163 lines
3.9 KiB
Rust

use std::sync::Arc;
use super::super::api::Rect;
use crate::{
ui::{api::Color, event::Event},
vertexbuffer::types::UiInstance,
RenderInput, RenderState,
};
use galactica_content::{Sprite, SpriteAutomaton};
use galactica_util::to_radians;
use rhai::ImmutableString;
#[derive(Debug, Clone)]
pub struct UiSprite {
pub anim: SpriteAutomaton,
pub name: ImmutableString,
/// Sprite angle, in degrees
angle: f32,
/// If true, this sprite will be scaled to fit in its box without affecting aspect ratio.
/// If false, this sprite will be stretched to fit in its box
preserve_aspect: bool,
rect: Rect,
mask: Option<Arc<Sprite>>,
color: Color,
/// If true, ignore mouse events until click is released
waiting_for_release: bool,
has_mouse: bool,
has_click: bool,
}
impl UiSprite {
pub fn new(name: ImmutableString, sprite: Arc<Sprite>, rect: Rect) -> Self {
Self {
name,
anim: SpriteAutomaton::new(sprite),
rect,
angle: 0.0,
color: Color::new(1.0, 1.0, 1.0, 1.0),
mask: None,
has_mouse: false,
has_click: false,
waiting_for_release: false,
preserve_aspect: false,
}
}
pub fn set_mask(&mut self, mask: Option<Arc<Sprite>>) {
self.mask = mask;
}
pub fn set_angle(&mut self, angle: f32) {
self.angle = angle;
}
pub fn set_rect(&mut self, rect: Rect) {
self.rect = rect;
}
pub fn set_color(&mut self, color: Color) {
self.color = color;
}
pub fn set_preserve_aspect(&mut self, preserve_aspect: bool) {
self.preserve_aspect = preserve_aspect;
}
pub fn push_to_buffer(&self, input: &RenderInput, state: &mut RenderState) {
let mut rect = self
.rect
.to_centered(&state.window, input.ct.config.ui_scale);
if self.preserve_aspect {
let rect_aspect = rect.dim.x / rect.dim.y;
let sprite_aspect = self.anim.get_sprite().aspect;
// "wide rect" case => match height, reduce width
if rect_aspect > sprite_aspect {
let shrink = rect.dim.x - rect.dim.y * sprite_aspect;
rect.dim.x -= shrink;
// "tall rect" case => match width, reduce height
} else if rect_aspect < sprite_aspect {
let shrink = rect.dim.y - rect.dim.x / sprite_aspect;
rect.dim.y -= shrink;
}
}
let anim_state = self.anim.get_texture_idx();
state.push_ui_buffer(UiInstance {
position: rect.pos.into(),
angle: to_radians(90.0 + self.angle),
dim: rect.dim.into(),
color: self.color.as_array(),
texture_index: anim_state.texture_index(),
texture_fade: anim_state.fade,
mask_index: self
.mask
.as_ref()
.map(|x| {
let texture_b = x.get_first_frame(); // TODO: animate?
[1, texture_b]
})
.unwrap_or([0, 0]),
});
}
pub fn check_events(&mut self, input: &RenderInput, state: &mut RenderState) -> Event {
let r = self
.rect
.to_centered(&state.window, input.ct.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 Event::MouseClick;
}
if self.has_mouse && self.has_click && !input.player.input.pressed_leftclick() {
self.has_click = false;
return Event::MouseRelease;
}
// Release mouse when cursor leaves box
if self.has_click && !self.has_mouse {
self.has_click = false;
return Event::MouseRelease;
}
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 Event::MouseHover;
}
if !r.contains_mouse(input, state) && self.has_mouse {
self.waiting_for_release = false;
self.has_mouse = false;
return Event::MouseUnhover;
}
return Event::None;
}
pub fn step(&mut self, input: &RenderInput, _state: &mut RenderState) {
self.anim.step(input.time_since_last_run);
}
}