Files
maszyna/uilayer.h
2017-08-18 00:56:05 +02:00

108 lines
2.8 KiB
C++

#pragma once
#include <string>
#include "Texture.h"
#include "Float3d.h"
// GuiLayer -- basic user interface class. draws requested information on top of openGL screen
struct ui_panel {
struct text_line {
float4 color;
std::string data;
text_line( std::string const &Data, float4 const &Color):
data(Data), color(Color)
{}
};
ui_panel( const int X, const int Y):
origin_x(X), origin_y(Y)
{}
std::vector<text_line> text_lines;
int origin_x;
int origin_y;
};
class ui_layer {
public:
// parameters:
// constructors:
// destructor:
~ui_layer();
// methods:
bool
init( GLFWwindow *Window );
void
set_unit( GLint const Textureunit ) { m_textureunit = Textureunit; }
// draws requested UI elements
void
render();
// 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_texts() { m_panels.clear(); }
void
push_back( std::shared_ptr<ui_panel> Panel ) { m_panels.emplace_back( Panel ); }
// members:
private:
// methods:
// 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();
// 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( float4 const &Coordinates, float4 const &Color );
// members:
GLFWwindow *m_window { nullptr };
GLint m_textureunit{ GL_TEXTURE0 };
GLuint m_fontbase { (GLuint)-1 }; // numer DL dla znaków w napisach
// 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
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::string m_tooltip;
};
extern ui_layer UILayer;