[FEATURE] working gui buttons

This commit is contained in:
Menno
2021-05-25 14:38:35 +02:00
parent 21a7f4f4b2
commit 977d377fe5
9 changed files with 197 additions and 35 deletions

81
src/gui/gui_element.cpp Normal file
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@@ -0,0 +1,81 @@
#include <GLFW/glfw3.h>
#include "gui_element.h"
#include <iostream>
namespace gui
{
InteractableGui::InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale)
: GuiTexture(default_texture, position, scale)
{
this->default_texture = default_texture;
minXY = glm::vec2(position.x - scale.x, position.y - scale.y);
maxXY = glm::vec2(position.x + scale.x, position.y + scale.y);
}
void InteractableGui::Update(GLFWwindow* window)
{
if (IsHoveringAbove(window) && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
{
if (clicked_texture != 0)
{
texture = clicked_texture;
} else
{
texture = default_texture;
}
if (!is_clicking)
{
OnClick();
is_clicking = true;
}
} else
{
if (is_clicking)
{
is_clicking = false;
}
}
}
bool InteractableGui::IsHoveringAbove(GLFWwindow* window)
{
double x_pos, y_pos;
glfwGetCursorPos(window, &x_pos, &y_pos);
const float x_rel = (x_pos / SCALED_WIDTH / DEFAULT_WIDTH) * 2.0f - 1.0f;
const float y_rel = -((y_pos / SCALED_HEIGHT / DEFAULT_HEIGHT) * 2.0f - 1.0f);
if (x_rel >= minXY.x && x_rel <= maxXY.x &&
y_rel >= minXY.y && y_rel <= maxXY.y)
{
if (hover_texture != 0)
{
texture = hover_texture;
} else
{
texture = default_texture;
}
if (!is_hovering)
{
OnEnter();
is_hovering = true;
}
return true;
}
texture = default_texture;
if (is_hovering)
{
OnExit();
is_hovering = false;
}
return false;
}
}

82
src/gui/gui_element.h Normal file
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@@ -0,0 +1,82 @@
#pragma once
#include "../toolbox/toolbox.h"
#include <glm/gtc/matrix_transform.hpp>
namespace gui
{
/*
* Structure for representing a gui item to display on the screen
*
* texture = The texture for the gui
* position = The center position of the gui
* scale = The size (scale) of the gui
*/
struct GuiTexture
{
int texture;
glm::vec2 position;
glm::vec2 scale;
GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
{
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGT);
}
};
/*
* This class represents a gui item which can be interacted with
*/
class InteractableGui : public GuiTexture
{
private:
int default_texture;
int clicked_texture = 0;
int hover_texture = 0;
bool is_hovering = false;
bool is_clicking = false;
glm::vec2 minXY;
glm::vec2 maxXY;
public:
InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale);
void Update(GLFWwindow* window);
virtual void OnClick() = 0;
virtual void OnEnter() = 0;
virtual void OnExit() = 0;
void SetClickedTexture(int texture) { clicked_texture = texture; }
void SetHoverTexture(int texture) { hover_texture = texture; }
private:
bool IsHoveringAbove(GLFWwindow* window);
};
/*
* This class represents a button
*/
class Button : public InteractableGui
{
private:
void (*on_click_action)();
void (*on_enter_action)();
void (*on_exit_action)();
public:
Button(int default_texture, glm::vec2 position, glm::vec2 scale) : InteractableGui(default_texture, position, scale) {}
void SetOnClickAction(void (*fun)()) { on_click_action = fun; }
void SetOnEnterAction(void (*fun)()) { on_enter_action = fun; }
void SetOnExitAction(void (*fun)()) { on_exit_action = fun; }
protected:
void OnClick() override { if (on_click_action != nullptr) on_click_action(); }
void OnEnter() override { if (on_enter_action != nullptr) on_enter_action(); }
void OnExit() override { if (on_exit_action != nullptr) on_exit_action(); }
};
}

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@@ -1,20 +0,0 @@
#pragma once
#include <glm/gtc/matrix_transform.hpp>
namespace gui
{
/*
* Structure for representing a gui item to display on the screen
*
* texture = The texture for the gui
* position = The center position of the gui
* scale = The size (scale) of the gui
*/
struct GuiTexture
{
int texture;
glm::vec2 position;
glm::vec2 scale;
};
}

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@@ -2,6 +2,8 @@
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#include <iostream>
#include "stb_image.h" #include "stb_image.h"
#include <ostream> #include <ostream>
@@ -79,9 +81,11 @@ int main(void)
shaders::GuiShader gui_shader; shaders::GuiShader gui_shader;
gui_shader.Init(); gui_shader.Init();
std::vector<gui::GuiTexture> guis; std::vector<gui::GuiTexture*> guis;
gui::GuiTexture gui = { render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.5f), glm::vec2(0.25f, 0.25f) }; gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f));
guis.push_back(gui); button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
guis.push_back(&button);
// Main game loop // Main game loop
@@ -91,6 +95,8 @@ int main(void)
const double delta = UpdateDelta(); const double delta = UpdateDelta();
camera.Move(window); camera.Move(window);
button.Update(window);
// Render // Render
render_engine::renderer::Prepare(); render_engine::renderer::Prepare();

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@@ -82,7 +82,7 @@ namespace render_engine
glBindVertexArray(0); glBindVertexArray(0);
} }
void Render(std::vector<gui::GuiTexture>& guis, shaders::GuiShader& shader) void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader)
{ {
shader.Start(); shader.Start();
@@ -98,13 +98,13 @@ namespace render_engine
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
// Render each gui to the screen // Render each gui to the screen
for (gui::GuiTexture& gui : guis) for (gui::GuiTexture* gui : guis)
{ {
// Bind the texture of the gui to the shader // Bind the texture of the gui to the shader
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gui.texture); glBindTexture(GL_TEXTURE_2D, gui->texture);
glm::mat4 matrix = toolbox::CreateModelMatrix(gui.position, gui.scale); glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
shader.LoadModelMatrix(matrix); shader.LoadModelMatrix(matrix);
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count); glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include "../gui/gui_texture.h" #include "../gui/gui_element.h"
#include "../entities/entity.h" #include "../entities/entity.h"
#include "../shaders/entity_shader.h" #include "../shaders/entity_shader.h"
#include "../shaders/gui_shader.h" #include "../shaders/gui_shader.h"
@@ -38,6 +38,6 @@ namespace render_engine
@param guis: A list with all the GUI textures you want to render @param guis: A list with all the GUI textures you want to render
@param shade: The shader the GUI textures need to be rendered with @param shade: The shader the GUI textures need to be rendered with
*/ */
void Render(std::vector<gui::GuiTexture>& guis, shaders::GuiShader& shader); void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
} }
} }

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@@ -5,9 +5,18 @@
namespace toolbox namespace toolbox
{ {
#define WINDOW_WIDTH 1400.0f // Window macro's
#define WINDOW_HEIGT 800.0f #define DEFAULT_WIDTH 1920
#define DEFAULT_HEIGHT 1080
// Change these macros to change the window size
#define WINDOW_WIDTH 1400.0f
#define WINDOW_HEIGT 800.0f
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
#define SCALED_HEIGHT (WINDOW_HEIGT/DEFAULT_HEIGHT)
//
/* /*
* @brief: This function will create a model matrix * @brief: This function will create a model matrix
* *

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@@ -21,6 +21,7 @@
<ItemGroup> <ItemGroup>
<ClCompile Include="src\entities\camera.cpp" /> <ClCompile Include="src\entities\camera.cpp" />
<ClCompile Include="src\entities\entity.cpp" /> <ClCompile Include="src\entities\entity.cpp" />
<ClCompile Include="src\gui\gui_element.cpp" />
<ClCompile Include="src\main.cpp" /> <ClCompile Include="src\main.cpp" />
<ClCompile Include="src\renderEngine\loader.cpp" /> <ClCompile Include="src\renderEngine\loader.cpp" />
<ClCompile Include="src\renderEngine\obj_loader.cpp" /> <ClCompile Include="src\renderEngine\obj_loader.cpp" />
@@ -34,7 +35,7 @@
<ClInclude Include="src\entities\camera.h" /> <ClInclude Include="src\entities\camera.h" />
<ClInclude Include="src\entities\entity.h" /> <ClInclude Include="src\entities\entity.h" />
<ClInclude Include="src\entities\light.h" /> <ClInclude Include="src\entities\light.h" />
<ClInclude Include="src\gui\gui_texture.h" /> <ClInclude Include="src\gui\gui_element.h" />
<ClInclude Include="src\models\model.h" /> <ClInclude Include="src\models\model.h" />
<ClInclude Include="src\renderEngine\loader.h" /> <ClInclude Include="src\renderEngine\loader.h" />
<ClInclude Include="src\renderEngine\obj_loader.h" /> <ClInclude Include="src\renderEngine\obj_loader.h" />

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@@ -45,6 +45,9 @@
<ClCompile Include="src\shaders\gui_shader.cpp"> <ClCompile Include="src\shaders\gui_shader.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="src\gui\gui_element.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="src\entities\Camera.h"> <ClInclude Include="src\entities\Camera.h">
@@ -80,10 +83,10 @@
<ClInclude Include="src\shaders\entity_shader.h"> <ClInclude Include="src\shaders\entity_shader.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="src\gui\gui_texture.h"> <ClInclude Include="src\shaders\gui_shader.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="src\shaders\gui_shader.h"> <ClInclude Include="src\gui\gui_element.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
</ItemGroup> </ItemGroup>