f6f91b18e8
You can now right click empty slots to insert one from swap. Added unique sounds for the swap slot count incrementing/decrementing. Material placement now plays sounds.
152 lines
5.6 KiB
C++
152 lines
5.6 KiB
C++
#ifndef STAR_GUI_CONTEXT_HPP
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#define STAR_GUI_CONTEXT_HPP
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#include "StarApplicationController.hpp"
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#include "StarTextPainter.hpp"
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#include "StarDrawablePainter.hpp"
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#include "StarAssetTextureGroup.hpp"
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#include "StarInputEvent.hpp"
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#include "StarDrawable.hpp"
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#include "StarThread.hpp"
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#include "StarGuiTypes.hpp"
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#include "StarRenderer.hpp"
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#include "StarKeyBindings.hpp"
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#include "StarMixer.hpp"
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namespace Star {
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STAR_EXCEPTION(GuiContextException, StarException);
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class GuiContext {
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public:
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// Get pointer to the singleton root instance, if it exists. Otherwise,
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// returns nullptr.
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static GuiContext* singletonPtr();
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// Gets reference to GuiContext singleton, throws GuiContextException if root
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// is not initialized.
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static GuiContext& singleton();
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GuiContext(MixerPtr mixer, ApplicationControllerPtr appController);
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~GuiContext();
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GuiContext(GuiContext const&) = delete;
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GuiContext& operator=(GuiContext const&) = delete;
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void renderInit(RendererPtr renderer);
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MixerPtr const& mixer() const;
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ApplicationControllerPtr const& applicationController() const;
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RendererPtr const& renderer() const;
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AssetTextureGroupPtr const& assetTextureGroup() const;
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TextPainterPtr const& textPainter() const;
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unsigned windowWidth() const;
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unsigned windowHeight() const;
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Vec2U windowSize() const;
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Vec2U windowInterfaceSize() const;
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int interfaceScale() const;
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void setInterfaceScale(int interfaceScale);
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Maybe<Vec2I> mousePosition(InputEvent const& event, int pixelRatio) const;
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Maybe<Vec2I> mousePosition(InputEvent const& event) const;
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Set<InterfaceAction> actions(InputEvent const& event) const;
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// used to cancel chorded inputs on KeyUp
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Set<InterfaceAction> actionsForKey(Key key) const;
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void refreshKeybindings();
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// Drawing wrappers to internal renderers. Automatically loads textures before drawing.
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void setInterfaceScissorRect(RectI const& scissor);
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void resetInterfaceScissorRect();
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Vec2U textureSize(AssetPath const& texName);
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void drawQuad(RectF const& screenCoords, Vec4B const& color = Vec4B::filled(255));
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void drawQuad(AssetPath const& texName, RectF const& screenCoords, Vec4B const& color = Vec4B::filled(255));
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void drawQuad(AssetPath const& texName, Vec2F const& screenPos, float pixelRatio, Vec4B const& color = Vec4B::filled(255));
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void drawQuad(AssetPath const& texName, RectF const& texCoords, RectF const& screenCoords, Vec4B const& color = Vec4B::filled(255));
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void drawDrawable(Drawable drawable, Vec2F const& screenPos, float pixelRatio, Vec4B const& color = Vec4B::filled(255));
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void drawLine(Vec2F const& begin, Vec2F const end, Vec4B const& color, float lineWidth = 1);
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void drawPolyLines(PolyF const& poly, Vec4B const& color, float lineWidth = 1);
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void drawTriangles(List<tuple<Vec2F, Vec2F, Vec2F>> const& triangles, Vec4B const& color);
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void drawInterfaceDrawable(Drawable drawable, Vec2F const& screenPos, Vec4B const& color = Vec4B::filled(255));
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void drawInterfaceLine(Vec2F const& begin, Vec2F const end, Vec4B const& color, float lineWidth = 1);
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void drawInterfacePolyLines(PolyF poly, Vec4B const& color, float lineWidth = 1);
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void drawInterfaceTriangles(List<tuple<Vec2F, Vec2F, Vec2F>> const& triangles, Vec4B const& color);
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void drawInterfaceQuad(RectF const& screenCoords, Vec4B const& color = Vec4B::filled(255));
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void drawInterfaceQuad(AssetPath const& texName, Vec2F const& screenPos, Vec4B const& color = Vec4B::filled(255));
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void drawInterfaceQuad(AssetPath const& texName, Vec2F const& screenPos, float scale, Vec4B const& color = Vec4B::filled(255));
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void drawInterfaceQuad(AssetPath const& texName, RectF const& texCoords, RectF const& screenCoords, Vec4B const& color = Vec4B::filled(255));
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void drawImageStretchSet(ImageStretchSet const& imageSet, RectF const& screenPos, GuiDirection direction = GuiDirection::Horizontal, Vec4B const& color = Vec4B::filled(255));
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// Returns true if the hardware cursor was successfully set to the drawable. Generally fails if the Drawable isn't an image part or the image is too big.
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bool trySetCursor(Drawable const& drawable, Vec2I const& offset, int pixelRatio);
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RectF renderText(String const& s, TextPositioning const& positioning);
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RectF renderInterfaceText(String const& s, TextPositioning const& positioning);
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RectF determineTextSize(String const& s, TextPositioning const& positioning);
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RectF determineInterfaceTextSize(String const& s, TextPositioning const& positioning);
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void setFontSize(unsigned size);
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void setFontSize(unsigned size, int pixelRatio);
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void setFontColor(Vec4B const& color);
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void setFontMode(FontMode mode);
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void setFontProcessingDirectives(String const& directives);
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void setFont(String const& font);
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void setDefaultFont();
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void setLineSpacing(float lineSpacing);
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void setDefaultLineSpacing();
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int stringWidth(String const& s);
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int stringInterfaceWidth(String const& s);
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StringList wrapText(String const& s, Maybe<unsigned> wrapWidth);
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StringList wrapInterfaceText(String const& s, Maybe<unsigned> wrapWidth);
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void playAudio(AudioInstancePtr audioInstance);
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void playAudio(String const& audioAsset, int loops = 0, float volume = 1.0f, float pitch = 1.0f);
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bool shiftHeld() const;
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void setShiftHeld(bool held);
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String getClipboard() const;
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void setClipboard(String text);
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void cleanup();
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private:
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static GuiContext* s_singleton;
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MixerPtr m_mixer;
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ApplicationControllerPtr m_applicationController;
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RendererPtr m_renderer;
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AssetTextureGroupPtr m_textureCollection;
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TextPainterPtr m_textPainter;
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DrawablePainterPtr m_drawablePainter;
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KeyBindings m_keyBindings;
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int m_interfaceScale;
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bool m_shiftHeld;
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};
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}
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#endif
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