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136 lines
3.5 KiB
C++

#include "Button.h"
#include "GL/glew.h"
#include "Application.h"
#include "Input.h"
#include "Texture.h"
#include "Shader.h"
namespace nf {
Button::Button() :
m_idleTexture(nullptr),
m_hoverTexture(nullptr),
m_pressedTexture(nullptr),
m_currentTexture(nullptr),
m_scale(1.0f),
m_opacity(1.0f),
m_clicked(false),
m_triggered(false)
{
}
void Button::create(const Vec2& position, std::string string, Asset* buttonAsset, double scale, double opacity) {
m_constructed = true;
m_position = position;
m_string = string;
if (m_string.size()) {
m_text.create(m_string, Vec2(0.0, 0.0));
m_text.centered(true);
}
m_scale = (float)scale * 0.3f;
m_opacity = (float)opacity;
m_text.setOpacity(m_opacity);
AButton* button;
if ((button = dynamic_cast<AButton*>(buttonAsset)) == nullptr)
Error("Non-button asset passed to Button::create!");
m_idleTexture = new Texture(&button->idleTex);
m_hoverTexture = new Texture(&button->hoverTex);
m_pressedTexture = new Texture(&button->pressedTex);
if (!((m_idleTexture->getDimensions() == m_hoverTexture->getDimensions()) && (m_idleTexture->getDimensions() == m_pressedTexture->getDimensions()))) {
Error("Button images are not the same size!");
}
float tc[3][4] = {
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0
};
m_vao = new VertexArray;
m_vao->addBuffer(nullptr, 0);
m_vao->push<float>(2);
m_vao->finishBufferLayout();
m_vao->addBuffer(tc, sizeof(tc));
m_vao->push<float>(2);
m_vao->finishBufferLayout();
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
}
const char* Button::identity() {
return "button";
}
void Button::render(Shader* shader, unsigned int windowWidth, unsigned int windowHeight, Application* app, Shader* textShader) {
float posX = (float)m_position.x * windowWidth, posY = (float)m_position.y * windowHeight;
float scale = windowWidth / 5.0f;
Vec2 texDim = m_idleTexture->getDimensions();
float height = scale * m_scale;
float width = ((float)texDim.x / (float)texDim.y) * scale * m_scale;
if (m_centeredX)
posX = ((float)windowWidth - width) / 2;
if (m_centeredY)
posY = ((float)windowHeight - height) / 2;
m_currentTexture = m_idleTexture;
Vec2 mousePos = app->getMousePos();
m_triggered = false;
if (mousePos.x >= posX && mousePos.x <= posX + width && mousePos.y <= windowHeight - posY && mousePos.y >= (windowHeight - posY) - height) {
m_currentTexture = m_hoverTexture;
if (app->isMouse(NFI_LEFTMOUSE))
m_clicked = true;
else if (m_clicked) {
m_triggered = true;
m_clicked = false;
}
}
else m_clicked = false;
if (m_clicked)
m_currentTexture = m_pressedTexture;
float vb[] = {
posX, posY + height,
posX, posY,
posX + width, posY,
posX, posY + height,
posX + width, posY,
posX + width, posY + height
};
m_currentTexture->bind();
m_vao->setBufferData(0, vb, sizeof(vb));
shader->setUniform("opacity", m_opacity);
glDrawArrays(GL_TRIANGLES, 0, 6);
if (m_string.size()) {
Vec2 pos = Vec2(posX, posY);
m_text.render(textShader, windowWidth, windowHeight, true, width, height, pos);
}
}
bool Button::isClicked() {
return m_triggered;
}
void Button::destroy() {
m_constructed = false;
m_clicked = false;
m_position = Vec2(0.0);
m_centeredX = m_centeredY = false;
if (!m_idleTexture->isBaseAsset())
delete m_idleTexture;
if (!m_hoverTexture->isBaseAsset())
delete m_hoverTexture;
if (!m_pressedTexture->isBaseAsset())
delete m_pressedTexture;
delete m_vao;
}
Button::~Button() {
}
}