the shortcut
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#include "Container.hpp"
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#include "../../core/GfxContext.h"
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#include "../../core/Batch2D.h"
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using namespace gui;
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Container::Container(glm::vec2 size) : UINode(size) {
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actualLength = size.y;
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setColor(glm::vec4());
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}
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std::shared_ptr<UINode> Container::getAt(glm::vec2 pos, std::shared_ptr<UINode> self) {
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if (!interactive) {
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return nullptr;
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}
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if (!isInside(pos)) return nullptr;
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for (int i = nodes.size()-1; i >= 0; i--) {
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auto& node = nodes[i];
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if (!node->isVisible())
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continue;
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auto hover = node->getAt(pos, node);
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if (hover != nullptr) {
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return hover;
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}
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}
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return UINode::getAt(pos, self);
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}
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void Container::act(float delta) {
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for (auto node : nodes) {
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if (node->isVisible()) {
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node->act(delta);
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}
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}
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for (IntervalEvent& event : intervalEvents) {
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event.timer += delta;
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if (event.timer > event.interval) {
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event.callback();
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event.timer = fmod(event.timer, event.interval);
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if (event.repeat > 0) {
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event.repeat--;
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}
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}
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}
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intervalEvents.erase(std::remove_if(
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intervalEvents.begin(), intervalEvents.end(),
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[](const IntervalEvent& event) {
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return event.repeat == 0;
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}
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), intervalEvents.end());
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}
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void Container::scrolled(int value) {
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int diff = (actualLength-getSize().y);
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if (scroll < 0 && diff <= 0) {
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scroll = 0;
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}
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if (diff > 0 && scrollable) {
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scroll += value * scrollStep;
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if (scroll > 0)
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scroll = 0;
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if (-scroll > diff) {
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scroll = -diff;
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}
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} else if (parent) {
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parent->scrolled(value);
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}
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}
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void Container::setScrollable(bool flag) {
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scrollable = flag;
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}
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void Container::draw(const GfxContext* pctx, Assets* assets) {
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glm::vec2 pos = calcPos();
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glm::vec2 size = getSize();
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drawBackground(pctx, assets);
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auto batch = pctx->getBatch2D();
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batch->texture(nullptr);
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batch->flush();
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{
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GfxContext ctx = pctx->sub();
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ctx.setScissors(glm::vec4(pos.x, pos.y, size.x, size.y));
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for (auto node : nodes) {
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if (node->isVisible())
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node->draw(pctx, assets);
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}
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}
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}
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void Container::drawBackground(const GfxContext* pctx, Assets* assets) {
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glm::vec4 color = isPressed() ? pressedColor : (hover ? hoverColor : this->color);
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if (color.a <= 0.001f)
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return;
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glm::vec2 pos = calcPos();
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auto batch = pctx->getBatch2D();
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batch->texture(nullptr);
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batch->setColor(color);
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batch->rect(pos.x, pos.y, size.x, size.y);
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}
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void Container::add(std::shared_ptr<UINode> node) {
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nodes.push_back(node);
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node->setParent(this);
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node->reposition();
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refresh();
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}
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void Container::add(std::shared_ptr<UINode> node, glm::vec2 pos) {
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node->setPos(pos);
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add(node);
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}
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void Container::remove(std::shared_ptr<UINode> selected) {
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selected->setParent(nullptr);
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nodes.erase(std::remove_if(nodes.begin(), nodes.end(),
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[selected](const std::shared_ptr<UINode> node) {
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return node == selected;
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}
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), nodes.end());
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refresh();
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}
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void Container::listenInterval(float interval, ontimeout callback, int repeat) {
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intervalEvents.push_back({callback, interval, 0.0f, repeat});
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}
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void Container::setSize(glm::vec2 size) {
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if (size == getSize()) {
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refresh();
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return;
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}
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UINode::setSize(size);
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refresh();
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for (auto& node : nodes) {
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node->reposition();
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}
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}
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void Container::refresh() {
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std::stable_sort(nodes.begin(), nodes.end(), [](const auto& a, const auto& b) {
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return a->getZIndex() < b->getZIndex();
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});
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}
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const std::vector<std::shared_ptr<UINode>>& Container::getNodes() const {
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return nodes;
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}
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