frontend/gui moved to graphics/ui
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#include "UINode.h"
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#include "../../core/Batch2D.h"
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using gui::UINode;
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using gui::Align;
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UINode::UINode(glm::vec2 size) : size(size) {
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}
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UINode::~UINode() {
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}
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bool UINode::isVisible() const {
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return visible;
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}
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void UINode::setVisible(bool flag) {
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visible = flag;
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}
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Align UINode::getAlign() const {
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return align;
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}
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void UINode::setAlign(Align align) {
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this->align = align;
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}
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void UINode::setHover(bool flag) {
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hover = flag;
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}
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bool UINode::isHover() const {
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return hover;
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}
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void UINode::setParent(UINode* node) {
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parent = node;
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}
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UINode* UINode::getParent() const {
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return parent;
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}
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void UINode::click(GUI*, int x, int y) {
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pressed = true;
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}
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void UINode::mouseRelease(GUI*, int x, int y) {
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pressed = false;
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}
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bool UINode::isPressed() const {
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return pressed;
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}
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void UINode::defocus() {
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focused = false;
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}
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bool UINode::isFocused() const {
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return focused;
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}
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bool UINode::isInside(glm::vec2 point) {
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glm::vec2 pos = calcPos();
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glm::vec2 size = getSize();
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return (point.x >= pos.x && point.y >= pos.y &&
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point.x < pos.x + size.x && point.y < pos.y + size.y);
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}
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std::shared_ptr<UINode> UINode::getAt(glm::vec2 point, 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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return isInside(point) ? self : nullptr;
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}
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bool UINode::isInteractive() const {
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return interactive && isVisible();
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}
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void UINode::setInteractive(bool flag) {
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interactive = flag;
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}
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void UINode::setResizing(bool flag) {
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resizing = flag;
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}
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bool UINode::isResizing() const {
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return resizing;
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}
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glm::vec2 UINode::calcPos() const {
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if (parent) {
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return pos + parent->calcPos() + parent->contentOffset();
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}
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return pos;
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}
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void UINode::scrolled(int value) {
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if (parent) {
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parent->scrolled(value);
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}
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}
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void UINode::setPos(glm::vec2 pos) {
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this->pos = pos;
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}
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glm::vec2 UINode::getPos() const {
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return pos;
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}
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glm::vec2 UINode::getSize() const {
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return size;
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}
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void UINode::setSize(glm::vec2 size) {
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this->size = glm::vec2(
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glm::max(minSize.x, size.x), glm::max(minSize.y, size.y)
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);
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}
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glm::vec2 UINode::getMinSize() const {
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return minSize;
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}
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void UINode::setMinSize(glm::vec2 minSize) {
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this->minSize = minSize;
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setSize(getSize());
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}
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void UINode::setColor(glm::vec4 color) {
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this->color = color;
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this->hoverColor = color;
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}
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void UINode::setHoverColor(glm::vec4 newColor) {
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this->hoverColor = newColor;
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}
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glm::vec4 UINode::getHoverColor() const {
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return hoverColor;
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}
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glm::vec4 UINode::getColor() const {
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return color;
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}
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void UINode::setMargin(glm::vec4 margin) {
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this->margin = margin;
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}
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glm::vec4 UINode::getMargin() const {
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return margin;
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}
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void UINode::setZIndex(int zindex) {
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this->zindex = zindex;
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}
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int UINode::getZIndex() const {
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return zindex;
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}
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void UINode::lock() {
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}
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vec2supplier UINode::getPositionFunc() const {
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return positionfunc;
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}
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void UINode::setPositionFunc(vec2supplier func) {
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positionfunc = func;
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}
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void UINode::setId(const std::string& id) {
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this->id = id;
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}
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const std::string& UINode::getId() const {
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return id;
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}
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void UINode::reposition() {
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if (positionfunc) {
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setPos(positionfunc());
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}
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}
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void UINode::setGravity(Gravity gravity) {
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if (gravity == Gravity::none) {
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setPositionFunc(nullptr);
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return;
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}
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setPositionFunc([this, gravity](){
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auto parent = getParent();
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if (parent == nullptr) {
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return getPos();
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}
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glm::vec4 margin = getMargin();
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glm::vec2 size = getSize();
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glm::vec2 parentSize = parent->getSize();
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float x = 0.0f, y = 0.0f;
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switch (gravity) {
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case Gravity::top_left:
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case Gravity::center_left:
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case Gravity::bottom_left: x = parentSize.x+margin.x; break;
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case Gravity::top_center:
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case Gravity::center_center:
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case Gravity::bottom_center: x = (parentSize.x-size.x)/2.0f; break;
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case Gravity::top_right:
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case Gravity::center_right:
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case Gravity::bottom_right: x = parentSize.x-size.x-margin.z; break;
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default: break;
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}
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switch (gravity) {
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case Gravity::top_left:
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case Gravity::top_center:
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case Gravity::top_right: y = parentSize.y+margin.y; break;
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case Gravity::center_left:
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case Gravity::center_center:
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case Gravity::center_right: y = (parentSize.y-size.y)/2.0f; break;
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case Gravity::bottom_left:
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case Gravity::bottom_center:
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case Gravity::bottom_right: y = parentSize.y-size.y-margin.w; break;
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default: break;
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}
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return glm::vec2(x, y);
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});
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if (parent) {
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reposition();
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}
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}
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