152 lines
4.7 KiB
C++
152 lines
4.7 KiB
C++
#pragma once
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#include <ReWindow/types/Window.h>
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#include <J3ML/LinearAlgebra.hpp>
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#include <JGL/JGL.h>
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#include "JGL/types/Shader.h"
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#include "JUI/JUI.hpp"
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#include "JUI/Widgets/Scene.hpp"
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#include "JUI/Widgets/TextRect.hpp"
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// Our OpenGL wrapper currently targets OpenGL 2.1
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// You can specify a different version if you wish to write your own graphics code.
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#define GL_VER_MAJOR 2
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#define GL_VER_MINOR 1
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class RedactedFrameworkAppTemplate : public ReWindow::OpenGLWindow {
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public:
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JGL::Texture* logo = nullptr;
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JUI::Scene* scene = nullptr;
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/// Constructs the application class.
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/// @param title
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/// @param width
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/// @param height
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RedactedFrameworkAppTemplate(const std::string& title, int width, int height);
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/// Called after the framework initialization is complete. Loads resources and creates objects.
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bool Load();
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bool Open() override;
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/// Ensure the OpenGL wrapper has the correct canvas size. Good place to update other elements' size as well.
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void PropagateWindowSize() {
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auto size = GetSize();
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Vector2i vSize = Vector2i(size.x, size.y);
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JGL::Update(vSize);
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scene->SetViewportSize(Vector2(vSize));
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}
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void Update(float elapsed) {
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scene->Update(elapsed);
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}
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Vector2 SizeV2() {
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auto size = GetSize();
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return Vector2(size.x, size.y);
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}
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Vector2i SizeV2i() {
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auto size = GetSize();
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return Vector2i(size.x, size.y);
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}
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void DrawBackgroundLogo() {
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Vector2 logo_size = Vector2(logo->GetDimensions());
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float scale_coefficient = 0.75f; // The amount to scale the image by.
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// Computes the percentages [0, 1] of the image size relative to the viewport size.
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Vector2 scale = SizeV2() / logo_size;
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// We pick the best fit and apply it as a uniform scale.
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float best_fit_scale = Math::Min(scale.x, scale.y);
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// The final factor [0, 1] by which to scale the image size.
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scale = Vector2(best_fit_scale, best_fit_scale) * scale_coefficient;
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/// The bounding-box of the image after scaling.
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Vector2 box_size = Vector2(logo->GetDimensions())*scale;
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// Center of the screen.
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Vector2 screen_center = SizeV2() / 2.f;
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// Center of the logo.
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Vector2 logo_center = box_size / 2.f;
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// The point at which to draw the logo such that it always appears centered.
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// TODO: The `origin` parameter in J2D should perform this calculation for us, so we can specify [0.5, 0.5] and it will render from the center.
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Vector2 draw_offset = screen_center - logo_center;
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// Draw the logo's bounding box, as a gradient box.
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J2D::FillGradientRect(Colors::Yellow, Colors::Pinks::HotPink, Direction::Diagonal_SWNE, draw_offset, box_size);
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J2D::DrawSprite(logo, draw_offset, 0, Vector2::Zero, scale);
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}
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void Render() {
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Shader::UseDefault();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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J2D::Begin();
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DrawBackgroundLogo();
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J2D::End();
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scene->Draw();
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}
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void OnRefresh(float elapsed) override {
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PropagateWindowSize();
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Update(elapsed);
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Render();
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SwapBuffers();
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}
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enum JUI::MouseButton ToJUIEnum(const MouseButton& btn) {
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if (btn == MouseButtons::Left) return JUI::MouseButton::Left;
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if (btn == MouseButtons::Middle) return JUI::MouseButton::Middle;
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if (btn == MouseButtons::Right) return JUI::MouseButton::Right;
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// Default condition.
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return JUI::MouseButton::Left;
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}
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void OnMouseButtonDown(const ReWindow::MouseButtonDownEvent &e) override {
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auto btn = ToJUIEnum(e.Button);
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// Consume mouse clicks that are of interest to the UI scene.
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if (scene->ObserveMouseInput(btn, true))
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return;
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// Listen for mouse clicks.
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}
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void OnMouseButtonUp(const ReWindow::MouseButtonUpEvent &e) override {
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auto btn = ToJUIEnum(e.Button);
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if (scene->ObserveMouseInput(btn, false)) return;
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}
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void OnMouseMove(const ReWindow::MouseMoveEvent &e) override {
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Vector2 nmp = Vector2(e.Position.x, e.Position.y);
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if (scene->ObserveMouseMovement(nmp)) return;
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}
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void OnKeyDown(const ReWindow::KeyDownEvent &e) override {
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if (scene->ObserveKeyInput(e.key, true)) return;
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}
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void OnKeyUp(const ReWindow::KeyUpEvent &e) override {
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if (scene->ObserveKeyInput(e.key, false)) return;
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}
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void OnMouseWheel(const ReWindow::MouseWheelEvent &e) override {
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if (scene->ObserveMouseWheel(e.WheelMovement)) return;
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}
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protected:
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private:
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};
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