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...
5dfbb04dc5
Author | SHA1 | Date |
---|---|---|
Mark | 5dfbb04dc5 | |
Mark | 348fc40c33 | |
Mark | 7d681268b9 | |
Mark | 5e9f2dd159 | |
Mark | f9e2422456 | |
Mark | 22c807b7aa | |
Mark | 979def9bf4 | |
Mark | e3fd358e80 | |
Mark | 5f5e153da5 | |
Mark | 58be016dfe |
12
TODO.md
12
TODO.md
|
@ -2,10 +2,18 @@
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|||
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## Now:
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- outfitter
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## Small jobs
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- Clean up scripting & errors
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- Clean up sprite content (and content in general)
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- Arbitrary scene names
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- Text style, color, formatting
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- Flying UI
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- Mouse colliders
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- Clean renderscene/UI scene/change scene on land
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- UI captures input?
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- Scriptable renderscene: script decides which parts to show
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## Small jobs
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- Fix window resizing
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- Debug: show mouse position
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- 🌟 Better planet desc formatting
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|
|
2
assets
2
assets
|
@ -1 +1 @@
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Subproject commit e5898796144c7590c3cf18e14867a5ec47637fd4
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Subproject commit dc5962ffb96f6d4c7fc271a1b132865b280b528c
|
|
@ -39,4 +39,6 @@ zoom_max = 2000.0
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# TODO: move to user config file
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ui_scale = 2
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ui_landed_scene = "landed.rhai"
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ui_landed_scene = "ui/landed.rhai"
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ui_flying_scene = "ui/flying.rhai"
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ui_outfitter_scene = "ui/outfitter.rhai"
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|
|
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@ -100,6 +100,12 @@ file = "ui/outfitter-box.png"
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[sprite."ui::shopsepbar"]
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file = "ui/shop-sep-bar.png"
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[sprite."ui::outfitter-ship-bg"]
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file = "ui/outfitter-ship-bg.png"
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[sprite."ui::outfitter-outfit-bg"]
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file = "ui/outfitter-outfit-bg.png"
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[sprite."icon::blaster"]
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file = "icon/blaster.png"
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|
|
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@ -0,0 +1,3 @@
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fn init(state) { return []; }
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fn hover(element, hover_state) {}
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fn click(element, click_state) {}
|
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@ -60,8 +60,12 @@ fn hover(element, hover_state) {
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}
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}
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//fn click(scene, name) {
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// if name = "button" {
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// return SceneAction::Outfitter();
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// }
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//}
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fn click(element, click_state) {
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if !click_state {
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return SceneAction::None;
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}
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if element.has_name("button") {
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return SceneAction::SceneOutfitter;
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}
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}
|
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@ -0,0 +1,187 @@
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fn init(state) {
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let se_box = SpriteBuilder(
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"se_box",
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"ui::outfitterbox",
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Rect(
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-1.0, -1.0, 202.345, 133.409,
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SpriteAnchor::SouthWest,
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SpriteAnchor::SouthWest
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)
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);
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let exit_text = TextBoxBuilder(
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"exit_text",
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10.0, 10.0, TextBoxFont::Serif, TextBoxJustify::Center,
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Rect(
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122.71, 48.0, 51.0, 12.0,
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SpriteAnchor::NorthWest,
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SpriteAnchor::SouthWest
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)
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);
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exit_text.set_text(state.planet_name);
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let exit_button = SpriteBuilder(
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"exit_button",
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"ui::button",
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Rect(
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113.35, 52.0, 69.8, 18.924,
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SpriteAnchor::NorthWest,
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SpriteAnchor::SouthWest
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)
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);
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let ship_bg = SpriteBuilder(
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"ship_bg",
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"ui::outfitter-ship-bg",
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Rect(
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16.0, -16.0, 190.0, 353.0,
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SpriteAnchor::NorthWest,
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SpriteAnchor::NorthWest
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)
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);
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let ship_thumb = SpriteBuilder(
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"ship_thumb",
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"icon::gypsum",
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Rect(
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111.0, -95.45, 90.0, 90.0,
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SpriteAnchor::Center,
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SpriteAnchor::NorthWest
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||||
)
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);
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let ship_name = TextBoxBuilder(
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"ship_name",
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10.0, 10.0, TextBoxFont::Serif, TextBoxJustify::Center,
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Rect(
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111.0, -167.27, 145.0, 10.0,
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SpriteAnchor::Center,
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SpriteAnchor::NorthWest
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)
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);
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ship_name.set_text(state.planet_name);
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let ship_type = TextBoxBuilder(
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"ship_type",
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7.0, 8.5, TextBoxFont::SansSerif, TextBoxJustify::Center,
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Rect(
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111.0, -178.0, 145.0, 8.5,
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SpriteAnchor::Center,
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SpriteAnchor::NorthWest
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)
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);
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ship_type.set_text(state.planet_name);
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let ship_stats = TextBoxBuilder(
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"ship_stats",
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7.0, 8.5, TextBoxFont::Monospace, TextBoxJustify::Left,
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Rect(
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38.526, -192.332, 144.948, 154.5,
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SpriteAnchor::NorthWest,
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SpriteAnchor::NorthWest,
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)
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);
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ship_stats.set_text(state.planet_name);
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let outfit_bg = SpriteBuilder(
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"outfit_bg",
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"ui::outfitter-outfit-bg",
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Rect(
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-16.0, -16.0, 300.0, 480.0,
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SpriteAnchor::NorthEast,
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SpriteAnchor::NorthEast
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)
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);
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let outfit_thumb = SpriteBuilder(
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"outfit_thumb",
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||||
"icon::engine",
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||||
Rect(
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-166.0, -109.0, 90.0, 90.0,
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SpriteAnchor::Center,
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SpriteAnchor::NorthEast
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||||
)
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||||
);
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||||
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let outfit_name = TextBoxBuilder(
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"outfit_name",
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||||
16.0, 16.0, TextBoxFont::Serif, TextBoxJustify::Left,
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||||
Rect(
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-312.0, -20.0, 200.0, 16.0,
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SpriteAnchor::NorthWest,
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SpriteAnchor::NorthEast,
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||||
)
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||||
);
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outfit_name.set_text(state.planet_name);
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let outfit_desc = TextBoxBuilder(
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"outfit_desc",
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7.0, 8.5, TextBoxFont::SansSerif, TextBoxJustify::Left,
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Rect(
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-166.0, -219.0, 260.0, 78.0,
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SpriteAnchor::Center,
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SpriteAnchor::NorthEast,
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)
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);
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outfit_desc.set_text(state.planet_name);
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let outfit_stats = TextBoxBuilder(
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"outfit_stats",
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7.0, 8.5, TextBoxFont::Monospace, TextBoxJustify::Left,
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Rect(
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-295.0, -271.0, 164.0, 216.0,
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SpriteAnchor::NorthWest,
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SpriteAnchor::NorthEast,
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)
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);
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outfit_stats.set_text(state.planet_name);
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return [
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ship_bg,
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ship_thumb,
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ship_name,
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ship_type,
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ship_stats,
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outfit_bg,
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outfit_thumb,
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outfit_name,
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outfit_desc,
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outfit_stats,
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se_box,
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exit_button,
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exit_text
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];
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}
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fn hover(element, hover_state) {
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if element.has_name("exit_button") {
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if hover_state {
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element.take_edge("on:top", 0.1);
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} else {
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element.take_edge("off:top", 0.1);
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}
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}
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}
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fn click(element, click_state) {
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if !click_state {
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return SceneAction::None;
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}
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if element.has_name("exit_button") {
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return SceneAction::SceneLanded;
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}
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}
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@ -20,7 +20,9 @@ pub(crate) mod syntax {
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pub zoom_min: f32,
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pub zoom_max: f32,
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pub ui_scale: f32,
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pub ui_flying_scene: PathBuf,
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pub ui_landed_scene: PathBuf,
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pub ui_outfitter_scene: PathBuf,
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||||
}
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impl Config {
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||||
|
@ -61,6 +63,14 @@ pub(crate) mod syntax {
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.compile_file(content_root.join(self.ui_landed_scene))
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||||
.with_context(|| format!("while loading `landed` scene"))
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.with_context(|| format!("while loading config"))?;
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let ui_outfitter_scene = engine
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.compile_file(content_root.join(self.ui_outfitter_scene))
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.with_context(|| format!("while loading `outfitter` scene"))
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.with_context(|| format!("while loading config"))?;
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||||
let ui_flying_scene = engine
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.compile_file(content_root.join(self.ui_flying_scene))
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||||
.with_context(|| format!("while loading `flying` scene"))
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||||
.with_context(|| format!("while loading config"))?;
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||||
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||||
return Ok(super::Config {
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||||
sprite_root: asset_root.join(self.sprite_root),
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||||
|
@ -89,6 +99,8 @@ pub(crate) mod syntax {
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|||
zoom_min: self.zoom_min,
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||||
ui_scale: self.ui_scale,
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||||
ui_landed_scene,
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ui_flying_scene,
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ui_outfitter_scene,
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||||
});
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||||
}
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||||
}
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|
@ -175,6 +187,12 @@ pub struct Config {
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|||
/// Ui scale factor
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||||
pub ui_scale: f32,
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||||
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||||
/// Ui landed scene
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||||
/// Ui landed scene script
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||||
pub ui_landed_scene: AST,
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||||
/// Ui flying scene script
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||||
pub ui_flying_scene: AST,
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||||
|
||||
/// Ui outfitter scene script
|
||||
pub ui_outfitter_scene: AST,
|
||||
}
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||||
|
|
|
@ -183,7 +183,7 @@ fn try_main() -> Result<()> {
|
|||
| ShipState::Flying { .. } => {
|
||||
if was_landed {
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was_landed = false;
|
||||
gpu.set_scene(&content, RenderScenes::System);
|
||||
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<()> {
|
|||
ShipState::Landed { target } => {
|
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if !was_landed {
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was_landed = true;
|
||||
gpu.set_scene(&content, RenderScenes::Landed);
|
||||
gpu.set_scene(RenderScenes::Landed);
|
||||
}
|
||||
|
||||
let b = content.get_system_object(*target);
|
||||
|
|
|
@ -32,3 +32,4 @@ wgpu = { workspace = true }
|
|||
bytemuck = { workspace = true }
|
||||
glyphon = { workspace = true }
|
||||
log = { workspace = true }
|
||||
rhai = { workspace = true }
|
||||
|
|
|
@ -1,3 +1,5 @@
|
|||
use std::rc::Rc;
|
||||
|
||||
use anyhow::Result;
|
||||
use bytemuck;
|
||||
use galactica_content::Content;
|
||||
|
@ -13,10 +15,7 @@ use crate::{
|
|||
shaderprocessor::preprocess_shader,
|
||||
starfield::Starfield,
|
||||
texturearray::TextureArray,
|
||||
ui::{
|
||||
scenes::{UiFlyingScene, UiLandedScene},
|
||||
UiManager, UiScenes,
|
||||
},
|
||||
ui::{UiManager, UiScene},
|
||||
RenderInput, RenderScenes, RenderState, VertexBuffers,
|
||||
};
|
||||
|
||||
|
@ -40,7 +39,7 @@ impl GPUState {
|
|||
/// Make a new GPUState that draws on `window`
|
||||
pub async fn new(
|
||||
window: winit::window::Window,
|
||||
ct: &Content,
|
||||
ct: Rc<Content>,
|
||||
scene: RenderScenes,
|
||||
) -> Result<Self> {
|
||||
let window_size = window.inner_size();
|
||||
|
@ -106,11 +105,11 @@ impl GPUState {
|
|||
surface.configure(&device, &config);
|
||||
}
|
||||
|
||||
let vertex_buffers = VertexBuffers::new(&device, ct);
|
||||
let vertex_buffers = VertexBuffers::new(&device, &ct);
|
||||
|
||||
// Load uniforms
|
||||
let global_uniform = GlobalUniform::new(&device);
|
||||
let texture_array = TextureArray::new(&device, &queue, ct)?;
|
||||
let texture_array = TextureArray::new(&device, &queue, &ct)?;
|
||||
|
||||
// Make sure these match the indices in each shader
|
||||
let bind_group_layouts = &[
|
||||
|
@ -217,23 +216,10 @@ impl GPUState {
|
|||
.build();
|
||||
|
||||
let mut starfield = Starfield::new();
|
||||
starfield.regenerate(ct);
|
||||
|
||||
let mut state = RenderState {
|
||||
queue,
|
||||
window,
|
||||
window_size,
|
||||
window_aspect,
|
||||
global_uniform,
|
||||
vertex_buffers,
|
||||
text_atlas,
|
||||
text_cache,
|
||||
text_font_system,
|
||||
text_renderer,
|
||||
};
|
||||
starfield.regenerate(&ct);
|
||||
|
||||
return Ok(Self {
|
||||
ui: UiManager::new(ct, &mut state),
|
||||
ui: UiManager::new(ct),
|
||||
device,
|
||||
config,
|
||||
surface,
|
||||
|
@ -244,7 +230,19 @@ impl GPUState {
|
|||
ui_pipeline,
|
||||
radialbar_pipeline,
|
||||
scene,
|
||||
state,
|
||||
|
||||
state: RenderState {
|
||||
queue,
|
||||
window,
|
||||
window_size,
|
||||
window_aspect,
|
||||
global_uniform,
|
||||
vertex_buffers,
|
||||
text_atlas,
|
||||
text_cache,
|
||||
text_font_system,
|
||||
text_renderer,
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -255,18 +253,14 @@ impl GPUState {
|
|||
&self.state.window
|
||||
}
|
||||
|
||||
/// Change the current scene
|
||||
pub fn set_scene(&mut self, ct: &Content, scene: RenderScenes) {
|
||||
/// Change the current scenection
|
||||
pub fn set_scene(&mut self, scene: RenderScenes) {
|
||||
debug!("switching to {:?}", scene);
|
||||
|
||||
match scene {
|
||||
RenderScenes::Landed => self
|
||||
.ui
|
||||
.set_scene(UiScenes::Landed(UiLandedScene::new(ct, &mut self.state))),
|
||||
RenderScenes::System => self
|
||||
.ui
|
||||
.set_scene(UiScenes::Flying(UiFlyingScene::new(ct, &mut self.state))),
|
||||
}
|
||||
RenderScenes::Landed => self.ui.set_scene(&mut self.state, UiScene::Landed).unwrap(),
|
||||
RenderScenes::System => self.ui.set_scene(&mut self.state, UiScene::Flying).unwrap(),
|
||||
};
|
||||
|
||||
self.scene = scene;
|
||||
}
|
||||
|
|
|
@ -1,3 +1,5 @@
|
|||
use std::rc::Rc;
|
||||
|
||||
use galactica_content::{Content, SystemHandle};
|
||||
use galactica_playeragent::PlayerAgent;
|
||||
use galactica_system::phys::PhysImage;
|
||||
|
@ -29,7 +31,7 @@ pub struct RenderInput<'a> {
|
|||
pub time_since_last_run: f32,
|
||||
|
||||
/// Game content
|
||||
pub ct: &'a Content,
|
||||
pub ct: Rc<Content>,
|
||||
|
||||
/// Time we spent in each part of the game loop
|
||||
pub timing: Timing,
|
||||
|
|
|
@ -40,7 +40,7 @@ impl RenderScene for LandedScene {
|
|||
});
|
||||
|
||||
// Create sprite instances
|
||||
g.ui.draw(&input, &mut g.state);
|
||||
g.ui.draw(&input, &mut g.state)?;
|
||||
|
||||
// These should match the indices in each shader,
|
||||
// and should each have a corresponding bind group layout.
|
||||
|
|
|
@ -54,7 +54,7 @@ impl RenderScene for SystemScene {
|
|||
Self::push_ships(g, &input, (clip_ne, clip_sw));
|
||||
Self::push_projectiles(g, &input, (clip_ne, clip_sw));
|
||||
Self::push_effects(g, &input, (clip_ne, clip_sw));
|
||||
g.ui.draw(&input, &mut g.state);
|
||||
g.ui.draw(&input, &mut g.state)?;
|
||||
|
||||
// These should match the indices in each shader,
|
||||
// and should each have a corresponding bind group layout.
|
||||
|
|
|
@ -1,7 +1,5 @@
|
|||
use galactica_content::Content;
|
||||
use galactica_util::constants::{
|
||||
OBJECT_SPRITE_INSTANCE_LIMIT, RADIALBAR_SPRITE_INSTANCE_LIMIT, UI_SPRITE_INSTANCE_LIMIT,
|
||||
};
|
||||
use galactica_util::constants::{OBJECT_SPRITE_INSTANCE_LIMIT, UI_SPRITE_INSTANCE_LIMIT};
|
||||
use glyphon::{FontSystem, SwashCache, TextAtlas, TextRenderer};
|
||||
use std::rc::Rc;
|
||||
use wgpu::BufferAddress;
|
||||
|
@ -154,6 +152,7 @@ impl RenderState {
|
|||
self.vertex_buffers.object_counter as u32
|
||||
}
|
||||
|
||||
/*
|
||||
pub fn push_radialbar_buffer(&mut self, instance: RadialBarInstance) {
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.radialbar_counter as u64 > RADIALBAR_SPRITE_INSTANCE_LIMIT {
|
||||
|
@ -168,6 +167,7 @@ impl RenderState {
|
|||
);
|
||||
self.vertex_buffers.radialbar_counter += 1;
|
||||
}
|
||||
*/
|
||||
|
||||
pub fn get_radialbar_counter(&self) -> u32 {
|
||||
self.vertex_buffers.radialbar_counter as u32
|
||||
|
|
|
@ -0,0 +1,38 @@
|
|||
mod rect;
|
||||
mod sprite;
|
||||
mod spritebuilder;
|
||||
mod state;
|
||||
mod textboxbuilder;
|
||||
mod util;
|
||||
|
||||
use rhai::{exported_module, Engine};
|
||||
|
||||
pub fn register_into_engine(engine: &mut Engine) {
|
||||
engine
|
||||
.build_type::<State>()
|
||||
.build_type::<Rect>()
|
||||
.build_type::<SpriteElement>()
|
||||
.build_type::<SpriteBuilder>()
|
||||
.build_type::<TextBoxBuilder>()
|
||||
.register_type_with_name::<SpriteAnchor>("SpriteAnchor")
|
||||
.register_static_module("SpriteAnchor", exported_module!(spriteanchor_mod).into())
|
||||
.register_type_with_name::<TextBoxFont>("TextBoxFont")
|
||||
.register_static_module(
|
||||
"TextBoxFont",
|
||||
exported_module!(util::textboxfont_mod).into(),
|
||||
)
|
||||
.register_type_with_name::<TextBoxJustify>("TextBoxJustify")
|
||||
.register_static_module(
|
||||
"TextBoxJustify",
|
||||
exported_module!(textboxjustify_mod).into(),
|
||||
)
|
||||
.register_type_with_name::<SceneAction>("SceneAction")
|
||||
.register_static_module("SceneAction", exported_module!(sceneaction_mod).into());
|
||||
}
|
||||
|
||||
pub use rect::*;
|
||||
pub use sprite::*;
|
||||
pub use spritebuilder::*;
|
||||
pub use state::*;
|
||||
pub use textboxbuilder::*;
|
||||
pub use util::*;
|
|
@ -0,0 +1,126 @@
|
|||
use nalgebra::{Point2, Vector2};
|
||||
use rhai::{CustomType, TypeBuilder};
|
||||
use winit::dpi::LogicalSize;
|
||||
|
||||
use super::SpriteAnchor;
|
||||
use crate::{RenderInput, RenderState};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Rect {
|
||||
pub pos: Point2<f32>,
|
||||
pub dim: Vector2<f32>,
|
||||
pub anchor_self: SpriteAnchor,
|
||||
pub anchor_parent: SpriteAnchor,
|
||||
}
|
||||
|
||||
impl Rect {
|
||||
pub fn new(
|
||||
x: f32,
|
||||
y: f32,
|
||||
w: f32,
|
||||
h: f32,
|
||||
anchor_self: SpriteAnchor,
|
||||
anchor_parent: SpriteAnchor,
|
||||
) -> Self {
|
||||
Self {
|
||||
pos: Point2::new(x, y),
|
||||
dim: Vector2::new(w, h),
|
||||
anchor_self,
|
||||
anchor_parent,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn to_centered(&self, state: &RenderState, ui_scale: f32) -> CenteredRect {
|
||||
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 * ui_scale;
|
||||
let dim = self.dim * ui_scale;
|
||||
|
||||
// Origin
|
||||
match self.anchor_parent {
|
||||
SpriteAnchor::Center => {}
|
||||
|
||||
SpriteAnchor::NorthWest => {
|
||||
pos += Vector2::new(-w.x, w.y) / 2.0;
|
||||
}
|
||||
|
||||
SpriteAnchor::SouthWest => {
|
||||
pos += Vector2::new(-w.x, -w.y) / 2.0;
|
||||
}
|
||||
|
||||
SpriteAnchor::NorthEast => {
|
||||
pos += Vector2::new(w.x, w.y) / 2.0;
|
||||
}
|
||||
|
||||
SpriteAnchor::SouthEast => {
|
||||
pos += Vector2::new(w.x, -w.y) / 2.0;
|
||||
}
|
||||
}
|
||||
|
||||
// Offset for self dimensions
|
||||
match self.anchor_self {
|
||||
SpriteAnchor::Center => {}
|
||||
|
||||
SpriteAnchor::NorthWest => {
|
||||
pos += Vector2::new(dim.x, -dim.y) / 2.0;
|
||||
}
|
||||
|
||||
SpriteAnchor::NorthEast => {
|
||||
pos += Vector2::new(-dim.x, -dim.y) / 2.0;
|
||||
}
|
||||
|
||||
SpriteAnchor::SouthWest => {
|
||||
pos += Vector2::new(dim.x, dim.y) / 2.0;
|
||||
}
|
||||
|
||||
SpriteAnchor::SouthEast => {
|
||||
pos += Vector2::new(-dim.x, dim.y) / 2.0;
|
||||
}
|
||||
};
|
||||
|
||||
return CenteredRect { pos, dim };
|
||||
}
|
||||
}
|
||||
|
||||
impl CustomType for Rect {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder.with_name("Rect").with_fn("Rect", Self::new);
|
||||
}
|
||||
}
|
||||
|
||||
/// Represents a rectangular region, in absolute coordinates relative to the screen center.
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub(crate) struct CenteredRect {
|
||||
/// 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 CenteredRect {
|
||||
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 fn contains_mouse(&self, input: &RenderInput, state: &RenderState) -> bool {
|
||||
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 self.contains_point(mouse_pos);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,61 @@
|
|||
use galactica_content::{resolve_edge_as_edge, Content};
|
||||
use log::error;
|
||||
use rhai::{CustomType, TypeBuilder};
|
||||
use std::{cell::RefCell, rc::Rc};
|
||||
|
||||
use crate::ui::util::Sprite;
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct SpriteElement {
|
||||
pub sprite: Rc<RefCell<Sprite>>,
|
||||
pub ct: Rc<Content>,
|
||||
}
|
||||
|
||||
unsafe impl Send for SpriteElement {}
|
||||
unsafe impl Sync for SpriteElement {}
|
||||
|
||||
impl SpriteElement {
|
||||
pub fn new(ct: Rc<Content>, sprite: Rc<RefCell<Sprite>>) -> Self {
|
||||
Self { ct, sprite }
|
||||
}
|
||||
|
||||
// This MUST be &mut, or rhai won't recognize it.
|
||||
pub fn has_name(&mut self, s: String) -> bool {
|
||||
self.sprite.as_ref().borrow().name == s
|
||||
}
|
||||
|
||||
pub fn take_edge(&mut self, edge_name: &str, duration: f32) {
|
||||
let sprite_handle = self.sprite.as_ref().borrow().anim.get_sprite();
|
||||
let sprite = self.ct.get_sprite(sprite_handle);
|
||||
|
||||
let edge = resolve_edge_as_edge(edge_name, duration, |x| {
|
||||
sprite.get_section_handle_by_name(x)
|
||||
});
|
||||
let edge = match edge {
|
||||
Err(x) => {
|
||||
error!(
|
||||
"UI script reference invalid section `{}` in sprite `{}`, skipping",
|
||||
edge_name, sprite.name
|
||||
);
|
||||
error!("error: {:?}", x);
|
||||
return;
|
||||
}
|
||||
Ok(s) => s,
|
||||
};
|
||||
|
||||
self.sprite
|
||||
.as_ref()
|
||||
.borrow_mut()
|
||||
.anim
|
||||
.jump_to(&self.ct, edge);
|
||||
}
|
||||
}
|
||||
|
||||
impl CustomType for SpriteElement {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder
|
||||
.with_name("SpriteElement")
|
||||
.with_fn("has_name", Self::has_name)
|
||||
.with_fn("take_edge", Self::take_edge);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,35 @@
|
|||
use rhai::{CustomType, TypeBuilder};
|
||||
|
||||
use super::Rect;
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct SpriteBuilder {
|
||||
pub name: String,
|
||||
pub rect: Rect,
|
||||
pub sprite: String,
|
||||
pub mask: Option<String>,
|
||||
}
|
||||
|
||||
impl SpriteBuilder {
|
||||
pub fn new(name: String, sprite: String, rect: Rect) -> Self {
|
||||
Self {
|
||||
name,
|
||||
rect,
|
||||
sprite,
|
||||
mask: None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_mask(&mut self, mask: String) {
|
||||
self.mask = Some(mask);
|
||||
}
|
||||
}
|
||||
|
||||
impl CustomType for SpriteBuilder {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder
|
||||
.with_name("SpriteBuilder")
|
||||
.with_fn("SpriteBuilder", Self::new)
|
||||
.with_fn("set_mask", Self::set_mask);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
use rhai::{CustomType, TypeBuilder};
|
||||
|
||||
#[derive(Debug, Clone, CustomType)]
|
||||
pub struct State {
|
||||
pub planet_landscape: String,
|
||||
pub planet_name: String,
|
||||
}
|
|
@ -0,0 +1,48 @@
|
|||
use rhai::{CustomType, TypeBuilder};
|
||||
|
||||
use super::{Rect, TextBoxFont, TextBoxJustify};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct TextBoxBuilder {
|
||||
pub name: String,
|
||||
pub font_size: f32,
|
||||
pub line_height: f32,
|
||||
pub font: TextBoxFont,
|
||||
pub justify: TextBoxJustify,
|
||||
pub rect: Rect,
|
||||
pub text: String,
|
||||
}
|
||||
|
||||
impl TextBoxBuilder {
|
||||
pub fn new(
|
||||
name: String,
|
||||
font_size: f32,
|
||||
line_height: f32,
|
||||
font: TextBoxFont,
|
||||
justify: TextBoxJustify,
|
||||
rect: Rect,
|
||||
) -> Self {
|
||||
Self {
|
||||
name,
|
||||
font_size,
|
||||
line_height,
|
||||
font,
|
||||
justify,
|
||||
rect,
|
||||
text: String::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_text(&mut self, text: String) {
|
||||
self.text = text
|
||||
}
|
||||
}
|
||||
|
||||
impl CustomType for TextBoxBuilder {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder
|
||||
.with_name("TextBoxBuilder")
|
||||
.with_fn("TextBoxBuilder", Self::new)
|
||||
.with_fn("set_text", Self::set_text);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,81 @@
|
|||
use rhai::plugin::*;
|
||||
|
||||
#[derive(Debug, Clone, Eq, PartialEq, Hash)]
|
||||
pub enum SpriteAnchor {
|
||||
Center,
|
||||
NorthWest,
|
||||
SouthWest,
|
||||
NorthEast,
|
||||
SouthEast,
|
||||
}
|
||||
|
||||
#[export_module]
|
||||
pub mod spriteanchor_mod {
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const Center: SpriteAnchor = SpriteAnchor::Center;
|
||||
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const NorthWest: SpriteAnchor = SpriteAnchor::NorthWest;
|
||||
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const NorthEast: SpriteAnchor = SpriteAnchor::NorthEast;
|
||||
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const SouthWest: SpriteAnchor = SpriteAnchor::SouthWest;
|
||||
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const SouthEast: SpriteAnchor = SpriteAnchor::SouthEast;
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Eq, PartialEq, Hash)]
|
||||
pub enum TextBoxFont {
|
||||
Serif,
|
||||
SansSerif,
|
||||
Monospace,
|
||||
}
|
||||
|
||||
#[export_module]
|
||||
pub mod textboxfont_mod {
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const Serif: TextBoxFont = TextBoxFont::Serif;
|
||||
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const SansSerif: TextBoxFont = TextBoxFont::SansSerif;
|
||||
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const Monospace: TextBoxFont = TextBoxFont::Monospace;
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Eq, PartialEq, Hash)]
|
||||
pub enum TextBoxJustify {
|
||||
Center,
|
||||
Left,
|
||||
}
|
||||
|
||||
#[export_module]
|
||||
pub mod textboxjustify_mod {
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const Center: TextBoxJustify = TextBoxJustify::Center;
|
||||
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const Left: TextBoxJustify = TextBoxJustify::Left;
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Eq, PartialEq, Hash)]
|
||||
pub enum SceneAction {
|
||||
None,
|
||||
SceneOutfitter,
|
||||
SceneLanded,
|
||||
}
|
||||
|
||||
#[export_module]
|
||||
pub mod sceneaction_mod {
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const None: SceneAction = SceneAction::None;
|
||||
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const SceneOutfitter: SceneAction = SceneAction::SceneOutfitter;
|
||||
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const SceneLanded: SceneAction = SceneAction::SceneLanded;
|
||||
}
|
|
@ -1,146 +1,265 @@
|
|||
use std::fmt::Debug;
|
||||
|
||||
use anyhow::Result;
|
||||
use galactica_content::Content;
|
||||
use glyphon::TextArea;
|
||||
use log::debug;
|
||||
use log::{debug, error, trace};
|
||||
use rhai::{Array, Dynamic, Engine, Scope, AST};
|
||||
use std::{cell::RefCell, collections::HashSet, fmt::Debug, rc::Rc};
|
||||
|
||||
use super::scenes::{UiFlyingScene, UiLandedScene, UiOutfitterScene};
|
||||
use crate::{RenderInput, RenderState};
|
||||
use super::{
|
||||
api::{self, SceneAction, SpriteElement, TextBoxBuilder},
|
||||
util::{Sprite, TextBox},
|
||||
};
|
||||
use crate::{
|
||||
ui::api::{SpriteBuilder, State},
|
||||
RenderInput, RenderState,
|
||||
};
|
||||
|
||||
/// Output from a ui scene step
|
||||
pub struct UiSceneStepResult {
|
||||
/// If Some, switch to this scene
|
||||
pub new_scene: Option<UiScenes>,
|
||||
#[derive(Debug, Copy, Clone)]
|
||||
pub enum MouseEvent {
|
||||
Click,
|
||||
Release,
|
||||
Enter,
|
||||
Leave,
|
||||
None,
|
||||
}
|
||||
|
||||
pub trait UiScene<'this>
|
||||
where
|
||||
Self: 'this,
|
||||
{
|
||||
/// Draw this scene
|
||||
fn draw(&mut self, input: &RenderInput, state: &mut RenderState);
|
||||
|
||||
/// Update this scene's state for this frame.
|
||||
/// Handles clicks, keys, etc.
|
||||
fn step(&mut self, input: &RenderInput, state: &mut RenderState) -> UiSceneStepResult;
|
||||
|
||||
/// Add all textareas in this scene to `v`
|
||||
fn get_textareas(
|
||||
&'this self,
|
||||
v: &mut Vec<TextArea<'this>>,
|
||||
input: &RenderInput,
|
||||
state: &RenderState,
|
||||
);
|
||||
}
|
||||
|
||||
pub(crate) enum UiScenes {
|
||||
Landed(UiLandedScene),
|
||||
Flying(UiFlyingScene),
|
||||
Outfitter(UiOutfitterScene),
|
||||
}
|
||||
|
||||
impl Debug for UiScenes {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
impl MouseEvent {
|
||||
pub fn is_enter(&self) -> bool {
|
||||
match self {
|
||||
Self::Flying(_) => write!(f, "UiScenes::Flying"),
|
||||
Self::Landed(_) => write!(f, "UiScenes::Landed"),
|
||||
Self::Outfitter(_) => write!(f, "UiScenes::Outfitter"),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
impl UiScenes {
|
||||
fn is_flying(&self) -> bool {
|
||||
match self {
|
||||
Self::Flying(_) => true,
|
||||
Self::Enter => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn is_landed(&self) -> bool {
|
||||
pub fn is_click(&self) -> bool {
|
||||
match self {
|
||||
Self::Landed(_) => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn is_outfitter(&self) -> bool {
|
||||
match self {
|
||||
Self::Outfitter(_) => true,
|
||||
Self::Click => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
impl<'a> UiScene<'a> for UiScenes {
|
||||
fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
match self {
|
||||
Self::Flying(s) => s.draw(input, state),
|
||||
Self::Landed(s) => s.draw(input, state),
|
||||
Self::Outfitter(s) => s.draw(input, state),
|
||||
}
|
||||
}
|
||||
#[derive(Debug, Copy, Clone)]
|
||||
pub(crate) enum UiScene {
|
||||
Landed,
|
||||
Flying,
|
||||
Outfitter,
|
||||
}
|
||||
|
||||
fn step(&mut self, input: &RenderInput, state: &mut RenderState) -> UiSceneStepResult {
|
||||
impl ToString for UiScene {
|
||||
fn to_string(&self) -> String {
|
||||
match self {
|
||||
Self::Flying(s) => s.step(input, state),
|
||||
Self::Landed(s) => s.step(input, state),
|
||||
Self::Outfitter(s) => s.step(input, state),
|
||||
}
|
||||
}
|
||||
|
||||
fn get_textareas(
|
||||
&'a self,
|
||||
v: &mut Vec<TextArea<'a>>,
|
||||
input: &RenderInput,
|
||||
state: &RenderState,
|
||||
) {
|
||||
match self {
|
||||
Self::Flying(s) => s.get_textareas(v, input, state),
|
||||
Self::Landed(s) => s.get_textareas(v, input, state),
|
||||
Self::Outfitter(s) => s.get_textareas(v, input, state),
|
||||
Self::Flying => "flying".to_string(),
|
||||
Self::Landed => "landed".to_string(),
|
||||
Self::Outfitter => "outfitter".to_string(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct UiManager {
|
||||
current_scene: UiScenes,
|
||||
enum UiElement {
|
||||
Sprite(Rc<RefCell<Sprite>>),
|
||||
Text(TextBox),
|
||||
}
|
||||
|
||||
impl UiElement {
|
||||
pub fn new_sprite(sprite: Sprite) -> Self {
|
||||
Self::Sprite(Rc::new(RefCell::new(sprite)))
|
||||
}
|
||||
|
||||
pub fn new_text(text: TextBox) -> Self {
|
||||
Self::Text(text)
|
||||
}
|
||||
|
||||
pub fn sprite(&self) -> Option<Rc<RefCell<Sprite>>> {
|
||||
match self {
|
||||
Self::Sprite(s) => Some(s.clone()),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn text(&self) -> Option<&TextBox> {
|
||||
match self {
|
||||
Self::Text(t) => Some(t),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) struct UiManager {
|
||||
current_scene: UiScene,
|
||||
engine: Engine,
|
||||
scope: Scope<'static>,
|
||||
elements: Vec<UiElement>,
|
||||
ct: Rc<Content>,
|
||||
}
|
||||
|
||||
impl UiManager {
|
||||
pub fn new(ct: &Content, state: &mut RenderState) -> Self {
|
||||
pub fn new(ct: Rc<Content>) -> Self {
|
||||
let scope = Scope::new();
|
||||
|
||||
let mut engine = Engine::new();
|
||||
api::register_into_engine(&mut engine);
|
||||
|
||||
Self {
|
||||
current_scene: UiScenes::Flying(UiFlyingScene::new(ct, state)),
|
||||
ct,
|
||||
current_scene: UiScene::Flying,
|
||||
engine,
|
||||
scope,
|
||||
elements: Vec::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_scene_ast(ct: &Content, scene: UiScene) -> &AST {
|
||||
match scene {
|
||||
UiScene::Landed => &ct.get_config().ui_landed_scene,
|
||||
UiScene::Flying => &ct.get_config().ui_flying_scene,
|
||||
UiScene::Outfitter => &ct.get_config().ui_outfitter_scene,
|
||||
}
|
||||
}
|
||||
|
||||
/// Change the current scene
|
||||
pub fn set_scene(&mut self, scene: UiScenes) {
|
||||
pub fn set_scene(&mut self, state: &mut RenderState, scene: UiScene) -> Result<()> {
|
||||
debug!("switching to {:?}", scene);
|
||||
self.current_scene = scene;
|
||||
|
||||
self.scope.clear();
|
||||
self.elements.clear();
|
||||
let mut used_names = HashSet::new();
|
||||
|
||||
trace!("running init for `{}`", self.current_scene.to_string());
|
||||
|
||||
let builders: Array = self.engine.call_fn(
|
||||
&mut self.scope,
|
||||
Self::get_scene_ast(&self.ct, self.current_scene),
|
||||
"init",
|
||||
(State {
|
||||
planet_landscape: "ui::landscape::test".to_string(),
|
||||
planet_name: "Earth".to_string(),
|
||||
},),
|
||||
)?;
|
||||
|
||||
trace!("found {:?} builders", builders.len());
|
||||
|
||||
for v in builders {
|
||||
if v.is::<SpriteBuilder>() {
|
||||
let s = v.cast::<SpriteBuilder>();
|
||||
if used_names.contains(&s.name) {
|
||||
error!(
|
||||
"UI scene `{}` re-uses element name `{}`",
|
||||
self.current_scene.to_string(),
|
||||
s.name
|
||||
);
|
||||
} else {
|
||||
used_names.insert(s.name.clone());
|
||||
}
|
||||
self.elements.push(UiElement::new_sprite(Sprite::new(
|
||||
&self.ct, s.name, s.sprite, s.mask, s.rect,
|
||||
)));
|
||||
} else if v.is::<TextBoxBuilder>() {
|
||||
let t = v.cast::<TextBoxBuilder>();
|
||||
if used_names.contains(&t.name) {
|
||||
error!(
|
||||
"UI scene `{}` re-uses element name `{}`",
|
||||
self.current_scene.to_string(),
|
||||
t.name
|
||||
);
|
||||
} else {
|
||||
used_names.insert(t.name.clone());
|
||||
}
|
||||
let mut b = TextBox::new(
|
||||
state,
|
||||
t.name,
|
||||
t.font_size,
|
||||
t.line_height,
|
||||
t.font,
|
||||
t.justify,
|
||||
t.rect,
|
||||
);
|
||||
b.set_text(state, &t.text);
|
||||
self.elements.push(UiElement::new_text(b));
|
||||
} else {
|
||||
// TODO: better message
|
||||
error!("bad type in builder array")
|
||||
}
|
||||
}
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
/// Draw all ui elements
|
||||
pub fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
loop {
|
||||
let r = self.current_scene.step(input, state);
|
||||
if let Some(new_scene) = r.new_scene {
|
||||
debug!("{:?} changed scene", self.current_scene);
|
||||
self.set_scene(new_scene)
|
||||
} else {
|
||||
break;
|
||||
pub fn draw(&mut self, input: &RenderInput, state: &mut RenderState) -> Result<()> {
|
||||
let mut iter = self
|
||||
.elements
|
||||
.iter()
|
||||
.map(|x| x.sprite())
|
||||
.filter(|x| x.is_some())
|
||||
.map(|x| x.unwrap());
|
||||
|
||||
let action: SceneAction = loop {
|
||||
let e = match iter.next() {
|
||||
Some(e) => e,
|
||||
None => break SceneAction::None,
|
||||
};
|
||||
|
||||
let mut x = (*e).borrow_mut();
|
||||
let m = x.check_mouse(input, state);
|
||||
x.step(input, state);
|
||||
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