A GUI library for games that's so small you won't even know its there.
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lel-guecs/src/sfml/components.cpp

136 lines
3.8 KiB

#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<sf::Font> 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<sf::Text>(*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<sf::Sprite>(
*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<sf::RectangleShape>(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<sf::RectangleShape>(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<sf::Clock>();
}
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();
$u_time_end = u_time.asSeconds() + duration;
}
shared_ptr<sf::Shader> Effect::checkout_ptr() {
if(shaders::updated($shader_version)) {
$shader = shaders::get(name);
$shader_version = shaders::version();
}
return $shader;
}
void Effect::stop() {
$active = false;
}
}