#include "guecs.hpp" #include "sfml/shaders.hpp" #include "sfml/sound.hpp" #include "sfml/textures.hpp" namespace guecs { using std::make_shared; void Textual::init(lel::Cell &cell, shared_ptr font_ptr) { dbc::check(font_ptr != nullptr, "you failed to initialize this WideText"); if(font == nullptr) font = font_ptr; if(text == nullptr) text = make_shared(*font, content, size); text->setFillColor(color); if(centered) { auto bounds = text->getLocalBounds(); auto text_cell = lel::center(bounds.size.x, bounds.size.y, cell); // this stupid / 2 is because SFML renders from baseline rather than from the claimed bounding box text->setPosition({float(text_cell.x), float(text_cell.y) - text_cell.h / 2}); } else { text->setPosition({float(cell.x + padding * 2), float(cell.y + padding * 2)}); } text->setCharacterSize(size); } void Textual::update(const wstring& new_content) { content = new_content; text->setString(content); } void Sprite::update(const string& new_name) { if(new_name != name) { name = new_name; auto sprite_texture = textures::get(name); sprite->setTexture(*sprite_texture.texture); sprite->setTextureRect(sprite_texture.sprite->getTextureRect()); } } void Sprite::init(lel::Cell &cell) { auto sprite_texture = textures::get(name); sprite = make_shared( *sprite_texture.texture, sprite_texture.sprite->getTextureRect()); sprite->setPosition({ float(cell.x + padding), float(cell.y + padding)}); auto bounds = sprite->getLocalBounds(); sprite->setScale({ float(cell.w - padding * 2) / bounds.size.x, float(cell.h - padding * 2) / bounds.size.y}); } void Rectangle::init(lel::Cell& cell) { sf::Vector2f size{float(cell.w) - padding * 2, float(cell.h) - padding * 2}; if(shape == nullptr) shape = make_shared(size); shape->setPosition({float(cell.x + padding), float(cell.y + padding)}); shape->setFillColor(color); shape->setOutlineColor(border_color); shape->setOutlineThickness(border_px); } void Meter::init(lel::Cell& cell) { bar.init(cell); } void Meter::render(lel::Cell& cell) { float level = std::clamp(percent, 0.0f, 1.0f) * float(cell.w); // ZED: this 6 is a border width, make it a thing bar.shape->setSize({std::max(level, 0.0f), float(cell.h - 6)}); } void Sound::play(bool hover) { if(!hover) { sound::play(on_click); } } void Sound::stop(bool hover) { if(!hover) { sound::stop(on_click); } } void Background::init() { sf::Vector2f size{float(w), float(h)}; if(shape == nullptr) shape = make_shared(size); shape->setPosition({float(x), float(y)}); shape->setFillColor(color); } void Effect::init(lel::Cell &cell) { $shader_version = shaders::version(); $shader = shaders::get(name); $shader->setUniform("u_resolution", sf::Vector2f({float(cell.w), float(cell.h)})); $clock = std::make_shared(); } void Effect::step() { sf::Time cur_time = $clock->getElapsedTime(); float u_time = cur_time.asSeconds(); if(u_time < $u_time_end) { $shader->setUniform("u_duration", duration); $shader->setUniform("u_time_end", $u_time_end); $shader->setUniform("u_time", u_time); } else { $active = false; } } void Effect::run() { $active = true; sf::Time u_time = $clock->getElapsedTime(); $u_time_end = u_time.asSeconds() + duration; } shared_ptr Effect::checkout_ptr() { if(shaders::updated($shader_version)) { $shader = shaders::get(name); $shader_version = shaders::version(); } return $shader; } void Effect::stop() { $active = false; } }