Reworked UI manager
parent
7d681268b9
commit
348fc40c33
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@ -183,7 +183,7 @@ fn try_main() -> Result<()> {
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| ShipState::Flying { .. } => {
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if was_landed {
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was_landed = false;
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gpu.set_scene(&content, RenderScenes::System);
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gpu.set_scene(RenderScenes::System);
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}
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Some(*o.rigidbody.translation())
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@ -192,7 +192,7 @@ fn try_main() -> Result<()> {
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ShipState::Landed { target } => {
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if !was_landed {
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was_landed = true;
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gpu.set_scene(&content, RenderScenes::Landed);
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gpu.set_scene(RenderScenes::Landed);
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}
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let b = content.get_system_object(*target);
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@ -1,3 +1,5 @@
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use std::rc::Rc;
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use anyhow::Result;
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use bytemuck;
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use galactica_content::Content;
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@ -13,10 +15,7 @@ use crate::{
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shaderprocessor::preprocess_shader,
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starfield::Starfield,
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texturearray::TextureArray,
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ui::{
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scenes::{UiFlyingScene, UiLandedScene},
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UiManager, UiScenes,
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},
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ui::{UiManager, UiScene},
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RenderInput, RenderScenes, RenderState, VertexBuffers,
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};
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@ -40,7 +39,7 @@ impl GPUState {
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/// Make a new GPUState that draws on `window`
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pub async fn new(
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window: winit::window::Window,
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ct: &Content,
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ct: Rc<Content>,
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scene: RenderScenes,
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) -> Result<Self> {
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let window_size = window.inner_size();
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@ -106,11 +105,11 @@ impl GPUState {
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surface.configure(&device, &config);
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}
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let vertex_buffers = VertexBuffers::new(&device, ct);
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let vertex_buffers = VertexBuffers::new(&device, &ct);
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// Load uniforms
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let global_uniform = GlobalUniform::new(&device);
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let texture_array = TextureArray::new(&device, &queue, ct)?;
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let texture_array = TextureArray::new(&device, &queue, &ct)?;
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// Make sure these match the indices in each shader
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let bind_group_layouts = &[
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@ -217,23 +216,10 @@ impl GPUState {
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.build();
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let mut starfield = Starfield::new();
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starfield.regenerate(ct);
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let mut state = RenderState {
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queue,
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window,
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window_size,
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window_aspect,
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global_uniform,
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vertex_buffers,
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text_atlas,
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text_cache,
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text_font_system,
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text_renderer,
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};
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starfield.regenerate(&ct);
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return Ok(Self {
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ui: UiManager::new(ct, &mut state),
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ui: UiManager::new(ct),
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device,
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config,
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surface,
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@ -244,7 +230,19 @@ impl GPUState {
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ui_pipeline,
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radialbar_pipeline,
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scene,
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state,
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state: RenderState {
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queue,
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window,
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window_size,
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window_aspect,
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global_uniform,
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vertex_buffers,
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text_atlas,
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text_cache,
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text_font_system,
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text_renderer,
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},
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});
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}
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}
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@ -255,18 +253,14 @@ impl GPUState {
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&self.state.window
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}
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/// Change the current scene
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pub fn set_scene(&mut self, ct: &Content, scene: RenderScenes) {
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/// Change the current scenection
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pub fn set_scene(&mut self, scene: RenderScenes) {
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debug!("switching to {:?}", scene);
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match scene {
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RenderScenes::Landed => self
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.ui
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.set_scene(UiScenes::Landed(UiLandedScene::new(ct, &mut self.state))),
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RenderScenes::System => self
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.ui
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.set_scene(UiScenes::Flying(UiFlyingScene::new(ct, &mut self.state))),
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}
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RenderScenes::Landed => self.ui.set_scene(&mut self.state, UiScene::Landed).unwrap(),
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RenderScenes::System => self.ui.set_scene(&mut self.state, UiScene::Flying).unwrap(),
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};
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self.scene = scene;
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}
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@ -1,3 +1,5 @@
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use std::rc::Rc;
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use galactica_content::{Content, SystemHandle};
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use galactica_playeragent::PlayerAgent;
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use galactica_system::phys::PhysImage;
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@ -29,7 +31,7 @@ pub struct RenderInput<'a> {
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pub time_since_last_run: f32,
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/// Game content
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pub ct: &'a Content,
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pub ct: Rc<Content>,
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/// Time we spent in each part of the game loop
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pub timing: Timing,
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@ -40,7 +40,7 @@ impl RenderScene for LandedScene {
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});
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// Create sprite instances
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g.ui.draw(&input, &mut g.state);
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g.ui.draw(&input, &mut g.state)?;
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// These should match the indices in each shader,
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// and should each have a corresponding bind group layout.
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@ -54,7 +54,7 @@ impl RenderScene for SystemScene {
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Self::push_ships(g, &input, (clip_ne, clip_sw));
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Self::push_projectiles(g, &input, (clip_ne, clip_sw));
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Self::push_effects(g, &input, (clip_ne, clip_sw));
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g.ui.draw(&input, &mut g.state);
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g.ui.draw(&input, &mut g.state)?;
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// These should match the indices in each shader,
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// and should each have a corresponding bind group layout.
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@ -1,7 +1,5 @@
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use galactica_content::Content;
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use galactica_util::constants::{
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OBJECT_SPRITE_INSTANCE_LIMIT, RADIALBAR_SPRITE_INSTANCE_LIMIT, UI_SPRITE_INSTANCE_LIMIT,
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};
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use galactica_util::constants::{OBJECT_SPRITE_INSTANCE_LIMIT, UI_SPRITE_INSTANCE_LIMIT};
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use glyphon::{FontSystem, SwashCache, TextAtlas, TextRenderer};
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use std::rc::Rc;
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use wgpu::BufferAddress;
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@ -154,6 +152,7 @@ impl RenderState {
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self.vertex_buffers.object_counter as u32
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}
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/*
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pub fn push_radialbar_buffer(&mut self, instance: RadialBarInstance) {
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// Enforce buffer limit
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if self.vertex_buffers.radialbar_counter as u64 > RADIALBAR_SPRITE_INSTANCE_LIMIT {
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@ -168,6 +167,7 @@ impl RenderState {
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);
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self.vertex_buffers.radialbar_counter += 1;
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}
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*/
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pub fn get_radialbar_counter(&self) -> u32 {
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self.vertex_buffers.radialbar_counter as u32
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@ -1,146 +1,265 @@
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use std::fmt::Debug;
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use anyhow::Result;
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use galactica_content::Content;
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use glyphon::TextArea;
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use log::debug;
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use log::{debug, error, trace};
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use rhai::{Array, Dynamic, Engine, Scope, AST};
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use std::{cell::RefCell, collections::HashSet, fmt::Debug, rc::Rc};
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use super::scenes::{UiFlyingScene, UiLandedScene, UiOutfitterScene};
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use crate::{RenderInput, RenderState};
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use super::{
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api::{self, SceneAction, SpriteElement, TextBoxBuilder},
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util::{Sprite, TextBox},
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};
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use crate::{
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ui::api::{SpriteBuilder, State},
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RenderInput, RenderState,
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};
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/// Output from a ui scene step
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pub struct UiSceneStepResult {
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/// If Some, switch to this scene
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pub new_scene: Option<UiScenes>,
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#[derive(Debug, Copy, Clone)]
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pub enum MouseEvent {
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Click,
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Release,
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Enter,
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Leave,
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None,
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}
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pub trait UiScene<'this>
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where
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Self: 'this,
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{
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/// Draw this scene
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fn draw(&mut self, input: &RenderInput, state: &mut RenderState);
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/// Update this scene's state for this frame.
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/// Handles clicks, keys, etc.
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fn step(&mut self, input: &RenderInput, state: &mut RenderState) -> UiSceneStepResult;
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/// Add all textareas in this scene to `v`
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fn get_textareas(
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&'this self,
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v: &mut Vec<TextArea<'this>>,
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input: &RenderInput,
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state: &RenderState,
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);
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}
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pub(crate) enum UiScenes {
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Landed(UiLandedScene),
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Flying(UiFlyingScene),
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Outfitter(UiOutfitterScene),
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}
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impl Debug for UiScenes {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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impl MouseEvent {
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pub fn is_enter(&self) -> bool {
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match self {
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Self::Flying(_) => write!(f, "UiScenes::Flying"),
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Self::Landed(_) => write!(f, "UiScenes::Landed"),
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Self::Outfitter(_) => write!(f, "UiScenes::Outfitter"),
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}
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}
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}
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/*
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impl UiScenes {
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fn is_flying(&self) -> bool {
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match self {
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Self::Flying(_) => true,
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Self::Enter => true,
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_ => false,
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}
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}
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fn is_landed(&self) -> bool {
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pub fn is_click(&self) -> bool {
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match self {
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Self::Landed(_) => true,
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_ => false,
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}
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}
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fn is_outfitter(&self) -> bool {
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match self {
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Self::Outfitter(_) => true,
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Self::Click => true,
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_ => false,
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}
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}
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}
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*/
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impl<'a> UiScene<'a> for UiScenes {
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fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
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match self {
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Self::Flying(s) => s.draw(input, state),
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Self::Landed(s) => s.draw(input, state),
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Self::Outfitter(s) => s.draw(input, state),
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}
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}
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#[derive(Debug, Copy, Clone)]
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pub(crate) enum UiScene {
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Landed,
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Flying,
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Outfitter,
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}
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fn step(&mut self, input: &RenderInput, state: &mut RenderState) -> UiSceneStepResult {
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impl ToString for UiScene {
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fn to_string(&self) -> String {
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match self {
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Self::Flying(s) => s.step(input, state),
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Self::Landed(s) => s.step(input, state),
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Self::Outfitter(s) => s.step(input, state),
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}
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}
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fn get_textareas(
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&'a self,
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v: &mut Vec<TextArea<'a>>,
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input: &RenderInput,
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state: &RenderState,
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) {
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match self {
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Self::Flying(s) => s.get_textareas(v, input, state),
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Self::Landed(s) => s.get_textareas(v, input, state),
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Self::Outfitter(s) => s.get_textareas(v, input, state),
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Self::Flying => "flying".to_string(),
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Self::Landed => "landed".to_string(),
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Self::Outfitter => "outfitter".to_string(),
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}
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}
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}
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pub struct UiManager {
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current_scene: UiScenes,
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enum UiElement {
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Sprite(Rc<RefCell<Sprite>>),
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Text(TextBox),
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}
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impl UiElement {
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pub fn new_sprite(sprite: Sprite) -> Self {
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Self::Sprite(Rc::new(RefCell::new(sprite)))
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}
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pub fn new_text(text: TextBox) -> Self {
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Self::Text(text)
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}
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pub fn sprite(&self) -> Option<Rc<RefCell<Sprite>>> {
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match self {
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Self::Sprite(s) => Some(s.clone()),
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_ => None,
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}
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}
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pub fn text(&self) -> Option<&TextBox> {
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match self {
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Self::Text(t) => Some(t),
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_ => None,
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}
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}
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}
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pub(crate) struct UiManager {
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current_scene: UiScene,
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engine: Engine,
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scope: Scope<'static>,
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elements: Vec<UiElement>,
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ct: Rc<Content>,
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}
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impl UiManager {
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pub fn new(ct: &Content, state: &mut RenderState) -> Self {
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pub fn new(ct: Rc<Content>) -> Self {
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let scope = Scope::new();
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let mut engine = Engine::new();
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api::register_into_engine(&mut engine);
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Self {
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current_scene: UiScenes::Flying(UiFlyingScene::new(ct, state)),
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ct,
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current_scene: UiScene::Flying,
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engine,
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scope,
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elements: Vec::new(),
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}
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}
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pub fn get_scene_ast(ct: &Content, scene: UiScene) -> &AST {
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match scene {
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UiScene::Landed => &ct.get_config().ui_landed_scene,
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UiScene::Flying => &ct.get_config().ui_flying_scene,
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UiScene::Outfitter => &ct.get_config().ui_outfitter_scene,
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}
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}
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/// Change the current scene
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pub fn set_scene(&mut self, scene: UiScenes) {
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pub fn set_scene(&mut self, state: &mut RenderState, scene: UiScene) -> Result<()> {
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debug!("switching to {:?}", scene);
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self.current_scene = scene;
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self.scope.clear();
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self.elements.clear();
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let mut used_names = HashSet::new();
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trace!("running init for `{}`", self.current_scene.to_string());
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let builders: Array = self.engine.call_fn(
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&mut self.scope,
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Self::get_scene_ast(&self.ct, self.current_scene),
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"init",
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(State {
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planet_landscape: "ui::landscape::test".to_string(),
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planet_name: "Earth".to_string(),
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},),
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)?;
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trace!("found {:?} builders", builders.len());
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for v in builders {
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if v.is::<SpriteBuilder>() {
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let s = v.cast::<SpriteBuilder>();
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if used_names.contains(&s.name) {
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error!(
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"UI scene `{}` re-uses element name `{}`",
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self.current_scene.to_string(),
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s.name
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);
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} else {
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used_names.insert(s.name.clone());
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}
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self.elements.push(UiElement::new_sprite(Sprite::new(
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&self.ct, s.name, s.sprite, s.mask, s.rect,
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)));
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} else if v.is::<TextBoxBuilder>() {
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let t = v.cast::<TextBoxBuilder>();
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if used_names.contains(&t.name) {
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error!(
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"UI scene `{}` re-uses element name `{}`",
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self.current_scene.to_string(),
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t.name
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);
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} else {
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used_names.insert(t.name.clone());
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}
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let mut b = TextBox::new(
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state,
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t.name,
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t.font_size,
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t.line_height,
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t.font,
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t.justify,
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t.rect,
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);
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b.set_text(state, &t.text);
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self.elements.push(UiElement::new_text(b));
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} else {
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// TODO: better message
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error!("bad type in builder array")
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}
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}
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return Ok(());
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}
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/// Draw all ui elements
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pub fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
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loop {
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let r = self.current_scene.step(input, state);
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if let Some(new_scene) = r.new_scene {
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debug!("{:?} changed scene", self.current_scene);
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self.set_scene(new_scene)
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} else {
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break;
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pub fn draw(&mut self, input: &RenderInput, state: &mut RenderState) -> Result<()> {
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let mut iter = self
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.elements
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.iter()
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.map(|x| x.sprite())
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.filter(|x| x.is_some())
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.map(|x| x.unwrap());
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let action: SceneAction = loop {
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let e = match iter.next() {
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Some(e) => e,
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None => break SceneAction::None,
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};
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let mut x = (*e).borrow_mut();
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let m = x.check_mouse(input, state);
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x.step(input, state);
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x.push_to_buffer(input, state);
|
||||
drop(x);
|
||||
// we MUST drop here, since script calls mutate the sprite RefCell
|
||||
|
||||
let action: Dynamic = match m {
|
||||
MouseEvent::None => Dynamic::from(SceneAction::None),
|
||||
|
||||
MouseEvent::Release | MouseEvent::Click => self.engine.call_fn(
|
||||
&mut self.scope,
|
||||
Self::get_scene_ast(&self.ct, self.current_scene),
|
||||
"click",
|
||||
(SpriteElement::new(self.ct.clone(), e.clone()), m.is_click()),
|
||||
)?,
|
||||
|
||||
MouseEvent::Leave | MouseEvent::Enter => self.engine.call_fn(
|
||||
&mut self.scope,
|
||||
Self::get_scene_ast(&self.ct, self.current_scene),
|
||||
"hover",
|
||||
(SpriteElement::new(self.ct.clone(), e.clone()), m.is_enter()),
|
||||
)?,
|
||||
};
|
||||
|
||||
if let Some(action) = action.try_cast::<SceneAction>() {
|
||||
match action {
|
||||
SceneAction::None => {}
|
||||
_ => {
|
||||
break action;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
drop(iter);
|
||||
|
||||
match action {
|
||||
SceneAction::None => {}
|
||||
SceneAction::SceneOutfitter => self.set_scene(state, UiScene::Outfitter)?,
|
||||
SceneAction::SceneLanded => self.set_scene(state, UiScene::Landed)?,
|
||||
}
|
||||
|
||||
self.current_scene.draw(input, state);
|
||||
}
|
||||
|
||||
/// Textareas to show while player is flying
|
||||
pub fn get_textareas(&self, input: &RenderInput, state: &RenderState) -> Vec<TextArea> {
|
||||
let mut v = Vec::with_capacity(5);
|
||||
self.current_scene.get_textareas(&mut v, input, state);
|
||||
return v;
|
||||
return Ok(());
|
||||
}
|
||||
}
|
||||
|
||||
impl<'a> UiManager {
|
||||
/// Get textareas
|
||||
pub fn get_textareas(
|
||||
&'a mut self,
|
||||
input: &RenderInput,
|
||||
state: &RenderState,
|
||||
) -> Vec<TextArea<'a>> {
|
||||
self.elements
|
||||
.iter()
|
||||
.map(|x| x.text())
|
||||
.filter(|x| x.is_some())
|
||||
.map(|x| x.unwrap())
|
||||
.map(|x| x.get_textarea(state, input))
|
||||
.collect()
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
mod api;
|
||||
mod manager;
|
||||
pub(crate) mod scenes;
|
||||
mod util;
|
||||
|
||||
pub use manager::UiManager;
|
||||
pub(crate) use manager::UiScenes;
|
||||
pub(crate) use manager::UiManager;
|
||||
pub(crate) use manager::UiScene;
|
||||
|
|
|
@ -1,59 +0,0 @@
|
|||
use glyphon::{Attrs, Buffer, Color, Family, Metrics, Shaping, TextArea, TextBounds};
|
||||
|
||||
use crate::{RenderInput, RenderState};
|
||||
|
||||
pub(super) struct FpsIndicator {
|
||||
buffer: Buffer,
|
||||
update_counter: u32,
|
||||
}
|
||||
|
||||
impl FpsIndicator {
|
||||
pub fn new(state: &mut RenderState) -> Self {
|
||||
let mut buffer = Buffer::new(&mut state.text_font_system, Metrics::new(15.0, 20.0));
|
||||
buffer.set_size(
|
||||
&mut state.text_font_system,
|
||||
state.window_size.width as f32,
|
||||
state.window_size.height as f32,
|
||||
);
|
||||
buffer.shape_until_scroll(&mut state.text_font_system);
|
||||
|
||||
Self {
|
||||
buffer,
|
||||
update_counter: 0,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl FpsIndicator {
|
||||
pub fn update(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
// Update once every n frames
|
||||
if self.update_counter > 0 {
|
||||
self.update_counter -= 1;
|
||||
return;
|
||||
}
|
||||
self.update_counter = 100;
|
||||
|
||||
self.buffer.set_text(
|
||||
&mut state.text_font_system,
|
||||
&input.timing.get_string(),
|
||||
Attrs::new().family(Family::Monospace),
|
||||
Shaping::Basic,
|
||||
);
|
||||
}
|
||||
|
||||
pub fn get_textarea(&self) -> TextArea {
|
||||
TextArea {
|
||||
buffer: &self.buffer,
|
||||
left: 10.0,
|
||||
top: 400.0,
|
||||
scale: 1.0,
|
||||
bounds: TextBounds {
|
||||
left: 10,
|
||||
top: 400,
|
||||
right: 300,
|
||||
bottom: 800,
|
||||
},
|
||||
default_color: Color::rgb(255, 255, 255),
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,6 +0,0 @@
|
|||
mod fpsindicator;
|
||||
mod radar;
|
||||
mod scene;
|
||||
mod status;
|
||||
|
||||
pub use scene::UiFlyingScene;
|
|
@ -1,265 +0,0 @@
|
|||
use galactica_system::data::ShipState;
|
||||
use galactica_util::{clockwise_angle, to_radians};
|
||||
use nalgebra::{Point2, Rotation2, Vector2};
|
||||
|
||||
use crate::{vertexbuffer::types::UiInstance, PositionAnchor, RenderInput, RenderState};
|
||||
|
||||
pub(super) struct Radar {
|
||||
last_player_position: Point2<f32>,
|
||||
}
|
||||
|
||||
impl Radar {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
last_player_position: Point2::new(0.0, 0.0),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Radar {
|
||||
pub fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
let radar_range = 4000.0;
|
||||
let radar_size = 300.0;
|
||||
let hide_range = 0.85;
|
||||
let shrink_distance = 20.0;
|
||||
let system_object_scale = 1.0 / 600.0;
|
||||
let ship_scale = 1.0 / 10.0;
|
||||
|
||||
// TODO: maybe a cleaner solution for last posititon?
|
||||
// This is necessary because the player may be dead or landed
|
||||
let player_ship = input
|
||||
.phys_img
|
||||
.get_ship(&galactica_system::phys::PhysSimShipHandle(
|
||||
input.player.ship.unwrap(),
|
||||
))
|
||||
.unwrap();
|
||||
|
||||
match player_ship.ship.get_data().get_state() {
|
||||
ShipState::Dead => {}
|
||||
|
||||
ShipState::Landed { target } => {
|
||||
let landed_body = input.ct.get_system_object(*target);
|
||||
self.last_player_position = Point2::new(landed_body.pos.x, landed_body.pos.y);
|
||||
}
|
||||
|
||||
ShipState::UnLanding { .. }
|
||||
| ShipState::Landing { .. }
|
||||
| ShipState::Flying { .. }
|
||||
| ShipState::Collapsing { .. } => {
|
||||
self.last_player_position = (*player_ship.rigidbody.translation()).into();
|
||||
}
|
||||
};
|
||||
|
||||
// TODO: don't hard-code these, add config options
|
||||
let planet_sprite = input.ct.get_sprite_handle("ui::planetblip");
|
||||
let ship_sprite = input.ct.get_sprite_handle("ui::shipblip");
|
||||
let arrow_sprite = input.ct.get_sprite_handle("ui::centerarrow");
|
||||
|
||||
let sprite = input.ct.get_sprite(input.ct.get_sprite_handle("ui::radar"));
|
||||
let texture_a = sprite.get_first_frame(); // ANIMATE
|
||||
|
||||
// Push this object's instance
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NwNw.to_int(),
|
||||
position: [10.0, -10.0],
|
||||
angle: 0.0,
|
||||
dim: [sprite.aspect * radar_size, radar_size],
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
texture_index: [texture_a, texture_a],
|
||||
texture_fade: 1.0,
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
|
||||
// Draw system objects
|
||||
let system = input.ct.get_system(input.current_system);
|
||||
for o in &system.objects {
|
||||
let size = (o.size / o.pos.z) / (radar_range * system_object_scale);
|
||||
let p = Point2::new(o.pos.x, o.pos.y);
|
||||
let d = (p - self.last_player_position) / radar_range;
|
||||
// Add half the blip sprite's height to distance
|
||||
let m = d.magnitude() + (size / (2.0 * radar_size));
|
||||
if m < hide_range {
|
||||
// Shrink blips as they get closeto the edge
|
||||
let size = size.min((hide_range - m) * size * shrink_distance);
|
||||
if size <= 2.0 {
|
||||
// Don't draw super tiny sprites, they flicker
|
||||
continue;
|
||||
}
|
||||
|
||||
let sprite = input.ct.get_sprite(planet_sprite);
|
||||
let texture_a = sprite.get_first_frame(); // ANIMATE
|
||||
|
||||
// Push this object's instance
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NwC.to_int(),
|
||||
position: (Point2::new(radar_size / 2.0 + 10.0, radar_size / -2.0 - 10.0)
|
||||
+ (d * (radar_size / 2.0)))
|
||||
.into(),
|
||||
angle: o.angle,
|
||||
dim: [sprite.aspect * size, size],
|
||||
color: [0.5, 0.5, 0.5, 1.0],
|
||||
texture_index: [texture_a, texture_a],
|
||||
texture_fade: 1.0,
|
||||
mask_index: [0, 0],
|
||||
})
|
||||
};
|
||||
}
|
||||
|
||||
// Draw ships
|
||||
for s in input.phys_img.iter_ships() {
|
||||
let ship = input.ct.get_ship(s.ship.get_data().get_content());
|
||||
let (color, z_scale) = match s.ship.get_data().get_state() {
|
||||
ShipState::Dead | ShipState::Landed { .. } => {
|
||||
continue;
|
||||
}
|
||||
|
||||
// TODO: different color for landing?
|
||||
// TODO: scale blip for ship z-position
|
||||
ShipState::Landing { .. } => ([0.2, 0.2, 0.2, 1.0], 1.0),
|
||||
|
||||
ShipState::UnLanding { .. } => ([0.2, 0.2, 0.2, 1.0], 1.0),
|
||||
|
||||
ShipState::Collapsing { .. } => {
|
||||
// TODO: configurable
|
||||
([0.2, 0.2, 0.2, 1.0], 1.0)
|
||||
}
|
||||
ShipState::Flying { .. } => {
|
||||
let c = input.ct.get_faction(s.ship.get_data().get_faction()).color;
|
||||
([c[0], c[1], c[2], 1.0], 1.0)
|
||||
}
|
||||
};
|
||||
let size = (ship.size * input.ct.get_sprite(ship.sprite).aspect) * ship_scale * z_scale;
|
||||
let p: Point2<f32> = {
|
||||
if s.ship.collider == input.player.ship.unwrap() {
|
||||
self.last_player_position
|
||||
} else {
|
||||
(*s.rigidbody.translation()).into()
|
||||
}
|
||||
};
|
||||
let d = (p - self.last_player_position) / radar_range;
|
||||
let m = d.magnitude() + (size / (2.0 * radar_size));
|
||||
if m < hide_range {
|
||||
let size = size.min((hide_range - m) * size * shrink_distance);
|
||||
if size < 2.0 {
|
||||
continue;
|
||||
}
|
||||
|
||||
let position = Point2::new(radar_size / 2.0 + 10.0, radar_size / -2.0 - 10.0)
|
||||
+ (d * (radar_size / 2.0));
|
||||
|
||||
let sprite = input.ct.get_sprite(ship_sprite);
|
||||
let texture_a = sprite.get_first_frame(); // ANIMATE
|
||||
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NwC.to_int(),
|
||||
position: position.into(),
|
||||
angle: player_ship.rigidbody.rotation().angle(),
|
||||
dim: [sprite.aspect * size, size],
|
||||
color,
|
||||
texture_index: [texture_a, texture_a],
|
||||
texture_fade: 1.0,
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Draw viewport frame
|
||||
let d = Vector2::new(
|
||||
(input.camera_zoom / 2.0) * state.window_aspect,
|
||||
input.camera_zoom / 2.0,
|
||||
) / radar_range;
|
||||
let m = d.magnitude();
|
||||
let d = d * (radar_size / 2.0);
|
||||
let color = [0.3, 0.3, 0.3, 1.0];
|
||||
if m < 0.8 {
|
||||
let sprite = input.ct.get_sprite_handle("ui::radarframe");
|
||||
let size = 7.0f32.min((0.8 - m) * 70.0);
|
||||
|
||||
let sprite = input.ct.get_sprite(sprite);
|
||||
let texture_a = sprite.get_first_frame(); // ANIMATE
|
||||
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NwNw.to_int(),
|
||||
position: Point2::new(
|
||||
(radar_size / 2.0 + 10.0) - d.x,
|
||||
(radar_size / -2.0 - 10.0) + d.y,
|
||||
)
|
||||
.into(),
|
||||
angle: to_radians(90.0),
|
||||
dim: [sprite.aspect * size, size],
|
||||
color,
|
||||
texture_index: [texture_a, texture_a],
|
||||
texture_fade: 1.0,
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NwSw.to_int(),
|
||||
position: Point2::new(
|
||||
(radar_size / 2.0 + 10.0) - d.x,
|
||||
(radar_size / -2.0 - 10.0) - d.y,
|
||||
)
|
||||
.into(),
|
||||
angle: to_radians(180.0),
|
||||
dim: [sprite.aspect * size, size],
|
||||
color,
|
||||
texture_index: [texture_a, texture_a],
|
||||
texture_fade: 1.0,
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NwSe.to_int(),
|
||||
position: Point2::new(
|
||||
(radar_size / 2.0 + 10.0) + d.x,
|
||||
(radar_size / -2.0 - 10.0) - d.y,
|
||||
)
|
||||
.into(),
|
||||
angle: to_radians(270.0),
|
||||
dim: [sprite.aspect * size, size],
|
||||
color,
|
||||
texture_index: [texture_a, texture_a],
|
||||
texture_fade: 1.0,
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NwNe.to_int(),
|
||||
position: Point2::new(
|
||||
(radar_size / 2.0 + 10.0) + d.x,
|
||||
(radar_size / -2.0 - 10.0) + d.y,
|
||||
)
|
||||
.into(),
|
||||
angle: to_radians(0.0),
|
||||
dim: [sprite.aspect * size, size],
|
||||
color,
|
||||
texture_index: [texture_a, texture_a],
|
||||
texture_fade: 1.0,
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
}
|
||||
|
||||
// Arrow to center of system
|
||||
let q = Point2::new(0.0, 0.0) - self.last_player_position;
|
||||
let m = q.magnitude();
|
||||
if m > 200.0 {
|
||||
let angle = clockwise_angle(&Vector2::new(1.0, 0.0), &q);
|
||||
let position = Point2::new(10.0 + (radar_size / 2.0), -10.0 - (radar_size / 2.0))
|
||||
+ Rotation2::new(angle) * Vector2::new(0.915 * (radar_size / 2.0), 0.0);
|
||||
|
||||
let sprite = input.ct.get_sprite(arrow_sprite);
|
||||
let texture_a = sprite.get_first_frame(); // ANIMATE
|
||||
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NwC.to_int(),
|
||||
position: position.into(),
|
||||
angle,
|
||||
dim: [10.0 * sprite.aspect, 10.0],
|
||||
color: [1.0, 1.0, 1.0, 1f32.min((m - 200.0) / 400.0)],
|
||||
texture_index: [texture_a, texture_a],
|
||||
texture_fade: 1.0,
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,45 +0,0 @@
|
|||
use galactica_content::Content;
|
||||
use glyphon::TextArea;
|
||||
|
||||
use super::{fpsindicator::FpsIndicator, radar::Radar, status::Status};
|
||||
use crate::{
|
||||
ui::manager::{UiScene, UiSceneStepResult},
|
||||
RenderInput, RenderState,
|
||||
};
|
||||
|
||||
pub struct UiFlyingScene {
|
||||
radar: Radar,
|
||||
status: Status,
|
||||
fps: FpsIndicator,
|
||||
}
|
||||
|
||||
impl UiFlyingScene {
|
||||
pub fn new(_ct: &Content, state: &mut RenderState) -> Self {
|
||||
Self {
|
||||
radar: Radar::new(),
|
||||
status: Status::new(),
|
||||
fps: FpsIndicator::new(state),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<'this> UiScene<'this> for UiFlyingScene {
|
||||
fn step(&mut self, input: &RenderInput, state: &mut RenderState) -> UiSceneStepResult {
|
||||
self.fps.update(input, state);
|
||||
return UiSceneStepResult { new_scene: None };
|
||||
}
|
||||
|
||||
fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
self.radar.draw(input, state);
|
||||
self.status.draw(input, state);
|
||||
}
|
||||
|
||||
fn get_textareas(
|
||||
&'this self,
|
||||
v: &mut Vec<TextArea<'this>>,
|
||||
_input: &RenderInput,
|
||||
_state: &RenderState,
|
||||
) {
|
||||
v.push(self.fps.get_textarea());
|
||||
}
|
||||
}
|
|
@ -1,96 +0,0 @@
|
|||
use galactica_system::data::ShipState;
|
||||
use std::f32::consts::TAU;
|
||||
|
||||
use crate::{
|
||||
vertexbuffer::types::{RadialBarInstance, UiInstance},
|
||||
PositionAnchor, RenderInput, RenderState,
|
||||
};
|
||||
|
||||
pub(super) struct Status {}
|
||||
impl Status {
|
||||
pub fn new() -> Self {
|
||||
Self {}
|
||||
}
|
||||
}
|
||||
|
||||
impl Status {
|
||||
pub fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
let max_shields;
|
||||
let current_shields;
|
||||
let current_hull;
|
||||
let max_hull;
|
||||
let player_ship = input
|
||||
.phys_img
|
||||
.get_ship(&galactica_system::phys::PhysSimShipHandle(
|
||||
input.player.ship.unwrap(),
|
||||
))
|
||||
.unwrap();
|
||||
|
||||
match player_ship.ship.get_data().get_state() {
|
||||
ShipState::Dead => {
|
||||
current_shields = 0.0;
|
||||
current_hull = 0.0;
|
||||
max_shields = player_ship
|
||||
.ship
|
||||
.get_data()
|
||||
.get_outfits()
|
||||
.get_shield_strength();
|
||||
max_hull = input
|
||||
.ct
|
||||
.get_ship(player_ship.ship.get_data().get_content())
|
||||
.hull;
|
||||
}
|
||||
ShipState::UnLanding { .. }
|
||||
| ShipState::Landing { .. }
|
||||
| ShipState::Landed { .. }
|
||||
| ShipState::Collapsing { .. }
|
||||
| ShipState::Flying { .. } => {
|
||||
current_shields = player_ship.ship.get_data().get_shields();
|
||||
current_hull = player_ship.ship.get_data().get_hull();
|
||||
max_shields = player_ship
|
||||
.ship
|
||||
.get_data()
|
||||
.get_outfits()
|
||||
.get_shield_strength();
|
||||
max_hull = input
|
||||
.ct
|
||||
.get_ship(player_ship.ship.get_data().get_content())
|
||||
.hull;
|
||||
}
|
||||
}
|
||||
|
||||
let sprite = input
|
||||
.ct
|
||||
.get_sprite(input.ct.get_sprite_handle("ui::status"));
|
||||
let texture_a = sprite.get_first_frame(); // ANIMATE
|
||||
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NeNe.to_int(),
|
||||
position: [-10.0, -10.0],
|
||||
angle: 0.0,
|
||||
dim: [sprite.aspect * 200.0, 200.0],
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
texture_index: [texture_a, texture_a],
|
||||
texture_fade: 1.0,
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
|
||||
state.push_radialbar_buffer(RadialBarInstance {
|
||||
position: [-19.0, -19.0],
|
||||
anchor: PositionAnchor::NeNe.to_int(),
|
||||
diameter: 182.0,
|
||||
stroke: 5.0,
|
||||
color: [0.3, 0.6, 0.8, 1.0],
|
||||
angle: (current_shields / max_shields) * TAU,
|
||||
});
|
||||
|
||||
state.push_radialbar_buffer(RadialBarInstance {
|
||||
position: [-27.0, -27.0],
|
||||
anchor: PositionAnchor::NeNe.to_int(),
|
||||
diameter: 166.0,
|
||||
stroke: 5.0,
|
||||
color: [0.8, 0.7, 0.5, 1.0],
|
||||
angle: (current_hull / max_hull) * TAU,
|
||||
});
|
||||
}
|
||||
}
|
|
@ -1,135 +0,0 @@
|
|||
use galactica_content::{Content, SystemObject, SystemObjectHandle};
|
||||
use galactica_system::{data::ShipState, phys::PhysSimShipHandle};
|
||||
use glyphon::{Attrs, TextArea, Weight};
|
||||
|
||||
use crate::{
|
||||
ui::{
|
||||
manager::{UiScene, UiSceneStepResult, UiScenes},
|
||||
util::{UiSprite, UiTextArea},
|
||||
},
|
||||
RenderInput, RenderState,
|
||||
};
|
||||
|
||||
use super::UiOutfitterScene;
|
||||
|
||||
pub struct UiLandedScene {
|
||||
// UI elements
|
||||
description: UiTextArea,
|
||||
title: UiTextArea,
|
||||
frame: UiSprite,
|
||||
landscape: UiSprite,
|
||||
button: UiSprite,
|
||||
|
||||
/// What object we're displaying currently.
|
||||
/// Whenever this changes, we need to reflow text.
|
||||
current_object: Option<SystemObjectHandle>,
|
||||
|
||||
/// True if we've caught a left click event.
|
||||
/// Used for edge detection.
|
||||
leftclick_down: bool,
|
||||
}
|
||||
|
||||
impl UiLandedScene {
|
||||
pub fn new(ct: &Content, state: &mut RenderState) -> Self {
|
||||
let frame = UiSprite::from(ct, &ct.get_ui().landed_frame);
|
||||
let button = UiSprite::from(ct, &ct.get_ui().landed_button);
|
||||
let landscape = UiSprite::from_with_sprite(
|
||||
ct,
|
||||
&ct.get_ui().landed_landscape,
|
||||
ct.get_sprite_handle("ui::landscape::test"),
|
||||
);
|
||||
|
||||
let s = Self {
|
||||
// height of element in logical pixels
|
||||
current_object: None,
|
||||
leftclick_down: false,
|
||||
|
||||
description: UiTextArea::from(ct, state, &ct.get_ui().landed_planet_desc),
|
||||
title: UiTextArea::from(ct, state, &ct.get_ui().landed_planet_name),
|
||||
|
||||
frame,
|
||||
landscape,
|
||||
button,
|
||||
};
|
||||
|
||||
return s;
|
||||
}
|
||||
|
||||
fn reflow(&mut self, planet: &SystemObject, state: &mut RenderState) {
|
||||
self.description.set_text(
|
||||
state,
|
||||
&planet.desc,
|
||||
Attrs::new()
|
||||
.weight(Weight::NORMAL)
|
||||
.family(glyphon::Family::SansSerif),
|
||||
);
|
||||
|
||||
self.title.set_text(
|
||||
state,
|
||||
&planet.name,
|
||||
Attrs::new()
|
||||
.weight(Weight::BOLD)
|
||||
.family(glyphon::Family::Serif),
|
||||
);
|
||||
self.current_object = Some(planet.handle);
|
||||
}
|
||||
}
|
||||
|
||||
impl<'this> UiScene<'this> for UiLandedScene {
|
||||
fn step(&mut self, input: &RenderInput, state: &mut RenderState) -> UiSceneStepResult {
|
||||
self.button.step(input, state);
|
||||
self.landscape.step(input, state);
|
||||
self.frame.step(input, state);
|
||||
|
||||
let mut new_scene = None;
|
||||
if input.player.input.pressed_leftclick() && !self.leftclick_down {
|
||||
self.leftclick_down = true;
|
||||
if self.button.contains_mouse(input, state) {
|
||||
new_scene = Some(UiScenes::Outfitter(UiOutfitterScene::new(input.ct, state)));
|
||||
}
|
||||
} else if !input.player.input.pressed_leftclick() {
|
||||
self.leftclick_down = false;
|
||||
}
|
||||
|
||||
return UiSceneStepResult { new_scene };
|
||||
}
|
||||
|
||||
fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
// Get required data
|
||||
let ship_handle = input.player.ship.unwrap();
|
||||
let ship_data = &input
|
||||
.phys_img
|
||||
.get_ship(&PhysSimShipHandle(ship_handle))
|
||||
.unwrap()
|
||||
.ship;
|
||||
let planet_handle = match ship_data.get_data().get_state() {
|
||||
ShipState::Landed { target } => *target,
|
||||
_ => unreachable!("tried to draw planet interface while not landed!"),
|
||||
};
|
||||
let planet = input.ct.get_system_object(planet_handle);
|
||||
|
||||
// Reconfigure for new planet if necessary
|
||||
if self
|
||||
.current_object
|
||||
.map(|x| x != planet_handle)
|
||||
.unwrap_or(true)
|
||||
{
|
||||
self.reflow(planet, state);
|
||||
}
|
||||
|
||||
// Draw elements
|
||||
self.button.push_to_buffer(input, state);
|
||||
self.landscape.push_to_buffer(input, state);
|
||||
self.frame.push_to_buffer(input, state);
|
||||
}
|
||||
|
||||
fn get_textareas(
|
||||
&'this self,
|
||||
v: &mut Vec<TextArea<'this>>,
|
||||
_input: &RenderInput,
|
||||
state: &RenderState,
|
||||
) {
|
||||
v.push(self.description.get_textarea(state));
|
||||
v.push(self.title.get_textarea(state));
|
||||
}
|
||||
}
|
|
@ -1,7 +0,0 @@
|
|||
mod flying;
|
||||
mod landed;
|
||||
mod outfitter;
|
||||
|
||||
pub use flying::UiFlyingScene;
|
||||
pub use landed::UiLandedScene;
|
||||
pub use outfitter::UiOutfitterScene;
|
|
@ -1,129 +0,0 @@
|
|||
use galactica_content::{Content, SystemObject, SystemObjectHandle, UiPositionAnchor};
|
||||
use galactica_system::{data::ShipState, phys::PhysSimShipHandle};
|
||||
use glyphon::{cosmic_text::Align, Attrs, Color, Metrics, TextArea, Weight};
|
||||
use nalgebra::{Point2, Vector2};
|
||||
|
||||
use crate::{
|
||||
ui::{
|
||||
manager::{UiScene, UiSceneStepResult, UiScenes},
|
||||
util::{SpriteRect, UiSprite, UiTextArea},
|
||||
},
|
||||
RenderInput, RenderState,
|
||||
};
|
||||
|
||||
use super::UiLandedScene;
|
||||
|
||||
pub struct UiOutfitterScene {
|
||||
// UI elements
|
||||
se_box: UiSprite,
|
||||
exit_button: UiSprite,
|
||||
exit_text: UiTextArea,
|
||||
|
||||
/// What object we're displaying currently.
|
||||
/// Whenever this changes, we need to reflow text.
|
||||
current_object: Option<SystemObjectHandle>,
|
||||
|
||||
/// True if we've caught a left click event.
|
||||
/// Used for edge detection.
|
||||
leftclick_down: bool,
|
||||
}
|
||||
|
||||
impl UiOutfitterScene {
|
||||
pub fn new(ct: &Content, state: &mut RenderState) -> Self {
|
||||
let exit_button = UiSprite::from(ct, &ct.get_ui().outfitter_exit_button);
|
||||
let se_box = UiSprite::from(ct, &ct.get_ui().outfitter_se_box);
|
||||
|
||||
let s = Self {
|
||||
// height of element in logical pixels
|
||||
current_object: None,
|
||||
leftclick_down: false,
|
||||
|
||||
exit_text: UiTextArea::new(
|
||||
ct,
|
||||
state,
|
||||
SpriteRect {
|
||||
pos: Point2::new(0.0, 0.0),
|
||||
dim: Vector2::new(200.0, 200.0), // TODO: do this better
|
||||
anchor_self: UiPositionAnchor::Center,
|
||||
anchor_parent: UiPositionAnchor::Center,
|
||||
},
|
||||
Metrics::new(16.0, 18.0),
|
||||
Color::rgb(255, 255, 255),
|
||||
Align::Center,
|
||||
),
|
||||
|
||||
se_box,
|
||||
exit_button,
|
||||
};
|
||||
|
||||
return s;
|
||||
}
|
||||
|
||||
fn reflow(&mut self, planet: &SystemObject, state: &mut RenderState) {
|
||||
self.exit_text.set_text(
|
||||
state,
|
||||
"Exit",
|
||||
Attrs::new()
|
||||
.weight(Weight::NORMAL)
|
||||
.family(glyphon::Family::SansSerif),
|
||||
);
|
||||
|
||||
self.current_object = Some(planet.handle);
|
||||
}
|
||||
}
|
||||
|
||||
impl<'this> UiScene<'this> for UiOutfitterScene {
|
||||
fn step(&mut self, input: &RenderInput, state: &mut RenderState) -> UiSceneStepResult {
|
||||
self.se_box.step(input, state);
|
||||
self.exit_button.step(input, state);
|
||||
|
||||
let mut new_scene = None;
|
||||
if input.player.input.pressed_leftclick() && !self.leftclick_down {
|
||||
self.leftclick_down = true;
|
||||
if self.exit_button.contains_mouse(input, state) {
|
||||
new_scene = Some(UiScenes::Landed(UiLandedScene::new(input.ct, state)));
|
||||
}
|
||||
} else if !input.player.input.pressed_leftclick() {
|
||||
self.leftclick_down = false;
|
||||
}
|
||||
|
||||
return UiSceneStepResult { new_scene };
|
||||
}
|
||||
|
||||
fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
// Get required data
|
||||
let ship_handle = input.player.ship.unwrap();
|
||||
let ship_data = &input
|
||||
.phys_img
|
||||
.get_ship(&PhysSimShipHandle(ship_handle))
|
||||
.unwrap()
|
||||
.ship;
|
||||
let planet_handle = match ship_data.get_data().get_state() {
|
||||
ShipState::Landed { target } => *target,
|
||||
_ => unreachable!("tried to draw planet interface while not landed!"),
|
||||
};
|
||||
let planet = input.ct.get_system_object(planet_handle);
|
||||
|
||||
// Reconfigure for new planet if necessary
|
||||
if self
|
||||
.current_object
|
||||
.map(|x| x != planet_handle)
|
||||
.unwrap_or(true)
|
||||
{
|
||||
self.reflow(planet, state);
|
||||
}
|
||||
|
||||
// Draw elements
|
||||
self.se_box.push_to_buffer(input, state);
|
||||
self.exit_button.push_to_buffer(input, state);
|
||||
}
|
||||
|
||||
fn get_textareas(
|
||||
&'this self,
|
||||
v: &mut Vec<TextArea<'this>>,
|
||||
_input: &RenderInput,
|
||||
state: &RenderState,
|
||||
) {
|
||||
v.push(self.exit_text.get_textarea(state));
|
||||
}
|
||||
}
|
|
@ -1,171 +1,5 @@
|
|||
mod sprite;
|
||||
mod textarea;
|
||||
mod textbox;
|
||||
|
||||
use galactica_content::UiPositionAnchor;
|
||||
pub(super) use sprite::UiSprite;
|
||||
pub(super) use textarea::UiTextArea;
|
||||
|
||||
use nalgebra::{Point2, Vector2};
|
||||
use winit::dpi::LogicalSize;
|
||||
|
||||
use crate::{RenderInput, RenderState};
|
||||
|
||||
/// Represents a rectangular region
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub(crate) struct SpriteRect {
|
||||
/// The position of the top-left corner of this rectangle, in fractional units.
|
||||
/// (0.0 is left edge of sprite, 1.0 is right edge)
|
||||
pub pos: Point2<f32>,
|
||||
|
||||
/// The width and height of this rectangle, in fractional units.
|
||||
/// 1.0 will be as tall as the sprite, 0.5 will be half as tall
|
||||
pub dim: Vector2<f32>,
|
||||
|
||||
/// How to compute this rectangle's coordinates relative to its parent
|
||||
pub anchor_self: UiPositionAnchor,
|
||||
|
||||
/// How to compute this rectangle's coordinates relative to its parent
|
||||
pub anchor_parent: UiPositionAnchor,
|
||||
}
|
||||
|
||||
impl SpriteRect {
|
||||
/*
|
||||
pub fn to_centered_relative(&self, parent: SpriteRectCentered) -> SpriteRectCentered {
|
||||
let dim = Vector2::new(self.dim.x * parent.dim.x, self.dim.y * parent.dim.y);
|
||||
|
||||
let pos = Vector2::new(self.pos.x * parent.dim.x, self.pos.y * parent.dim.y);
|
||||
|
||||
let mut zero = match self.anchor_parent {
|
||||
PositionAnchor::Center => parent.pos,
|
||||
|
||||
PositionAnchor::NorthWest => Point2::new(
|
||||
parent.pos.x - (parent.dim.x / 2.0),
|
||||
parent.pos.y + (parent.dim.y / 2.0),
|
||||
),
|
||||
|
||||
PositionAnchor::SouthWest => Point2::new(
|
||||
parent.pos.x - (parent.dim.x / 2.0),
|
||||
parent.pos.y - (parent.dim.y / 2.0),
|
||||
),
|
||||
|
||||
PositionAnchor::NorthEast => Point2::new(
|
||||
parent.pos.x + (parent.dim.x / 2.0),
|
||||
parent.pos.y + (parent.dim.y / 2.0),
|
||||
),
|
||||
|
||||
PositionAnchor::SouthEast => Point2::new(
|
||||
parent.pos.x + (parent.dim.x / 2.0),
|
||||
parent.pos.y - (parent.dim.y / 2.0),
|
||||
),
|
||||
};
|
||||
|
||||
match self.anchor_self {
|
||||
PositionAnchor::Center => {}
|
||||
|
||||
PositionAnchor::NorthWest => {
|
||||
zero += Vector2::new(dim.x, -dim.y) / 2.0;
|
||||
}
|
||||
|
||||
PositionAnchor::NorthEast => {
|
||||
zero += Vector2::new(-dim.x, -dim.y) / 2.0;
|
||||
}
|
||||
|
||||
PositionAnchor::SouthWest => {
|
||||
zero += Vector2::new(dim.x, dim.y) / 2.0;
|
||||
}
|
||||
|
||||
PositionAnchor::SouthEast => {
|
||||
zero += Vector2::new(-dim.x, dim.y) / 2.0;
|
||||
}
|
||||
};
|
||||
|
||||
return SpriteRectCentered {
|
||||
dim,
|
||||
pos: zero + pos,
|
||||
};
|
||||
}
|
||||
*/
|
||||
|
||||
/// Convert this rectangle to a centered rectangle.
|
||||
pub fn to_centered(&self, state: &RenderState) -> CenteredSpriteRect {
|
||||
let w: LogicalSize<f32> = state.window_size.to_logical(state.window.scale_factor());
|
||||
let w = Vector2::new(w.width, w.height);
|
||||
|
||||
let mut pos = self.pos;
|
||||
let dim = self.dim;
|
||||
|
||||
// Origin
|
||||
match self.anchor_parent {
|
||||
UiPositionAnchor::Center => {}
|
||||
|
||||
UiPositionAnchor::NorthWest => {
|
||||
pos += Vector2::new(-w.x, w.y) / 2.0;
|
||||
}
|
||||
|
||||
UiPositionAnchor::SouthWest => {
|
||||
pos += Vector2::new(-w.x, -w.y) / 2.0;
|
||||
}
|
||||
|
||||
UiPositionAnchor::NorthEast => {
|
||||
pos += Vector2::new(w.x, w.y) / 2.0;
|
||||
}
|
||||
|
||||
UiPositionAnchor::SouthEast => {
|
||||
pos += Vector2::new(w.x, -w.y) / 2.0;
|
||||
}
|
||||
}
|
||||
|
||||
// Offset for self dimensions
|
||||
match self.anchor_self {
|
||||
UiPositionAnchor::Center => {}
|
||||
|
||||
UiPositionAnchor::NorthWest => {
|
||||
pos += Vector2::new(dim.x, -dim.y) / 2.0;
|
||||
}
|
||||
|
||||
UiPositionAnchor::NorthEast => {
|
||||
pos += Vector2::new(-dim.x, -dim.y) / 2.0;
|
||||
}
|
||||
|
||||
UiPositionAnchor::SouthWest => {
|
||||
pos += Vector2::new(dim.x, dim.y) / 2.0;
|
||||
}
|
||||
|
||||
UiPositionAnchor::SouthEast => {
|
||||
pos += Vector2::new(dim.x, dim.y) / 2.0;
|
||||
}
|
||||
};
|
||||
|
||||
return CenteredSpriteRect { pos, dim };
|
||||
}
|
||||
}
|
||||
|
||||
/// Represents a rectangular region, in absolute coordinates relative to the screen center.
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub(crate) struct CenteredSpriteRect {
|
||||
/// The position of the top-left corner of this rectangle, in fractional units.
|
||||
/// (0.0 is left edge of sprite, 1.0 is right edge)
|
||||
pub pos: Point2<f32>,
|
||||
|
||||
/// The width and height of this rectangle, in fractional units.
|
||||
/// 1.0 will be as tall as the sprite, 0.5 will be half as tall
|
||||
pub dim: Vector2<f32>,
|
||||
}
|
||||
|
||||
impl CenteredSpriteRect {
|
||||
pub fn contains_point(&self, pt: Point2<f32>) -> bool {
|
||||
let ne = self.pos + Vector2::new(-self.dim.x, self.dim.y) / 2.0;
|
||||
let sw = self.pos + Vector2::new(self.dim.x, -self.dim.y) / 2.0;
|
||||
return (pt.y < ne.y && pt.y > sw.y) && (pt.x > ne.x && pt.x < sw.x);
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) trait UiElement {
|
||||
fn push_to_buffer_child(
|
||||
&self,
|
||||
input: &RenderInput,
|
||||
state: &mut RenderState,
|
||||
parent_pos: Point2<f32>,
|
||||
parent_size: Vector2<f32>,
|
||||
);
|
||||
}
|
||||
pub use sprite::*;
|
||||
pub use textbox::*;
|
||||
|
|
|
@ -1,118 +1,57 @@
|
|||
use galactica_content::{Content, SectionEdge, SpriteAutomaton, SpriteHandle, UiSpriteConfig};
|
||||
use galactica_content::{Content, SpriteAutomaton, SpriteHandle};
|
||||
use galactica_util::to_radians;
|
||||
use nalgebra::{Point2, Vector2};
|
||||
|
||||
use super::{CenteredSpriteRect, SpriteRect};
|
||||
use crate::{vertexbuffer::types::UiInstance, RenderInput, RenderState};
|
||||
use super::super::api::Rect;
|
||||
use crate::{ui::manager::MouseEvent, vertexbuffer::types::UiInstance, RenderInput, RenderState};
|
||||
|
||||
pub struct UiSprite {
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Sprite {
|
||||
pub anim: SpriteAutomaton,
|
||||
mask: Option<SpriteHandle>,
|
||||
pub rect: Rect,
|
||||
pub mask: Option<SpriteHandle>,
|
||||
pub name: String,
|
||||
|
||||
rect: SpriteRect,
|
||||
has_mouse: bool,
|
||||
|
||||
on_mouse_enter: Option<SectionEdge>,
|
||||
on_mouse_leave: Option<SectionEdge>,
|
||||
has_click: bool,
|
||||
/// If true, ignore mouse events until click is released
|
||||
waiting_for_release: bool,
|
||||
}
|
||||
|
||||
impl UiSprite {
|
||||
impl Sprite {
|
||||
pub fn new(
|
||||
ct: &Content,
|
||||
sprite: SpriteHandle,
|
||||
mask: Option<SpriteHandle>,
|
||||
rect: SpriteRect,
|
||||
on_mouse_enter: Option<SectionEdge>,
|
||||
on_mouse_leave: Option<SectionEdge>,
|
||||
name: String,
|
||||
sprite: String,
|
||||
mask: Option<String>,
|
||||
rect: Rect,
|
||||
) -> Self {
|
||||
return Self {
|
||||
anim: SpriteAutomaton::new(ct, sprite),
|
||||
mask,
|
||||
rect,
|
||||
has_mouse: false,
|
||||
on_mouse_enter,
|
||||
on_mouse_leave,
|
||||
let sprite_handle = ct.get_sprite_handle(&sprite).unwrap(); // TODO: errors
|
||||
let mask = {
|
||||
if mask.is_some() {
|
||||
Some(ct.get_sprite_handle(&mask.unwrap()).unwrap())
|
||||
} else {
|
||||
None
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
pub fn from(ct: &Content, ui: &UiSpriteConfig) -> Self {
|
||||
if ui.sprite.is_none() {
|
||||
unreachable!("called `UiSprite.from()` on a UiSprite with a None sprite!")
|
||||
Self {
|
||||
name,
|
||||
anim: SpriteAutomaton::new(&ct, sprite_handle),
|
||||
rect,
|
||||
mask,
|
||||
has_mouse: false,
|
||||
has_click: false,
|
||||
waiting_for_release: false,
|
||||
}
|
||||
|
||||
Self::from_with_sprite(ct, ui, ui.sprite.unwrap())
|
||||
}
|
||||
|
||||
pub fn from_with_sprite(ct: &Content, ui: &UiSpriteConfig, sprite: SpriteHandle) -> Self {
|
||||
Self::new(
|
||||
ct,
|
||||
sprite,
|
||||
ui.mask,
|
||||
SpriteRect {
|
||||
pos: ui.rect.pos,
|
||||
dim: ui.rect.dim,
|
||||
anchor_self: ui.rect.anchor_self,
|
||||
anchor_parent: ui.rect.anchor_parent,
|
||||
},
|
||||
ui.on_mouse_enter,
|
||||
ui.on_mouse_leave,
|
||||
)
|
||||
}
|
||||
|
||||
pub fn step(&mut self, input: &RenderInput, state: &RenderState) {
|
||||
if self.contains_mouse(input, state) && !self.has_mouse && self.on_mouse_enter.is_some() {
|
||||
self.has_mouse = true;
|
||||
self.anim.jump_to(input.ct, self.on_mouse_enter.unwrap())
|
||||
} else if !self.contains_mouse(input, state)
|
||||
&& self.has_mouse
|
||||
&& self.on_mouse_leave.is_some()
|
||||
{
|
||||
self.has_mouse = false;
|
||||
self.anim.jump_to(input.ct, self.on_mouse_leave.unwrap())
|
||||
}
|
||||
|
||||
self.anim.step(input.ct, input.time_since_last_run);
|
||||
}
|
||||
|
||||
pub fn contains_mouse(&self, input: &RenderInput, state: &RenderState) -> bool {
|
||||
let rect = self.get_rect(state);
|
||||
|
||||
let fac = state.window.scale_factor() as f32;
|
||||
let window_size = Vector2::new(
|
||||
state.window_size.width as f32 / fac,
|
||||
state.window_size.height as f32 / fac,
|
||||
);
|
||||
|
||||
let pos = input.player.input.get_mouse_pos();
|
||||
let mouse_pos = Point2::new(
|
||||
pos.x / fac - window_size.x / 2.0,
|
||||
window_size.y / 2.0 - pos.y / fac,
|
||||
);
|
||||
|
||||
return rect.contains_point(mouse_pos);
|
||||
}
|
||||
|
||||
pub fn get_rect(
|
||||
&self,
|
||||
state: &RenderState,
|
||||
//parent: Option<SpriteRectCentered>,
|
||||
) -> CenteredSpriteRect {
|
||||
/*
|
||||
if let Some(parent) = parent {
|
||||
return self.rect.to_centered_relative(parent);
|
||||
} else {
|
||||
return self.rect.to_centered(state);
|
||||
}*/
|
||||
return self.rect.to_centered(state);
|
||||
}
|
||||
|
||||
/// Add this image to the gpu sprite buffer
|
||||
pub fn push_to_buffer(&self, input: &RenderInput, state: &mut RenderState) {
|
||||
let rect = self.get_rect(state);
|
||||
let rect = self.rect.to_centered(state, input.ct.get_config().ui_scale);
|
||||
|
||||
// TODO: use both dimensions,
|
||||
// not just height
|
||||
let anim_state = self.anim.get_texture_idx();
|
||||
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: crate::PositionAnchor::CC.to_int(),
|
||||
position: rect.pos.into(),
|
||||
|
@ -125,10 +64,60 @@ impl UiSprite {
|
|||
.mask
|
||||
.map(|x| {
|
||||
let sprite = input.ct.get_sprite(x);
|
||||
let texture_b = sprite.get_first_frame(); // ANIMATE
|
||||
let texture_b = sprite.get_first_frame(); // TODO: animate?
|
||||
[1, texture_b]
|
||||
})
|
||||
.unwrap_or([0, 0]),
|
||||
});
|
||||
}
|
||||
|
||||
pub fn check_mouse(&mut self, input: &RenderInput, state: &mut RenderState) -> MouseEvent {
|
||||
let r = self.rect.to_centered(state, input.ct.get_config().ui_scale);
|
||||
|
||||
if self.waiting_for_release && self.has_mouse && !input.player.input.pressed_leftclick() {
|
||||
self.waiting_for_release = false;
|
||||
}
|
||||
|
||||
if !self.waiting_for_release
|
||||
&& self.has_mouse
|
||||
&& !self.has_click
|
||||
&& input.player.input.pressed_leftclick()
|
||||
{
|
||||
self.has_click = true;
|
||||
return MouseEvent::Click;
|
||||
}
|
||||
|
||||
if self.has_mouse && self.has_click && !input.player.input.pressed_leftclick() {
|
||||
self.has_click = false;
|
||||
return MouseEvent::Release;
|
||||
}
|
||||
|
||||
// Release mouse when cursor leaves box
|
||||
if self.has_click && !self.has_mouse {
|
||||
self.has_click = false;
|
||||
return MouseEvent::Release;
|
||||
}
|
||||
|
||||
if r.contains_mouse(input, state) && !self.has_mouse {
|
||||
if input.player.input.pressed_leftclick() {
|
||||
// If we're holding click when the cursor enters,
|
||||
// don't trigger the `Click` event.
|
||||
self.waiting_for_release = true;
|
||||
}
|
||||
self.has_mouse = true;
|
||||
return MouseEvent::Enter;
|
||||
}
|
||||
|
||||
if !r.contains_mouse(input, state) && self.has_mouse {
|
||||
self.waiting_for_release = false;
|
||||
self.has_mouse = false;
|
||||
return MouseEvent::Leave;
|
||||
}
|
||||
|
||||
return MouseEvent::None;
|
||||
}
|
||||
|
||||
pub fn step(&mut self, input: &RenderInput, _state: &mut RenderState) {
|
||||
self.anim.step(&input.ct, input.time_since_last_run);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,102 +0,0 @@
|
|||
use galactica_content::{Content, UiTextAlign, UiTextConfig};
|
||||
use glyphon::{cosmic_text::Align, Attrs, Buffer, Color, Metrics, Shaping, TextArea, TextBounds};
|
||||
use nalgebra::Vector2;
|
||||
|
||||
use super::SpriteRect;
|
||||
use crate::RenderState;
|
||||
|
||||
/// Represents a text area inside a sprite.
|
||||
pub(crate) struct UiTextArea {
|
||||
/// Bounds of text area
|
||||
rect: SpriteRect,
|
||||
|
||||
/// Text buffer
|
||||
buffer: Buffer,
|
||||
|
||||
/// Text color
|
||||
color: Color,
|
||||
|
||||
/// Text alignment
|
||||
align: Align,
|
||||
}
|
||||
|
||||
impl UiTextArea {
|
||||
pub fn new(
|
||||
_ct: &Content,
|
||||
state: &mut RenderState,
|
||||
rect: SpriteRect,
|
||||
text_metrics: Metrics,
|
||||
color: Color,
|
||||
align: Align,
|
||||
) -> Self {
|
||||
let mut s = Self {
|
||||
buffer: Buffer::new(&mut state.text_font_system, text_metrics),
|
||||
rect,
|
||||
align,
|
||||
color,
|
||||
};
|
||||
|
||||
s.buffer.set_size(
|
||||
&mut state.text_font_system,
|
||||
s.rect.dim.x * state.window.scale_factor() as f32,
|
||||
s.rect.dim.y * state.window.scale_factor() as f32,
|
||||
);
|
||||
|
||||
return s;
|
||||
}
|
||||
|
||||
pub fn from(ct: &Content, state: &mut RenderState, ui: &UiTextConfig) -> Self {
|
||||
Self::new(
|
||||
ct,
|
||||
state,
|
||||
SpriteRect {
|
||||
pos: ui.rect.pos,
|
||||
dim: ui.rect.dim,
|
||||
anchor_self: ui.rect.anchor_self,
|
||||
anchor_parent: ui.rect.anchor_parent,
|
||||
},
|
||||
Metrics::new(ui.font_size, ui.line_height),
|
||||
Color::rgb(255, 255, 255),
|
||||
match ui.align {
|
||||
UiTextAlign::Center => Align::Center,
|
||||
UiTextAlign::Left => Align::Left,
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
pub fn set_text(&mut self, state: &mut RenderState, text: &str, attrs: Attrs) {
|
||||
self.buffer
|
||||
.set_text(&mut state.text_font_system, text, attrs, Shaping::Advanced);
|
||||
|
||||
for l in &mut self.buffer.lines {
|
||||
l.set_align(Some(self.align));
|
||||
}
|
||||
self.buffer.shape_until_scroll(&mut state.text_font_system);
|
||||
}
|
||||
|
||||
pub fn get_textarea(&self, state: &RenderState) -> TextArea {
|
||||
let rect = self.rect.to_centered(state);
|
||||
|
||||
// Glypon works with physical pixels, so we must do some conversion
|
||||
let fac = state.window.scale_factor() as f32;
|
||||
let corner_ne = Vector2::new(
|
||||
(rect.pos.x - rect.dim.x / 2.0) * fac + state.window_size.width as f32 / 2.0,
|
||||
state.window_size.height as f32 / 2.0 - (rect.pos.y * fac + rect.dim.y / 2.0),
|
||||
);
|
||||
let corner_sw = corner_ne + rect.dim * fac;
|
||||
|
||||
TextArea {
|
||||
buffer: &self.buffer,
|
||||
top: corner_ne.y,
|
||||
left: corner_ne.x,
|
||||
scale: 1.0,
|
||||
bounds: TextBounds {
|
||||
top: (corner_ne.y) as i32,
|
||||
bottom: (corner_sw.y) as i32,
|
||||
left: (corner_ne.x) as i32,
|
||||
right: (corner_sw.x) as i32,
|
||||
},
|
||||
default_color: self.color,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,91 @@
|
|||
use glyphon::{cosmic_text::Align, Attrs, Buffer, Color, Metrics, Shaping, TextArea, TextBounds};
|
||||
use nalgebra::Vector2;
|
||||
|
||||
use super::super::api::{Rect, TextBoxFont, TextBoxJustify};
|
||||
use crate::{RenderInput, RenderState};
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct TextBox {
|
||||
pub name: String,
|
||||
pub font: TextBoxFont,
|
||||
pub justify: TextBoxJustify,
|
||||
pub rect: Rect,
|
||||
pub buffer: Buffer,
|
||||
}
|
||||
|
||||
impl TextBox {
|
||||
pub fn new(
|
||||
state: &mut RenderState,
|
||||
name: String,
|
||||
font_size: f32,
|
||||
line_height: f32,
|
||||
font: TextBoxFont,
|
||||
justify: TextBoxJustify,
|
||||
rect: Rect,
|
||||
) -> Self {
|
||||
let mut buffer = Buffer::new(
|
||||
&mut state.text_font_system,
|
||||
Metrics::new(font_size, line_height),
|
||||
);
|
||||
|
||||
// Do NOT apply UI scale here, that's only done when we make a TextArea
|
||||
buffer.set_size(&mut state.text_font_system, rect.dim.x, rect.dim.y);
|
||||
|
||||
Self {
|
||||
name,
|
||||
font,
|
||||
justify,
|
||||
rect,
|
||||
buffer,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_text(&mut self, state: &mut RenderState, text: &str) {
|
||||
let mut attrs = Attrs::new();
|
||||
attrs = match self.font {
|
||||
TextBoxFont::Monospace => attrs.family(glyphon::Family::Monospace),
|
||||
TextBoxFont::SansSerif => attrs.family(glyphon::Family::SansSerif),
|
||||
TextBoxFont::Serif => attrs.family(glyphon::Family::Serif),
|
||||
};
|
||||
|
||||
self.buffer
|
||||
.set_text(&mut state.text_font_system, text, attrs, Shaping::Advanced);
|
||||
|
||||
for l in &mut self.buffer.lines {
|
||||
l.set_align(Some(match self.justify {
|
||||
TextBoxJustify::Center => Align::Center,
|
||||
TextBoxJustify::Left => Align::Left,
|
||||
}));
|
||||
}
|
||||
|
||||
self.buffer.shape_until_scroll(&mut state.text_font_system);
|
||||
}
|
||||
}
|
||||
|
||||
impl<'a, 'b: 'a> TextBox {
|
||||
pub fn get_textarea(&'b self, state: &RenderState, input: &RenderInput) -> TextArea<'a> {
|
||||
let rect = self.rect.to_centered(state, input.ct.get_config().ui_scale);
|
||||
|
||||
// Glypon works with physical pixels, so we must do some conversion
|
||||
let fac = state.window.scale_factor() as f32;
|
||||
let corner_ne = Vector2::new(
|
||||
(rect.pos.x - rect.dim.x / 2.0) * fac + state.window_size.width as f32 / 2.0,
|
||||
state.window_size.height as f32 / 2.0 - (rect.pos.y * fac + rect.dim.y / 2.0),
|
||||
);
|
||||
let corner_sw = corner_ne + rect.dim * fac;
|
||||
|
||||
TextArea {
|
||||
buffer: &self.buffer,
|
||||
top: corner_ne.y,
|
||||
left: corner_ne.x,
|
||||
scale: input.ct.get_config().ui_scale,
|
||||
bounds: TextBounds {
|
||||
top: (corner_ne.y) as i32,
|
||||
bottom: (corner_sw.y) as i32,
|
||||
left: (corner_ne.x) as i32,
|
||||
right: (corner_sw.x) as i32,
|
||||
},
|
||||
default_color: Color::rgb(255, 255, 255),
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue