shooter/engine/gui/Window.cpp

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//
// Created by Иван Ильин on 26.03.2021.
//
#include <utility>
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#include "Window.h"
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#include "../ResourceManager.h"
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void Window::addButton(int x, int y, int w, int h, std::function<void()> click, const std::string &text, double sx,
double sy,
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const std::string &texture, tPos usualState, tPos selectedState, tPos pressedState,
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const std::string &font, sf::Color textColor) {
_buttons.emplace_back(x, y, w, h, std::move(click), text, sx, sy, texture, usualState, selectedState, pressedState,
font, textColor);
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_buttons.back().init();
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}
void Window::update() {
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_screen->setTitle(_name);
_screen->drawSprite(_back);
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Vec2D mousePos = _mouse->getMousePosition();
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Vec2D dMousePos = mousePos - _prevMousePosition;
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_prevMousePosition = mousePos;
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_back.setPosition(_back.getPosition() - sf::Vector2f(static_cast<float>(dMousePos.x()) / 30.0f,
static_cast<float>(dMousePos.y()) / 30.0f));
bool isPressed = _mouse->isButtonTapped(sf::Mouse::Left);
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for (auto &button : _buttons) {
if (mousePos.x() > button.x() - button.w() * button.sx() / 2.0f &&
mousePos.y() > button.y() - button.h() * button.sy() / 2.0f &&
mousePos.x() < button.x() + button.w() * button.sx() / 2.0f &&
mousePos.y() < button.y() + button.h() * button.sy() / 2.0f) {
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button.select();
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if (isPressed)
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button.press();
} else {
button.unSelect();
}
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if (_screen->isOpen()) {
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_screen->drawSprite(button.sprite());
_screen->drawText(button.text());
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}
}
}
void Window::setBackgroundTexture(const std::string &texture, double sx, double sy, int w, int h) {
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_backTexture = texture;
std::shared_ptr<sf::Texture> t = ResourceManager::loadTexture(_backTexture);
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t->setRepeated(true);
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_back = sf::Sprite(*t, sf::IntRect(0, 0, static_cast<int>(w + w / 30.0), static_cast<int>(h + h / 30.0)));
_back.scale((float) sx, (float) sy);
_back.setPosition(sf::Vector2f(static_cast<float>(-w) / 30.0f, static_cast<float>(-h) / 30.0f));
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}