Added configurable land dialog
parent
f184a40877
commit
cb68e9d376
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@ -0,0 +1,18 @@
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[ui.landed]
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frame.sprite = "ui::planet"
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frame.pos = [0.0, 0.0]
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frame.dim = [800.0, 800.0]
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landscape.mask = "ui::landscapemask"
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landscape.pos = [32.0, 75.0]
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landscape.dim = [344.0, 173.0]
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landscape.loc_div = 512
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button.sprite = "ui::planet::button"
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button.pos = [356, 90]
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button.dim = [113.569, 20]
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button.loc_div = 512
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button.on_mouse_enter.edge = "on:top"
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button.on_mouse_enter.duration = 0.1
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button.on_mouse_leave.edge = "off:top"
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button.on_mouse_leave.duration = 0.1
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@ -33,6 +33,7 @@ mod syntax {
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use crate::{
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config,
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part::{effect, faction, outfit, ship, sprite, system},
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ui,
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};
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#[derive(Debug, Deserialize)]
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@ -44,6 +45,7 @@ mod syntax {
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pub faction: Option<HashMap<String, faction::syntax::Faction>>,
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pub effect: Option<HashMap<String, effect::syntax::Effect>>,
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pub config: Option<config::syntax::Config>,
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pub ui: Option<ui::syntax::Ui>,
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}
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fn merge_hashmap<K, V>(
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@ -81,6 +83,7 @@ mod syntax {
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faction: None,
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effect: None,
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config: None,
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ui: None,
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}
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}
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@ -96,6 +99,7 @@ mod syntax {
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.with_context(|| "while merging factions")?;
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merge_hashmap(&mut self.effect, other.effect)
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.with_context(|| "while merging effects")?;
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if self.config.is_some() {
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if other.config.is_some() {
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bail!("invalid content dir, multiple config tables")
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@ -103,6 +107,15 @@ mod syntax {
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} else {
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self.config = other.config;
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}
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if self.ui.is_some() {
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if other.ui.is_some() {
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bail!("invalid content dir, multiple ui tables")
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}
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} else {
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self.ui = other.ui;
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}
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return Ok(());
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}
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}
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@ -159,6 +172,7 @@ pub struct Content {
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factions: Vec<Faction>,
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effects: Vec<Effect>,
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config: Config,
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ui: Option<Ui>,
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}
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// Loading methods
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@ -227,6 +241,7 @@ impl Content {
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factions: Vec::new(),
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effects: Vec::new(),
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sprite_index: HashMap::new(),
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ui: None,
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};
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// TODO: enforce sprite and image limits
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@ -239,6 +254,7 @@ impl Content {
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&mut content,
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)?;
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}
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if root.effect.is_some() {
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part::effect::Effect::build(
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root.effect.take().unwrap(),
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@ -247,6 +263,10 @@ impl Content {
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)?;
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}
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if root.ui.is_some() {
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part::ui::Ui::build(root.ui.take().unwrap(), &mut build_context, &mut content)?;
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}
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// Order below this line does not matter
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if root.ship.is_some() {
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part::ship::Ship::build(root.ship.take().unwrap(), &mut build_context, &mut content)?;
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@ -353,4 +373,9 @@ impl Content {
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pub fn get_config(&self) -> &Config {
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return &self.config;
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}
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/// Get ui configuration
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pub fn get_ui(&self) -> &Ui {
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return self.ui.as_ref().unwrap();
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}
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}
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@ -8,6 +8,7 @@ pub(crate) mod outfitspace;
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pub(crate) mod ship;
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pub(crate) mod sprite;
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pub(crate) mod system;
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pub(crate) mod ui;
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pub use config::Config;
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pub use effect::*;
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@ -20,3 +21,4 @@ pub use ship::{
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};
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pub use sprite::*;
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pub use system::{System, SystemObject};
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pub use ui::*;
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@ -0,0 +1,250 @@
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use anyhow::{Context, Result};
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use nalgebra::{Point2, Vector2};
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use crate::{handle::SpriteHandle, Content, ContentBuildContext, SectionEdge};
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pub(crate) mod syntax {
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use crate::{sprite::syntax::SectionEdge, Content, ContentBuildContext};
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use anyhow::{bail, Context, Result};
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use nalgebra::{Point2, Vector2};
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use serde::Deserialize;
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// Raw serde syntax structs.
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// These are never seen by code outside this crate.
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#[derive(Debug, Deserialize)]
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pub struct Ui {
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pub landed: UiLanded,
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}
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#[derive(Debug, Deserialize)]
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pub struct UiLanded {
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pub frame: UiSprite,
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pub landscape: UiSprite,
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pub button: UiSprite,
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}
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#[derive(Debug, Deserialize)]
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pub struct UiSprite {
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pub sprite: Option<String>,
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pub pos: [f32; 2],
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pub dim: [f32; 2],
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pub loc_div: Option<f32>,
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pub mask: Option<String>,
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pub on_mouse_enter: Option<EdgeSpec>,
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pub on_mouse_leave: Option<EdgeSpec>,
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}
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#[derive(Debug, Deserialize)]
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pub struct EdgeSpec {
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pub edge: SectionEdge,
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pub duration: f32,
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}
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impl UiSprite {
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pub fn build(
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self,
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build_context: &ContentBuildContext,
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ct: &Content,
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// If true, this ui sprite will be positioned relative to another
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is_child: bool,
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// If true, fail if self.sprite is missing.
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// If false, fail if self.sprite exists.
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// This is false for sprites that may change---for example, planet landscapes
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should_have_sprite: bool,
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) -> Result<super::UiSpriteConfig> {
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let sprite = {
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if should_have_sprite {
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if self.sprite.is_none() {
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bail!("no sprite given, but expected a value")
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}
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match ct.sprite_index.get(self.sprite.as_ref().unwrap()) {
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None => bail!("ui sprite `{}` doesn't exist", self.sprite.unwrap()),
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Some(t) => Some(*t),
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}
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} else {
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if self.sprite.is_some() {
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bail!("got a sprite, but didn't expect one")
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}
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None
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}
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};
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let mask = if let Some(mask) = self.mask {
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Some(match ct.sprite_index.get(&mask) {
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None => bail!("mask `{}` doesn't exist", mask),
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Some(t) => *t,
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})
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} else {
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None
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};
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let on_mouse_enter = {
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if let Some(x) = self.on_mouse_enter {
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if sprite.is_none() {
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bail!("got `on_mouse_enter` on a ui element with no fixed sprite")
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}
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Some(
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x.edge
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.resolve_as_edge(sprite.unwrap(), build_context, x.duration)
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.with_context(|| format!("failed to resolve mouse enter edge"))?,
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)
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} else {
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None
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}
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};
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let on_mouse_leave = {
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if let Some(x) = self.on_mouse_leave {
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if sprite.is_none() {
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bail!("got `on_mouse_leave` on a ui element with no fixed sprite")
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}
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Some(
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x.edge
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.resolve_as_edge(sprite.unwrap(), build_context, x.duration)
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.with_context(|| format!("failed to resolve mouse leave edge"))?,
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)
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} else {
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None
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}
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};
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let d = self.loc_div.unwrap_or(1.0);
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let rect = {
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if is_child {
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super::UiSpriteRect::Relative {
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pos: Point2::new(self.pos[0], self.pos[1]) / d,
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dim: Vector2::new(self.dim[0], self.dim[1]) / d,
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}
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} else {
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super::UiSpriteRect::Absolute {
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pos: Point2::new(self.pos[0], self.pos[1]) / d,
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dim: Vector2::new(self.dim[0], self.dim[1]) / d,
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}
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}
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};
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return Ok(super::UiSpriteConfig {
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sprite,
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mask,
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on_mouse_enter,
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on_mouse_leave,
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rect,
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});
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}
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}
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}
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/// UI Configuration
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#[derive(Debug, Clone)]
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pub struct Ui {
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/// Landed interface frame
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pub landed_frame: UiSpriteConfig,
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/// Landed interface image
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pub landed_landscape: UiSpriteConfig,
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/// Test button
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pub landed_button: UiSpriteConfig,
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}
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/// A UI sprite's position
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#[derive(Debug, Clone)]
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pub enum UiSpriteRect {
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/// Positioning relative to a parent sprite
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Relative {
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// Note that both pos and dim include transparent pixels,
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// of this sprite AND its parent.
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// We use the top left corner here because that's how inkscape
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// positions its objects. This makes it very easy to compute position.
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// TODO: maybe add anchors here too?
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/// The position of this sprite's northeast corner, relative to its parent's NE corner.
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/// Positive X is right, positive Y is down.
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pos: Point2<f32>,
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/// This sprite's w and h, as a fraction of the parent's width and height.
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dim: Vector2<f32>,
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},
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/// Absolute positioning
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Absolute {
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/// The position of the center of this sprite, in logical pixels,
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/// with 0, 0 at the center of the screen
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pos: Point2<f32>,
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/// This sprite's w and h, in logical pixels.
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dim: Vector2<f32>,
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},
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}
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impl UiSpriteRect {
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/// Get this rectangle's position
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pub fn get_pos(&self) -> &Point2<f32> {
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match self {
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Self::Relative { pos, .. } => pos,
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Self::Absolute { pos, .. } => pos,
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}
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}
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/// Get this rectangle's dimensions
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pub fn get_dim(&self) -> &Vector2<f32> {
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match self {
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Self::Relative { dim, .. } => dim,
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Self::Absolute { dim, .. } => dim,
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}
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}
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}
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/// A single UI sprite instance
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#[derive(Debug, Clone)]
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pub struct UiSpriteConfig {
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/// The sprite to show
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pub sprite: Option<SpriteHandle>,
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/// The mask to use
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pub mask: Option<SpriteHandle>,
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/// This sprite's position and size
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pub rect: UiSpriteRect,
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/// Animation edge to take when mouse enters this sprite
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pub on_mouse_enter: Option<SectionEdge>,
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/// Animation edge to take when mouse leaves this sprite
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pub on_mouse_leave: Option<SectionEdge>,
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}
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impl crate::Build for Ui {
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type InputSyntaxType = syntax::Ui;
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fn build(
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ui: Self::InputSyntaxType,
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build_context: &mut ContentBuildContext,
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ct: &mut Content,
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) -> Result<()> {
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ct.ui = Some(Ui {
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landed_frame: ui
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.landed
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.frame
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.build(build_context, ct, false, true)
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.with_context(|| format!("in ui config (frame)"))?,
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landed_landscape: ui
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.landed
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.landscape
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.build(build_context, ct, true, false)
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.with_context(|| format!("in ui config (image)"))?,
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landed_button: ui
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.landed
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.button
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.build(build_context, ct, true, true)
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.with_context(|| format!("in ui config (button)"))?,
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});
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return Ok(());
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}
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}
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@ -10,7 +10,9 @@ pub(super) struct Planet {
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// UI elements
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planet_desc: UiTextArea,
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planet_name: UiTextArea,
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sprite: UiSprite,
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frame: UiSprite,
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landscape: UiSprite,
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button: UiSprite,
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/// What object we're displaying currently.
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/// Whenever this changes, we need to reflow text.
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@ -21,32 +23,13 @@ pub(super) struct Planet {
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impl Planet {
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pub fn new(ct: &Content, state: &mut RenderState) -> Self {
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let mut sprite = UiSprite::new(
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ct.get_sprite_handle("ui::planet"),
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None,
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SpriteRect {
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pos: Point2::new(0.0, 0.0),
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dim: Vector2::new(800.0, 800.0),
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},
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);
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sprite.add_child_under(Box::new(UiSprite::new(
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let frame = UiSprite::from(ct, &ct.get_ui().landed_frame);
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let button = UiSprite::from(ct, &ct.get_ui().landed_button);
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let landscape = UiSprite::from_with_sprite(
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ct,
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&ct.get_ui().landed_landscape,
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ct.get_sprite_handle("ui::landscape::test"),
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Some(ct.get_sprite_handle("ui::landscapemask")),
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SpriteRect {
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pos: Point2::new(32.0, 75.0) / 512.0,
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dim: Vector2::new(344.0, 173.0) / 512.0,
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},
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)));
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sprite.add_child_under(Box::new(UiSprite::new(
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ct.get_sprite_handle("ui::planet::button"),
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None,
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SpriteRect {
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pos: Point2::new(375.0, 90.0) / 512.0,
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dim: Vector2::new(113.569, 20.0) / 512.0,
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},
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)));
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);
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let s = Self {
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// height of element in logical pixels
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@ -55,9 +38,9 @@ impl Planet {
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planet_desc: UiTextArea::new(
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ct,
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state,
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ct.get_sprite_handle("ui::planet"),
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frame.get_sprite(),
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Point2::new(0.0, 0.0),
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800.0,
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frame.get_height(),
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SpriteRect {
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pos: Point2::new(25.831, 284.883) / 512.0,
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dim: Vector2::new(433.140, 97.220) / 512.0,
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@ -70,9 +53,9 @@ impl Planet {
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planet_name: UiTextArea::new(
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ct,
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state,
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ct.get_sprite_handle("ui::planet"),
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frame.get_sprite(),
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Point2::new(0.0, 0.0),
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800.0,
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frame.get_height(),
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SpriteRect {
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pos: Point2::new(165.506, 82.0) / 512.0,
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dim: Vector2::new(74.883, 17.0) / 512.0,
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@ -82,9 +65,9 @@ impl Planet {
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Align::Center,
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),
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// TODO: use both dimensions,
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// not just height
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sprite,
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frame,
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landscape,
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button,
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};
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return s;
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@ -134,8 +117,16 @@ impl Planet {
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self.reflow(planet, state);
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}
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self.button.step(input, state);
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self.landscape.step(input, state);
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self.frame.step(input, state);
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// Draw elements
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self.sprite.push_to_buffer(input, state);
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self.button
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.push_to_buffer(input, state, Some(self.frame.get_rect(input)));
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self.landscape
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.push_to_buffer(input, state, Some(self.frame.get_rect(input)));
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self.frame.push_to_buffer(input, state, None);
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}
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pub fn get_textarea(&self, input: &RenderInput, state: &RenderState) -> [TextArea; 2] {
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|
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@ -1,119 +1,145 @@
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use galactica_content::SpriteHandle;
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use galactica_content::{Content, SectionEdge, SpriteAutomaton, SpriteHandle, UiSpriteConfig};
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use galactica_util::to_radians;
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use nalgebra::{Point2, Vector2};
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use super::{SpriteRect, UiElement};
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use super::SpriteRect;
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use crate::{vertexbuffer::types::UiInstance, PositionAnchor, RenderInput, RenderState};
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pub struct UiSprite {
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sprite: SpriteHandle,
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pub anim: SpriteAutomaton,
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mask: Option<SpriteHandle>,
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rect: SpriteRect,
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children_under: Vec<Box<dyn UiElement>>,
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children_above: Vec<Box<dyn UiElement>>,
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has_mouse: bool,
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on_mouse_enter: Option<SectionEdge>,
|
||||
on_mouse_leave: Option<SectionEdge>,
|
||||
}
|
||||
|
||||
impl UiSprite {
|
||||
pub fn new(sprite: SpriteHandle, mask: Option<SpriteHandle>, rect: SpriteRect) -> Self {
|
||||
pub fn from(ct: &Content, ui: &UiSpriteConfig) -> Self {
|
||||
Self::from_with_sprite(ct, ui, ui.sprite.unwrap())
|
||||
}
|
||||
|
||||
pub fn from_with_sprite(ct: &Content, ui: &UiSpriteConfig, sprite: SpriteHandle) -> Self {
|
||||
if ui.sprite.is_none() {
|
||||
unreachable!("called `UiSprite.from()` on a UiSprite with a None sprite!")
|
||||
}
|
||||
|
||||
return Self {
|
||||
sprite,
|
||||
mask,
|
||||
rect,
|
||||
children_under: Vec::new(),
|
||||
children_above: Vec::new(),
|
||||
anim: SpriteAutomaton::new(ct, sprite),
|
||||
mask: ui.mask,
|
||||
rect: SpriteRect {
|
||||
pos: *ui.rect.get_pos(),
|
||||
dim: *ui.rect.get_dim(),
|
||||
},
|
||||
has_mouse: false,
|
||||
on_mouse_enter: ui.on_mouse_enter,
|
||||
on_mouse_leave: ui.on_mouse_leave,
|
||||
};
|
||||
}
|
||||
|
||||
/// Add a child under this sprite
|
||||
pub fn add_child_under(&mut self, child: Box<dyn UiElement>) {
|
||||
self.children_under.push(child);
|
||||
pub fn step(&mut self, input: &RenderInput, state: &RenderState) {
|
||||
if self.contains_mouse(input, state, Some(self.get_rect(input)))
|
||||
&& !self.has_mouse
|
||||
&& self.on_mouse_enter.is_some()
|
||||
{
|
||||
self.has_mouse = true;
|
||||
self.anim.jump_to(input.ct, self.on_mouse_enter.unwrap())
|
||||
}
|
||||
|
||||
if !self.contains_mouse(input, state, Some(self.get_rect(input)))
|
||||
&& 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);
|
||||
}
|
||||
|
||||
/// Add a child above this sprite
|
||||
//pub fn add_child_above(&mut self, child: Box<dyn UiElement>) {
|
||||
// self.children_above.push(child);
|
||||
//}
|
||||
pub fn contains_mouse(
|
||||
&self,
|
||||
input: &RenderInput,
|
||||
state: &RenderState,
|
||||
parent: Option<SpriteRect>,
|
||||
) -> bool {
|
||||
let rect = self.get_relative_rect(input, parent);
|
||||
|
||||
/// Add this image to the gpu sprite buffer
|
||||
pub fn push_to_buffer(&self, input: &RenderInput, state: &mut RenderState) {
|
||||
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 = Vector2::new(
|
||||
pos.x / fac - window_size.x / 2.0,
|
||||
window_size.y / 2.0 - pos.y / fac,
|
||||
);
|
||||
|
||||
let ne = rect.ne_corner();
|
||||
let sw = rect.sw_corner();
|
||||
return (mouse_pos.y < ne.y && mouse_pos.y > sw.y)
|
||||
&& (mouse_pos.x > ne.x && mouse_pos.x < sw.x);
|
||||
}
|
||||
|
||||
pub fn get_rect(&self, input: &RenderInput) -> SpriteRect {
|
||||
let pos = Point2::new(self.rect.pos.x, self.rect.pos.y);
|
||||
let dim = Vector2::new(
|
||||
self.rect.dim.y * input.ct.get_sprite(self.sprite).aspect,
|
||||
self.rect.dim.y * input.ct.get_sprite(self.anim.get_sprite()).aspect,
|
||||
self.rect.dim.y,
|
||||
);
|
||||
|
||||
for c in &self.children_under {
|
||||
c.push_to_buffer_child(input, state, pos, dim);
|
||||
}
|
||||
return SpriteRect { dim, pos };
|
||||
}
|
||||
|
||||
let sprite = input.ct.get_sprite(self.sprite);
|
||||
let texture_a = sprite.get_first_frame(); // ANIMATE
|
||||
pub fn get_relative_rect(&self, input: &RenderInput, parent: Option<SpriteRect>) -> SpriteRect {
|
||||
if let Some(parent) = parent {
|
||||
let zero = Point2::new(
|
||||
parent.pos.x - (parent.dim.x / 2.0),
|
||||
parent.pos.y + (parent.dim.y / 2.0),
|
||||
);
|
||||
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::CC.to_int(),
|
||||
position: pos.into(),
|
||||
angle: to_radians(90.0),
|
||||
size: dim.y,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
texture_index: [texture_a, texture_a],
|
||||
texture_fade: 1.0,
|
||||
mask_index: self
|
||||
.mask
|
||||
.map(|x| {
|
||||
let sprite = input.ct.get_sprite(x);
|
||||
let texture_b = sprite.get_first_frame(); // ANIMATE
|
||||
[1, texture_b]
|
||||
})
|
||||
.unwrap_or([0, 0]),
|
||||
});
|
||||
let mut pos = zero
|
||||
+ Vector2::new(
|
||||
self.rect.pos.x * parent.dim.x,
|
||||
-self.rect.pos.y * parent.dim.y,
|
||||
);
|
||||
let dim = Vector2::new(
|
||||
self.rect.dim.x * parent.dim.x,
|
||||
self.rect.dim.y * parent.dim.y,
|
||||
);
|
||||
|
||||
for c in &self.children_above {
|
||||
c.push_to_buffer_child(input, state, pos, dim);
|
||||
pos += Vector2::new(dim.x, -dim.y) / 2.0;
|
||||
|
||||
return SpriteRect { dim, pos };
|
||||
} else {
|
||||
return self.get_rect(input);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl UiElement for UiSprite {
|
||||
/// Add this image to the gpu sprite buffer,
|
||||
/// as a child of another sprite
|
||||
fn push_to_buffer_child(
|
||||
/// Add this image to the gpu sprite buffer
|
||||
pub fn push_to_buffer(
|
||||
&self,
|
||||
input: &RenderInput,
|
||||
state: &mut RenderState,
|
||||
parent_pos: Point2<f32>,
|
||||
parent_size: Vector2<f32>,
|
||||
parent: Option<SpriteRect>,
|
||||
) {
|
||||
let zero = Point2::new(
|
||||
parent_pos.x - (parent_size.x / 2.0),
|
||||
parent_pos.y + (parent_size.y / 2.0),
|
||||
);
|
||||
|
||||
let pos = zero
|
||||
+ Vector2::new(
|
||||
self.rect.pos.x * parent_size.x,
|
||||
-self.rect.pos.y * parent_size.y,
|
||||
);
|
||||
let dim = Vector2::new(
|
||||
self.rect.dim.x * parent_size.x,
|
||||
self.rect.dim.y * parent_size.y,
|
||||
);
|
||||
|
||||
for c in &self.children_under {
|
||||
c.push_to_buffer_child(input, state, pos, dim);
|
||||
}
|
||||
|
||||
let sprite = input.ct.get_sprite(self.sprite);
|
||||
let texture_a = sprite.get_first_frame(); // ANIMATE
|
||||
let rect = self.get_relative_rect(input, parent.clone());
|
||||
|
||||
// TODO: use both dimensions,
|
||||
// not just height
|
||||
let anim_state = self.anim.get_texture_idx();
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::CNw.to_int(),
|
||||
position: pos.into(),
|
||||
anchor: PositionAnchor::CC.to_int(),
|
||||
position: rect.pos.into(),
|
||||
angle: to_radians(90.0),
|
||||
size: dim.y,
|
||||
size: rect.dim.y,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
texture_index: [texture_a, texture_a],
|
||||
texture_fade: 1.0,
|
||||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
mask_index: self
|
||||
.mask
|
||||
.map(|x| {
|
||||
|
@ -123,9 +149,13 @@ impl UiElement for UiSprite {
|
|||
})
|
||||
.unwrap_or([0, 0]),
|
||||
});
|
||||
}
|
||||
|
||||
for c in &self.children_above {
|
||||
c.push_to_buffer_child(input, state, pos, dim);
|
||||
}
|
||||
pub fn get_sprite(&self) -> SpriteHandle {
|
||||
self.anim.get_sprite()
|
||||
}
|
||||
|
||||
pub fn get_height(&self) -> f32 {
|
||||
self.rect.dim.y
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue