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maszyna/uilayer.h

169 lines
4.8 KiB
C++

/*
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>
#include "Texture.h"
// GuiLayer -- basic user interface class. draws requested information on top of openGL screen
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)
{}
};
// 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::vector<text_line> text_lines;
protected:
// members
std::string name;
};
class ui_layer {
public:
// constructors
ui_layer() = default;
// destructor
virtual ~ui_layer();
// methods
static
bool
init( GLFWwindow *Window );
// assign texturing hardware unit
static
void
set_unit( GLint const Textureunit ) { m_textureunit = GL_TEXTURE0 + Textureunit; }
static
void
shutdown();
// potentially processes provided input key. returns: true if the input was processed, false otherwise
bool
on_key( int const Key, int const Scancode, int const Action, int const Mods );
// potentially processes provided input character. returns: true if the input was processed, false otherwise
bool
on_char( unsigned int const Char );
// potentially processes provided mouse movement. returns: true if the input was processed, false otherwise
bool
on_cursor_pos( double const Horizontal, double const Vertical );
// potentially processes provided mouse button. returns: true if the input was processed, false otherwise
bool
on_mouse_button( int const Button, int const Action, int const Mods );
// potentially processes provided mouse scroll event. returns: true if the input was processed, false otherwise
bool
on_scroll( double const Xoffset, double const Yoffset );
// updates state of UI elements
virtual
void
update();
// draws requested UI elements
void
render();
//
static
void
set_cursor( int const Mode );
// stores operation progress
void
set_progress( float const Progress = 0.0f, float const Subtaskprogress = 0.0f );
void
set_progress( std::string const &Text ) { m_progresstext = Text; }
// sets the ui background texture, if any
void
set_background( std::string const &Filename = "" );
void
set_texture( GLuint Texture = 0 ) { m_texture = Texture; }
void
set_tooltip( std::string const &Tooltip ) { m_tooltip = Tooltip; }
void
clear_panels() { m_panels.clear(); }
void
push_back( ui_panel *Panel ) { m_panels.emplace_back( Panel ); }
protected:
// members
static GLFWwindow *m_window;
static ImGuiIO *m_imguiio;
static bool m_cursorvisible;
private:
// methods
static
void
init_colors();
// render() subclass details
virtual
void
render_() {};
// draws background quad with specified earlier texture
void
render_background();
void
render_texture();
// draws a progress bar in defined earlier state
void
render_progress();
void
render_panels();
void
render_tooltip();
// input methods subclass details
virtual
bool
on_key_( int const Key, int const Scancode, int const Action, int const Mods ) { return false; }
virtual
bool
on_char_( unsigned int const Char ) { return false; }
virtual
bool
on_cursor_pos_( double const Horizontal, double const Vertical ) { return false; }
virtual
bool
on_mouse_button_( int const Button, int const Action, int const Mods ) { return false; }
virtual
bool
on_scroll_( double const Xoffset, double const Yoffset ) { return false; }
// 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 { 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<ui_panel *> m_panels;
std::string m_tooltip;
};