Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/gui_gadgets.hpp

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#pragma once
#include <SFML/Graphics/RectangleShape.hpp>
#include <SFML/Graphics/Font.hpp>
#include <SFML/Graphics/Text.hpp>
#include "lel.hpp"
namespace gui {
struct Label {
sf::Font &font;
sf::Text text;
lel::Cell& cell;
Label(lel::Cell& cell, std::string label_text, sf::Font &font) :
font(font),
text(font, label_text),
cell(cell)
{
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});
}
void draw(sf::RenderWindow& window) {
window.draw(text);
}
};
struct Button {
Label label;
lel::Cell& cell;
sf::RectangleShape shape;
Button(lel::Cell& cell, std::string label_text, sf::Font &font) :
label(cell, label_text, font),
cell(cell)
{
shape.setPosition({float(cell.x + 3), float(cell.y + 3)});
shape.setSize({float(cell.w - 6), float(cell.h - 6)});
shape.setFillColor(ColorValue::DARK_MID);
shape.setOutlineColor(ColorValue::MID);
shape.setOutlineThickness(1);
}
void draw(sf::RenderWindow& window) {
window.draw(shape);
label.draw(window);
}
};
struct Meter {
sf::RectangleShape shape;
lel::Cell& cell;
Meter(lel::Cell& cell) :
cell(cell)
{
shape.setPosition({float(cell.x + 3), float(cell.y + 3)});
shape.setSize({float(cell.w - 6), float(cell.h - 6)});
shape.setFillColor(ColorValue::DARK_MID);
shape.setOutlineColor(ColorValue::MID);
shape.setOutlineThickness(1);
}
void draw(sf::RenderWindow& window) {
window.draw(shape);
}
void set_percent(float percent) {
float level = percent * float(cell.w);
// ZED: this 6 is a border to make it a thing
shape.setSize({std::max(level, 0.0f), float(cell.h - 6)});
}
};
}