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7 Commits
40ba0fbc0f
...
cb68e9d376
Author | SHA1 | Date |
---|---|---|
Mark | cb68e9d376 | |
Mark | f184a40877 | |
Mark | 699e62a1c8 | |
Mark | f70f79e96a | |
Mark | f85c2e082a | |
Mark | 0e4dae6215 | |
Mark | 616e252ae3 |
|
@ -93,16 +93,15 @@ file = "ui/landscape-mask.png"
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[sprite."ui::planet::button"]
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start_at = "off:top"
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random_start_frame = false
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section.off.top = "stop"
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section.off.bot = "stop"
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section.off.timing.fps = 60
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section.off.timing.duration = 0.5
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section.off.frames = ["ui/planet-button-off.png"]
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section.on.top = "stop"
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section.on.bot = "stop"
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section.on.timing.fps = 60
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section.on.timing.duration = 0.5
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section.on.frames = ["ui/planet-button-on.png"]
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[sprite."effect::blaster"]
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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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@ -126,7 +126,12 @@ impl SpriteAutomaton {
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fn take_edge(&mut self, ct: &Content, e: SectionEdge) {
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let sprite = ct.get_sprite(self.sprite);
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let current_section = sprite.get_section(self.current_section);
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let last_direction = self.current_direction;
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|
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let last = match self.current_direction {
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AnimDirection::Stop => self.next_texture,
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AnimDirection::Down => self.next_texture,
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AnimDirection::Up => self.last_texture,
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};
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match e {
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SectionEdge::Stop => {
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|
@ -198,12 +203,6 @@ impl SpriteAutomaton {
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}
|
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}
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let last = match last_direction {
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AnimDirection::Stop => self.last_texture,
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AnimDirection::Down => self.next_texture,
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AnimDirection::Up => self.last_texture,
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};
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match self.current_direction {
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AnimDirection::Stop => {
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let current_section = sprite.get_section(self.current_section);
|
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|
|
|
@ -21,6 +21,7 @@ use nalgebra::Vector2;
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use std::{
|
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fs,
|
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path::{Path, PathBuf},
|
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time::Instant,
|
||||
};
|
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use winit::{
|
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event::{Event, KeyboardInput, WindowEvent},
|
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|
@ -132,6 +133,7 @@ fn try_main() -> Result<()> {
|
|||
);
|
||||
|
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let mut phys_img = PhysImage::new();
|
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let mut last_run = Instant::now();
|
||||
|
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event_loop.run(move |event, _, control_flow| {
|
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match event {
|
||||
|
@ -143,9 +145,11 @@ fn try_main() -> Result<()> {
|
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ct: &content,
|
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phys_img: &phys_img,
|
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player: &player,
|
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time_since_last_run: last_run.elapsed().as_secs_f32(),
|
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current_system: SystemHandle { index: 0 },
|
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timing: game.get_timing().clone(),
|
||||
};
|
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last_run = Instant::now();
|
||||
|
||||
match gpu.render(render_input) {
|
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Ok(_) => {}
|
||||
|
|
|
@ -112,6 +112,11 @@ impl InputStatus {
|
|||
self.v_scroll
|
||||
}
|
||||
|
||||
/// Get the current mouse position
|
||||
pub fn get_mouse_pos(&self) -> PhysicalPosition<f32> {
|
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self.mouse_position
|
||||
}
|
||||
|
||||
/// Is the player pressing the "turn left" key?
|
||||
pub fn pressed_left(&self) -> bool {
|
||||
self.key_left
|
||||
|
|
|
@ -18,11 +18,15 @@ struct VertexInput {
|
|||
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) texture_coords: vec2<f32>,
|
||||
@location(1) texture_index: u32,
|
||||
@location(2) mask_coords: vec2<f32>,
|
||||
@location(3) mask_index: vec2<u32>,
|
||||
@location(4) color_transform: vec4<f32>,
|
||||
@location(0) tween: f32,
|
||||
@location(1) texture_index_a: u32,
|
||||
@location(2) texture_coords_a: vec2<f32>,
|
||||
@location(3) texture_index_b: u32,
|
||||
@location(4) texture_coords_b: vec2<f32>,
|
||||
@location(5) color: vec4<f32>,
|
||||
|
||||
@location(6) mask_coords: vec2<f32>,
|
||||
@location(7) mask_index: vec2<u32>,
|
||||
}
|
||||
|
||||
@group(0) @binding(0)
|
||||
|
@ -80,31 +84,67 @@ fn vertex_main(
|
|||
vertex: VertexInput,
|
||||
instance: InstanceInput,
|
||||
) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
|
||||
// TODO: this will break if we try to use texture 0.
|
||||
// implement animations for ui sprites & fix that here.
|
||||
|
||||
let pos = transform_vertex(
|
||||
// Pick texture size by the size of the visible texture
|
||||
// (texture index 0 is special, it's the "hidden" texture)
|
||||
if instance.texture_index.x == 0u && instance.texture_index.y == 0u {
|
||||
out.position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
|
||||
} else if instance.texture_index.x == 0u {
|
||||
out.position = transform_vertex(
|
||||
instance,
|
||||
vertex.position,
|
||||
instance.texture_index.y,
|
||||
);
|
||||
} else if instance.texture_index.y == 0u {
|
||||
out.position = transform_vertex(
|
||||
instance,
|
||||
vertex.position,
|
||||
instance.texture_index.x,
|
||||
);
|
||||
} else {
|
||||
out.position = transform_vertex(
|
||||
instance,
|
||||
vertex.position,
|
||||
instance.texture_index.x,
|
||||
);
|
||||
}
|
||||
|
||||
var out: VertexOutput;
|
||||
out.position = pos;
|
||||
out.color_transform = instance.color_transform;
|
||||
out.color = instance.color_transform;
|
||||
out.tween = instance.texture_fade;
|
||||
|
||||
|
||||
// TODO: function to get texture from sprite
|
||||
// Pick texture frame
|
||||
// Texture 0 is special, it's the empty texture
|
||||
if instance.texture_index.x == 0u {
|
||||
out.texture_index_a = 0u;
|
||||
out.texture_coords_a = vec2(0.0, 0.0);
|
||||
} else {
|
||||
let t = global_atlas[instance.texture_index.x];
|
||||
out.texture_index = u32(t.atlas_texture);
|
||||
out.texture_coords = vec2(t.xpos, t.ypos);
|
||||
out.texture_index_a = t.atlas_texture;
|
||||
out.texture_coords_a = vec2(t.xpos, t.ypos);
|
||||
if vertex.texture_coords.x == 1.0 {
|
||||
out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
|
||||
out.texture_coords_a = out.texture_coords_a + vec2(t.width, 0.0);
|
||||
}
|
||||
if vertex.texture_coords.y == 1.0 {
|
||||
out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
|
||||
out.texture_coords_a = out.texture_coords_a + vec2(0.0, t.height);
|
||||
}
|
||||
}
|
||||
|
||||
if instance.texture_index.y == 0u {
|
||||
out.texture_index_b = u32(0u);
|
||||
out.texture_coords_b = vec2(0.0, 0.0);
|
||||
} else {
|
||||
let b = global_atlas[instance.texture_index.y];
|
||||
out.texture_index_b = u32(b.atlas_texture);
|
||||
out.texture_coords_b = vec2(b.xpos, b.ypos);
|
||||
if vertex.texture_coords.x == 1.0 {
|
||||
out.texture_coords_b = out.texture_coords_b + vec2(b.width, 0.0);
|
||||
}
|
||||
if vertex.texture_coords.y == 1.0 {
|
||||
out.texture_coords_b = out.texture_coords_b + vec2(0.0, b.height);
|
||||
}
|
||||
}
|
||||
|
||||
// Pick mask image if mask is enabled
|
||||
|
@ -142,12 +182,40 @@ fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|||
).a;
|
||||
}
|
||||
|
||||
var color: vec4<f32> = textureSampleLevel(
|
||||
texture_array[in.texture_index],
|
||||
var texture_a: vec4<f32> = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
if !(
|
||||
(in.texture_index_a == 0u) &&
|
||||
(in.texture_coords_a.x == 0.0) &&
|
||||
(in.texture_coords_a.y == 0.0)
|
||||
) {
|
||||
texture_a = textureSampleLevel(
|
||||
texture_array[in.texture_index_a],
|
||||
sampler_array[0],
|
||||
in.texture_coords,
|
||||
in.texture_coords_a,
|
||||
0.0
|
||||
).rgba * in.color_transform;
|
||||
).rgba;
|
||||
}
|
||||
|
||||
|
||||
var texture_b: vec4<f32> = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
if !(
|
||||
(in.texture_index_b == 0u) &&
|
||||
(in.texture_coords_b.x == 0.0) &&
|
||||
(in.texture_coords_b.y == 0.0)
|
||||
) {
|
||||
texture_b = textureSampleLevel(
|
||||
texture_array[in.texture_index_b],
|
||||
sampler_array[0],
|
||||
in.texture_coords_b,
|
||||
0.0
|
||||
).rgba;
|
||||
}
|
||||
|
||||
var color: vec4<f32> = mix(
|
||||
texture_a,
|
||||
texture_b,
|
||||
in.tween
|
||||
) * in.color;
|
||||
|
||||
// Apply mask and discard fully transparent pixels
|
||||
color = vec4(color.rgb, color.a *mask);
|
||||
|
|
|
@ -25,6 +25,9 @@ pub struct RenderInput<'a> {
|
|||
/// The current time, in seconds
|
||||
pub current_time: f32,
|
||||
|
||||
/// The amount of time that has passed since the last frame was drawn
|
||||
pub time_since_last_run: f32,
|
||||
|
||||
/// Game content
|
||||
pub ct: &'a Content,
|
||||
|
||||
|
|
|
@ -10,7 +10,9 @@ pub(super) struct Planet {
|
|||
// UI elements
|
||||
planet_desc: UiTextArea,
|
||||
planet_name: UiTextArea,
|
||||
sprite: UiSprite,
|
||||
frame: UiSprite,
|
||||
landscape: UiSprite,
|
||||
button: UiSprite,
|
||||
|
||||
/// What object we're displaying currently.
|
||||
/// Whenever this changes, we need to reflow text.
|
||||
|
@ -21,32 +23,13 @@ pub(super) struct Planet {
|
|||
|
||||
impl Planet {
|
||||
pub fn new(ct: &Content, state: &mut RenderState) -> Self {
|
||||
let mut sprite = UiSprite::new(
|
||||
ct.get_sprite_handle("ui::planet"),
|
||||
None,
|
||||
SpriteRect {
|
||||
pos: Point2::new(0.0, 0.0),
|
||||
dim: Vector2::new(800.0, 800.0),
|
||||
},
|
||||
);
|
||||
|
||||
sprite.add_child_under(Box::new(UiSprite::new(
|
||||
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"),
|
||||
Some(ct.get_sprite_handle("ui::landscapemask")),
|
||||
SpriteRect {
|
||||
pos: Point2::new(32.0, 75.0) / 512.0,
|
||||
dim: Vector2::new(344.0, 173.0) / 512.0,
|
||||
},
|
||||
)));
|
||||
|
||||
sprite.add_child_under(Box::new(UiSprite::new(
|
||||
ct.get_sprite_handle("ui::planet::button"),
|
||||
None,
|
||||
SpriteRect {
|
||||
pos: Point2::new(375.0, 90.0) / 512.0,
|
||||
dim: Vector2::new(113.569, 20.0) / 512.0,
|
||||
},
|
||||
)));
|
||||
);
|
||||
|
||||
let s = Self {
|
||||
// height of element in logical pixels
|
||||
|
@ -55,9 +38,9 @@ impl Planet {
|
|||
planet_desc: UiTextArea::new(
|
||||
ct,
|
||||
state,
|
||||
ct.get_sprite_handle("ui::planet"),
|
||||
frame.get_sprite(),
|
||||
Point2::new(0.0, 0.0),
|
||||
800.0,
|
||||
frame.get_height(),
|
||||
SpriteRect {
|
||||
pos: Point2::new(25.831, 284.883) / 512.0,
|
||||
dim: Vector2::new(433.140, 97.220) / 512.0,
|
||||
|
@ -70,9 +53,9 @@ impl Planet {
|
|||
planet_name: UiTextArea::new(
|
||||
ct,
|
||||
state,
|
||||
ct.get_sprite_handle("ui::planet"),
|
||||
frame.get_sprite(),
|
||||
Point2::new(0.0, 0.0),
|
||||
800.0,
|
||||
frame.get_height(),
|
||||
SpriteRect {
|
||||
pos: Point2::new(165.506, 82.0) / 512.0,
|
||||
dim: Vector2::new(74.883, 17.0) / 512.0,
|
||||
|
@ -82,9 +65,9 @@ impl Planet {
|
|||
Align::Center,
|
||||
),
|
||||
|
||||
// TODO: use both dimensions,
|
||||
// not just height
|
||||
sprite,
|
||||
frame,
|
||||
landscape,
|
||||
button,
|
||||
};
|
||||
|
||||
return s;
|
||||
|
@ -134,8 +117,16 @@ impl Planet {
|
|||
self.reflow(planet, state);
|
||||
}
|
||||
|
||||
self.button.step(input, state);
|
||||
self.landscape.step(input, state);
|
||||
self.frame.step(input, state);
|
||||
|
||||
// Draw elements
|
||||
self.sprite.push_to_buffer(input, state);
|
||||
self.button
|
||||
.push_to_buffer(input, state, Some(self.frame.get_rect(input)));
|
||||
self.landscape
|
||||
.push_to_buffer(input, state, Some(self.frame.get_rect(input)));
|
||||
self.frame.push_to_buffer(input, state, None);
|
||||
}
|
||||
|
||||
pub fn get_textarea(&self, input: &RenderInput, state: &RenderState) -> [TextArea; 2] {
|
||||
|
|
|
@ -9,6 +9,7 @@ use nalgebra::{Point2, Vector2};
|
|||
use crate::{RenderInput, RenderState};
|
||||
|
||||
/// Represents a rectangular region inside a sprite.
|
||||
#[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)
|
||||
|
@ -19,6 +20,18 @@ pub(crate) struct SpriteRect {
|
|||
pub dim: Vector2<f32>,
|
||||
}
|
||||
|
||||
impl SpriteRect {
|
||||
/// Northeast corner of this rect
|
||||
pub fn ne_corner(&self) -> Point2<f32> {
|
||||
self.pos + Vector2::new(-self.dim.x, self.dim.y) / 2.0
|
||||
}
|
||||
|
||||
/// Southwest corner of this rect
|
||||
pub fn sw_corner(&self) -> Point2<f32> {
|
||||
self.pos + Vector2::new(self.dim.x, -self.dim.y) / 2.0
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) trait UiElement {
|
||||
fn push_to_buffer_child(
|
||||
&self,
|
||||
|
|
|
@ -1,119 +1,145 @@
|
|||
use galactica_content::SpriteHandle;
|
||||
use galactica_content::{Content, SectionEdge, SpriteAutomaton, SpriteHandle, UiSpriteConfig};
|
||||
use galactica_util::to_radians;
|
||||
use nalgebra::{Point2, Vector2};
|
||||
|
||||
use super::{SpriteRect, UiElement};
|
||||
use super::SpriteRect;
|
||||
use crate::{vertexbuffer::types::UiInstance, PositionAnchor, RenderInput, RenderState};
|
||||
|
||||
pub struct UiSprite {
|
||||
sprite: SpriteHandle,
|
||||
pub anim: SpriteAutomaton,
|
||||
mask: Option<SpriteHandle>,
|
||||
|
||||
rect: SpriteRect,
|
||||
children_under: Vec<Box<dyn UiElement>>,
|
||||
children_above: Vec<Box<dyn UiElement>>,
|
||||
has_mouse: bool,
|
||||
|
||||
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())
|
||||
}
|
||||
|
||||
/// Add a child above this sprite
|
||||
//pub fn add_child_above(&mut self, child: Box<dyn UiElement>) {
|
||||
// self.children_above.push(child);
|
||||
//}
|
||||
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())
|
||||
}
|
||||
|
||||
/// Add this image to the gpu sprite buffer
|
||||
pub fn push_to_buffer(&self, input: &RenderInput, state: &mut RenderState) {
|
||||
self.anim.step(input.ct, input.time_since_last_run);
|
||||
}
|
||||
|
||||
pub fn contains_mouse(
|
||||
&self,
|
||||
input: &RenderInput,
|
||||
state: &RenderState,
|
||||
parent: Option<SpriteRect>,
|
||||
) -> bool {
|
||||
let rect = self.get_relative_rect(input, parent);
|
||||
|
||||
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