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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-22 08:09:19 +02:00

Merge branch 'tmj-dev' into milek-dev

This commit is contained in:
milek7
2018-09-16 22:48:53 +02:00
126 changed files with 40430 additions and 6134 deletions

115
uilayer.h
View File

@@ -1,3 +1,12 @@
/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include <string>
@@ -5,54 +14,78 @@
// GuiLayer -- basic user interface class. draws requested information on top of openGL screen
struct ui_panel {
class ui_panel {
public:
// constructor
ui_panel( std::string const &Identifier, bool const Isopen );
// methods
virtual void update() {};
virtual void render();
// temporary access
// types
struct text_line {
std::string data;
glm::vec4 color;
text_line( std::string const &Data, glm::vec4 const &Color):
data(Data), color(Color)
text_line( std::string const &Data, glm::vec4 const &Color)
: data(Data), color(Color)
{}
};
ui_panel( const int X, const int Y):
origin_x(X), origin_y(Y)
{}
bool enabled = true;
// members
std::string title;
bool is_open;
glm::ivec2 size { -1, -1 };
glm::ivec2 size_min { -1, -1 };
glm::ivec2 size_max { -1, -1 };
std::deque<text_line> text_lines;
int origin_x;
int origin_y;
protected:
// members
std::string name;
};
class ui_layer {
public:
// parameters:
// constructors:
// constructors
ui_layer() = default;
// destructor:
~ui_layer();
// destructor
virtual ~ui_layer();
// methods:
// methods
static
bool
init( GLFWwindow *Window );
// assign texturing hardware unit
static
void
set_unit( GLint const Textureunit ) { m_textureunit = Textureunit; }
static
void
shutdown();
// potentially processes provided input key. returns: true if the input was processed, false otherwise
virtual
bool
on_key( int const Key, int const Action );
// potentially processes provided mouse movement. returns: true if the input was processed, false otherwise
virtual
bool
on_cursor_pos( double const Horizontal, double const Vertical );
// potentially processes provided mouse button. returns: true if the input was processed, false otherwise
virtual
bool
on_mouse_button( int const Button, int const Action );
// updates state of UI elements
virtual
void
update();
// draws requested UI elements
void
render();
//
static
void
set_cursor( int const Mode );
// stores operation progress
@@ -68,14 +101,30 @@ public:
void
set_tooltip( std::string const &Tooltip ) { m_tooltip = Tooltip; }
void
clear_texts() { m_panels.clear(); }
clear_panels() { m_panels.clear(); }
void
push_back( std::shared_ptr<ui_panel> Panel ) { m_panels.emplace_back( Panel ); }
push_back( ui_panel *Panel ) { m_panels.emplace_back( Panel ); }
// members:
// callback functions for imgui input
// returns true if input is consumed
static bool key_callback(int key, int scancode, int action, int mods);
static bool char_callback(unsigned int c);
static bool scroll_callback(double xoffset, double yoffset);
static bool mouse_button_callback(int button, int action, int mods);
protected:
// members
static GLFWwindow *m_window;
static ImGuiIO *m_imguiio;
static bool m_cursorvisible;
private:
// methods:
// methods
// render() subclass details
virtual
void
render_() {};
// draws background quad with specified earlier texture
void
render_background();
@@ -88,36 +137,20 @@ private:
render_panels();
void
render_tooltip();
// prints specified text, using display lists font
void
print( std::string const &Text );
// draws a quad between coordinates x,y and z,w with uv-coordinates spanning 0-1
void
quad( glm::vec4 const &Coordinates, glm::vec4 const &Color );
// members:
GLFWwindow *m_window { nullptr };
GLint m_textureunit{ GL_TEXTURE0 };
GLuint m_fontbase { (GLuint)-1 }; // numer DL dla znaków w napisach
// members
static GLint m_textureunit;
// progress bar config. TODO: put these together into an object
float m_progress { 0.0f }; // percentage of filled progres bar, to indicate lengthy operations.
float m_subtaskprogress{ 0.0f }; // percentage of filled progres bar, to indicate lengthy operations.
std::string m_progresstext; // label placed over the progress bar
bool m_progressbottom { false }; // location of the progress bar
bool m_progressbottom { true }; // location of the progress bar
texture_handle m_background { null_handle }; // path to texture used as the background. size depends on mAspect.
GLuint m_texture { 0 };
std::vector<std::shared_ptr<ui_panel> > m_panels;
std::vector<ui_panel *> m_panels;
std::string m_tooltip;
// TODO: clean these legacy components up
std::shared_ptr<ui_panel> UIHeader; // header ui panel
std::shared_ptr<ui_panel> UITable; // schedule or scan table
std::shared_ptr<ui_panel> UITranscripts; // voice transcripts
int tprev; // poprzedni czas
double VelPrev; // poprzednia prędkość
double Acc; // przyspieszenie styczne
bool m_cursorvisible { false };
};
extern ui_layer UILayer;