// // 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(_name); _screen->drawSprite(_back); Point4D mousePos = _mouse->getMousePosition(); Point4D dMousePos = mousePos - _prevMousePosition; _back.setPosition(_back.getPosition() - sf::Vector2f((float)(dMousePos.x() / 30), (float)(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.sprite()); _screen->drawText(button.text()); } } _prevMousePosition = mousePos; } void Window::setBackgroundTexture(const std::string &texture, double sx, double sy, int w, int h) { _backTexture = texture; std::shared_ptr t = ResourceManager::loadTexture(_backTexture); t->setRepeated(true); _back = sf::Sprite(*t, sf::IntRect(0, 0, (int)(w + w / 30.0), (int)(h + h / 30.0))); _back.scale((float)sx, (float)sy); _back.setPosition(sf::Vector2f(-w / 30.0f, -h / 30.0f)); }