp>
#include <renderer/texture.hpp>
#include <utility>
#include <game/input.hpp>
namespace Game::Object {
class UIText : public Entity {
public:
UIText(const std::string& name, std::shared_ptr<Renderer::Font> font, const Transform& transform, float x = 0.f, float y = 0.f);
~UIText() override = default;
void start() override;
void update(float deltaTime) override;
void setText(const std::string& text);
std::string getText() const;
void setPosition(float x, float y) { mX = x; mY = y; }
std::pair<float, float> getPosition() const { return {mX, mY}; }
private:
//void* mClickFunction = nullptr;
float mX, mY;
std::string mText;
};
}

View File

@@ -29,7 +29,11 @@
#define GAME_ENTITY(ClassName) \ #define GAME_ENTITY(ClassName) \
class ClassName : public Object::Entity { \ class ClassName : public Object::Entity { \
using Object::Entity::Entity; using Object::Entity::Entity; \
public: \
~ClassName() override = default; \
void start() override; \
void update(float deltaTime) override;
#define END_GAME_ENTITY() \ #define END_GAME_ENTITY() \
}; };

View File

@@ -4,7 +4,7 @@
namespace Game { namespace Game {
void GameManager::run(std::stop_token stopToken) { void GameManager::run(std::stop_token stopToken) {
using namespace std::chrono_literals; using namespace std::chrono_literals;
LOG("GameManager thread started"); LOG("GameManager slave thread started");
Object::Camera::getInstance().setPosition(0.f, 0.f); // Start with camera at (0, 0) Object::Camera::getInstance().setPosition(0.f, 0.f); // Start with camera at (0, 0)
mLastUpdate = clock::now(); // Get the update mLastUpdate = clock::now(); // Get the update

View File

@@ -2,12 +2,19 @@
namespace Game { namespace Game {
const bool* Input::mCurrentKeyStates = nullptr; const bool* Input::mCurrentKeyStates = nullptr;
bool* Input::mPreviousKeyStates = nullptr; const bool* Input::mPreviousKeyStates = nullptr;
int Input::mNumKeys = 0; int Input::mNumKeys = 0;
SDL_MouseButtonFlags Input::mCurrentMouseButtonStates = 0;
SDL_MouseButtonFlags Input::mPreviousMouseButtonStates = 0;
float Input::mMouseX = 0.0f;
float Input::mMouseY = 0.0f;
void Input::update() { void Input::update() {
mPreviousKeyStates = const_cast<bool*>(mCurrentKeyStates); mPreviousKeyStates = mCurrentKeyStates;
mCurrentKeyStates = SDL_GetKeyboardState(&mNumKeys); mCurrentKeyStates = SDL_GetKeyboardState(&mNumKeys);
mPreviousMouseButtonStates = mCurrentMouseButtonStates;
mCurrentMouseButtonStates = SDL_GetMouseState(&mMouseX, &mMouseY);
} }
bool Input::isKeyPressed(SDL_Scancode key) { bool Input::isKeyPressed(SDL_Scancode key) {
@@ -24,4 +31,24 @@ namespace Game {
if (key < 0 || key >= mNumKeys) return false; if (key < 0 || key >= mNumKeys) return false;
return (!mCurrentKeyStates[key]) && mPreviousKeyStates && mPreviousKeyStates[key]; return (!mCurrentKeyStates[key]) && mPreviousKeyStates && mPreviousKeyStates[key];
} }
bool Input::isMouseButtonPressed(Uint8 button) {
return (mCurrentMouseButtonStates & SDL_BUTTON_MASK(button)) != 0;
}
bool Input::isMouseButtonJustPressed(Uint8 button) {
return (mCurrentMouseButtonStates & SDL_BUTTON_MASK(button)) != 0 && (mPreviousMouseButtonStates & SDL_BUTTON_MASK(button)) == 0;
}
bool Input::isMouseButtonJustReleased(Uint8 button) {
return (mCurrentMouseButtonStates & SDL_BUTTON_MASK(button)) == 0 && (mPreviousMouseButtonStates & SDL_BUTTON_MASK(button)) != 0;
}
float Input::getMouseX() {
return mMouseX;
}
float Input::getMouseY() {
return mMouseY;
}
} }

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@@ -0,0 +1,41 @@
#include <object/ui/uibutton.hpp>
namespace Game::Object {
UIButton::UIButton(const std::string& name, std::shared_ptr<Renderer::Texture> texture, const Transform& transform, void* clickFunction, float x, float y)
: Entity(name, texture, transform), mClickFunction(clickFunction), mX(x), mY(y) { }
void UIButton::start() {
// Center the button on the position
mTransform.x -= mTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
mTransform.y -= mTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
}
void UIButton::update(float deltaTime) {
if (!mIsActive) return;
float mouseX = Input::getMouseX();
float mouseY = Input::getMouseY();
float textLeft = mTransform.x;
float textRight = mTransform.x + mTex->getWidth() * mTransform.adjustedScaleX();
float textTop = mTransform.y;
float textBottom = mTransform.y + mTex->getHeight() * mTransform.adjustedScaleY();
if (mouseX >= textLeft && mouseX <= textRight && mouseY >= textTop && mouseY <= textBottom) {
std::dynamic_pointer_cast<Renderer::Font>(mTex)->build({200, 200, 200, 255}, mText); // Darken text when hovered
if (Input::isMouseButtonJustPressed(SDL_BUTTON_LEFT) && mClickFunction) {
using ClickFnType = void(*)();
ClickFnType clickFn = reinterpret_cast<ClickFnType>(mClickFunction);
clickFn();
}
}
}
void UIButton::setText(const std::string& text) {
mText = text;
std::dynamic_pointer_cast<Renderer::Font>(mTex)->build({255, 255, 255, 255}, text);
}
std::string UIButton::getText() const {
return mText;
}
}

40
src/object/ui/uitext.cpp Normal file
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@@ -0,0 +1,40 @@
#include <object/ui/uitext.hpp>
namespace Game::Object {
UIText::UIText(const std::string& name, std::shared_ptr<Renderer::Font> font, const Transform& transform, float x, float y)
: Entity(name, font, transform), mX(x), mY(y) { }
void UIText::start() {
// Center the text on the position
mTransform.x -= mTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
mTransform.y -= mTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
}
void UIText::update(float deltaTime) {} /* {
if (!mIsActive) return;
if (Input::isMouseButtonJustPressed(SDL_BUTTON_LEFT) && mClickFunction) {
float mouseX = Input::getMouseX();
float mouseY = Input::getMouseY();
float textLeft = mTransform.x;
float textRight = mTransform.x + mTex->getWidth() * mTransform.adjustedScaleX();
float textTop = mTransform.y;
float textBottom = mTransform.y + mTex->getHeight() * mTransform.adjustedScaleY();
if (mouseX >= textLeft && mouseX <= textRight && mouseY >= textTop && mouseY <= textBottom) {
using ClickFnType = void(*)();
ClickFnType clickFn = reinterpret_cast<ClickFnType>(mClickFunction);
clickFn();
}
}
}*/
void UIText::setText(const std::string& text) {
mText = text;
std::dynamic_pointer_cast<Renderer::Font>(mTex)->build({255, 255, 255, 255}, text);
}
std::string UIText::getText() const {
return mText;
}
}