1 | #include "button.hpp"
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2 |
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3 | #include <SDL2/SDL_ttf.h>
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4 | // #include <SDL2/SDL2_gfxPrimitives.h>
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5 |
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6 | #include "../vulkan-game.hpp"
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7 |
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8 | // TODO: Figure out a good way to return errors instead of just printing them
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9 | // Probably throw an exception
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10 | // Make sure to cleanup anythign that was initialized correctly before the error
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11 | // TODO: Support better positioning options (e.g. align to left, right, top, bottom, center,
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12 | // and offsets from those positions)
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13 | Button::Button(string label, int x, int y, int padding, uint32_t color, uint32_t textColor,
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14 | VulkanGame& gameInfo, SDL_Renderer& renderer,
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15 | void (*onMouseClick)(VulkanGame& gameInfo),
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16 | void (*onMouseEnter)(UIElement& element),
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17 | void (*onMouseLeave)(UIElement& element)) :
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18 | UIElement(x, y, 0, 0, renderer, onMouseClick, onMouseEnter, onMouseLeave),
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19 | color(color),
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20 | focused(false),
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21 | gameInfo(gameInfo) {
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22 |
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23 | SDL_Color sdlTextColor {
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24 | static_cast<Uint8>((textColor >> 24) & 0xFF),
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25 | static_cast<Uint8>((textColor >> 16) & 0xFF),
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26 | static_cast<Uint8>((textColor >> 8) & 0xFF),
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27 | static_cast<Uint8>(textColor & 0xFF)
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28 | };
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29 |
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30 | SDL_Surface* labelSurface = TTF_RenderText_Blended(this->gameInfo.proggyFont, label.c_str(),
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31 | sdlTextColor);
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32 | if (labelSurface == nullptr) {
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33 | cout << "Unable to render text surface! SDL_ttf Error: " << TTF_GetError() << endl;
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34 | }
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35 |
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36 | this->labelTexture = SDL_CreateTextureFromSurface(&this->renderer, labelSurface);
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37 | if (this->labelTexture == nullptr) {
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38 | cout << "Unable to create texture from rendered text! SDL Error: " << SDL_GetError() << endl;
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39 | // SDL_FreeSurface(labelSurface);
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40 | }
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41 |
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42 | SDL_FreeSurface(labelSurface);
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43 |
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44 | TTF_SizeText(this->gameInfo.proggyFont, label.c_str(), &this->labelWidth, &this->labelHeight);
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45 |
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46 | this->width = this->labelWidth + padding;
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47 | this->height = this->labelHeight + padding;
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48 |
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49 | uint32_t rgb = color & 0xFFFFFF00;
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50 | uint32_t a = color & 0xFF;
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51 |
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52 | this->focusColor = (int)(rgb * 1.6) | a;
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53 | }
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54 |
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55 | Button::~Button() {
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56 | if (this->labelTexture != nullptr) {
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57 | SDL_DestroyTexture(this->labelTexture);
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58 | this->labelTexture = nullptr;
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59 | }
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60 | }
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61 |
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62 | void Button::init() {
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63 | this->focused = false;
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64 | }
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65 |
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66 | void Button::render(int x, int y) {
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67 | uint32_t cur_color = this->focused ? this->focusColor : this->color;
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68 |
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69 | uint8_t colorR = (cur_color >> 24) & 0xFF;
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70 | uint8_t colorG = (cur_color >> 16) & 0xFF;
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71 | uint8_t colorB = (cur_color >> 8) & 0xFF;
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72 | uint8_t colorA = cur_color & 0xFF;
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73 |
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74 | /*
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75 | boxRGBA(&this->renderer, this->x + x, this->y + y, this->x + this->width, this->y + this->height,
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76 | colorR, colorG, colorB, colorA);
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77 | */
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78 |
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79 | SDL_Rect rect = {
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80 | this->x + (this->width - this->labelWidth) / 2 + x,
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81 | this->y + (this->height - this->labelHeight) / 2 + y,
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82 | this->labelWidth,
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83 | this->labelHeight
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84 | };
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85 |
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86 | SDL_RenderCopy(&this->renderer, this->labelTexture, nullptr, &rect);
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87 | }
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88 |
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89 | void Button::handleEvent(UIEvent& e) {
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90 | switch(e.type) {
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91 | case UI_EVENT_MOUSEMOTION:
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92 | if (this->x < e.mouse.x && e.mouse.x < this->x + this->width &&
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93 | this->y < e.mouse.y && e.mouse.y < this->y + this->height) {
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94 | if (!this->focused) {
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95 | this->focused = true;
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96 | if (this->onMouseEnter != nullptr) {
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97 | this->onMouseEnter(*this);
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98 | }
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99 | }
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100 | } else if (this->focused) {
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101 | this->focused = false;
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102 | if (this->onMouseLeave != nullptr) {
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103 | this->onMouseLeave(*this);
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104 | }
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105 | }
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106 | break;
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107 | case UI_EVENT_MOUSEBUTTONDOWN:
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108 | break;
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109 | case UI_EVENT_MOUSEBUTTONUP:
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110 | if (this->x < e.mouse.x && e.mouse.x < this->x + this->width &&
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111 | this->y < e.mouse.y && e.mouse.y < this->y + this->height) {
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112 | if (this->onMouseClick != nullptr) {
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113 | this->onMouseClick(this->gameInfo);
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114 | }
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115 | }
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116 | break;
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117 | default:
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118 | //cout << "Unhandled UI event: " << e.type << endl;
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119 | break;
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120 | }
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121 | }
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