// // Created by Иван Ильин on 26.03.2021. // #include "Window.h" #include #include "ResourceManager.h" void Window::addButton(int x, int y, int w, int h, std::function click, const std::string &text, double sx, double sy, const std::string &texture, tPos usualState, tPos selectedState, tPos pressedState, const std::string& font, sf::Color textColor, const std::string& clickSound) { buttons.push_back(Button{x, y, w, h, std::move(click), text, sx, sy, texture, usualState, selectedState, pressedState, font, textColor, clickSound}); buttons.back().init(); } void Window::update() { _screen->setTitle(s_name); _screen->drawSprite(back); Point4D mousePos = _mouse->getMousePosition(); Point4D dMousePos = mousePos - prevMousePosition; back.setPosition(back.getPosition() - sf::Vector2f(dMousePos.x()/30, dMousePos.y()/30)); bool isPressed = _mouse->isButtonTapped(sf::Mouse::Left); for(auto& button : buttons) { if( mousePos.x() > button.x - button.w*button.sx/2 && mousePos.y() > button.y - button.h*button.sy/2 && mousePos.x() < button.x + button.w*button.sx/2 && mousePos.y() < button.y + button.h*button.sy/2) { button.select(); if(isPressed) button.press(); } else { button.unSelect(); } if(_screen->isOpen()) { _screen->drawSprite(button.button); _screen->drawText(button.text); } } prevMousePosition = mousePos; } void Window::setBackgroundTexture(const std::string &texture, double sx, double sy, int w, int h) { s_backTexture = texture; std::shared_ptr t = ResourceManager::loadTexture(s_backTexture); t->setRepeated(true); back = sf::Sprite(*t, sf::IntRect(0, 0, w + w/30.0, h + h/30.0)); back.scale(sx, sy); back.setPosition(sf::Vector2f(-w/30.0, -h/30.0)); }