#include "../graphics/Font.hpp"
#include "../graphics/Viewport.hpp"
+#include <iomanip>
+#include <sstream>
#include <glm/gtx/transform.hpp>
}
void Label::Draw(app::Assets &assets, graphics::Viewport &viewport) noexcept {
+ if (text.empty()) return;
Update();
glm::vec2 size = Size();
assets.shaders.alpha_sprite.Activate();
- assets.shaders.alpha_sprite.SetM(glm::translate(AlignedPosition())
+ assets.shaders.alpha_sprite.SetM(glm::translate(glm::vec3(Position() + (size * 0.5f), -ZIndex()))
* glm::scale(glm::vec3(size.x, size.y, 1.0f)));
assets.shaders.alpha_sprite.SetTexture(tex);
assets.shaders.alpha_sprite.SetFgColor(fg_color);
}
void Label::Update() {
- if (!dirty) return;
+ if (!dirty || text.empty()) return;
font->Render(text, tex);
dirty = false;
}
}
glm::vec2 Meter::Size() {
- return size + (2.0f * padding) + (2.0f * border);
+ return size + (2.0f * padding) + glm::vec2(2.0f * border);
}
void Meter::Draw(app::Assets &assets, graphics::Viewport &viewport) noexcept {
glm::vec2 fullsize = Size();
- assets.shaders.plain_color.Activate();
+ assets.shaders.canvas.Activate();
+ assets.shaders.canvas.ZIndex(ZIndex());
if (border > 0.0f) {
- assets.shaders.plain_color.SetM(glm::translate(AlignedPosition())
- * glm::scale(glm::vec3(fullsize.x, fullsize.y, 1.0f)));
- assets.shaders.plain_color.SetColor(border_color);
- assets.shaders.plain_color.OutlineRect();
+ assets.shaders.canvas.SetColor(border_color);
+ assets.shaders.canvas.DrawRect(
+ Position() + glm::vec2(border * 0.5f),
+ Position() + fullsize - glm::vec2(border * 0.5f),
+ border
+ );
}
if (value > 0.0f) {
- glm::vec3 top_left(glm::vec2(TopLeft()) + padding + glm::vec2(border), Position().z);
- glm::vec3 actual_size(size.x * value, size.y, 1.0f);
-
- assets.shaders.plain_color.SetM(glm::translate(align(Gravity::NORTH_WEST, actual_size, top_left))
- * glm::scale(actual_size));
- assets.shaders.plain_color.SetColor(fill_color);
- assets.shaders.plain_color.DrawRect();
+ glm::vec2 bottom_right = Position() + fullsize - glm::vec2(border) - padding;
+ bottom_right.x -= size.x * (1.0f - value);
+ assets.shaders.canvas.SetColor(fill_color);
+ assets.shaders.canvas.FillRect(
+ Position() + glm::vec2(border) + padding,
+ bottom_right
+ );
}
}
Panel *Panel::Direction(Dir d) {
dir = d;
- Relayout();
+ Layout();
return this;
}
glm::vec2 Panel::Size() {
- return (2.0f * padding) + glm::vec2(0.0f, (widgets.size() - 1) * spacing) + size;
+ glm::vec2 space(0.0f);
+ space[dir] = (widgets.size() - 1) * spacing;
+ return (2.0f * padding) + space + size;
}
-void Panel::Relayout() {
+void Panel::Layout() {
size = glm::vec2(0.0f);
if (dir == HORIZONTAL) {
for (auto &w : widgets) {
}
void Panel::Draw(app::Assets &assets, graphics::Viewport &viewport) noexcept {
+ // TODO: separate draw and layout, it's inefficient and the wrong tree order anyway
+ Layout();
if (bg_color.a > 0.0f) {
- glm::vec2 fullsize = Size();
- assets.shaders.plain_color.Activate();
- assets.shaders.plain_color.SetM(glm::translate(AlignedPosition())
- * glm::scale(glm::vec3(fullsize.x, fullsize.y, 1.0f)));
- assets.shaders.plain_color.SetColor(bg_color);
- assets.shaders.plain_color.DrawRect();
+ assets.shaders.canvas.Activate();
+ assets.shaders.canvas.ZIndex(ZIndex());
+ assets.shaders.canvas.SetColor(bg_color);
+ assets.shaders.canvas.FillRect(Position(), Position() + Size());
}
- glm::vec3 cursor = TopLeft();
- cursor.x += padding.x;
- cursor.y += padding.y;
- cursor.z -= 1.0f;
+ glm::vec2 cursor = Position() + padding;
for (auto &w : widgets) {
- w->Position(cursor)->Origin(Gravity::NORTH_WEST);
+ w->Position(cursor)->ZIndex(ZIndex() + 1.0f);
w->Draw(assets, viewport);
cursor[dir] += w->Size()[dir] + spacing;
}
Widget::Widget()
: pos(0.0f)
-, origin(Gravity::CENTER) {
+, z_index(1.0f) {
}
Widget::~Widget() {
}
-glm::vec3 Widget::AlignedPosition() noexcept {
- return align(origin, Size(), pos);
-}
-
-glm::vec3 Widget::TopLeft() noexcept {
- glm::vec2 size = Size();
- return align(origin, size, pos) - glm::vec3(size * 0.5f, 0.0f);
-}
-
}
}