💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2021 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "ui-system.hpp"
  20. #include "input/control.hpp"
  21. #include "resources/resource-manager.hpp"
  22. namespace ecs {
  23. ui_system::ui_system(::resource_manager* resource_manager):
  24. resource_manager(resource_manager),
  25. tool_menu_control(nullptr),
  26. camera(nullptr),
  27. scene_collection(nullptr)
  28. {
  29. // Setup lighting
  30. indirect_light.set_intensity(0.25f);
  31. indirect_light.update_tweens();
  32. direct_light.look_at({-0.1f, 0.0f, 1.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f});
  33. direct_light.set_intensity(1.0f);
  34. direct_light.update_tweens();
  35. // Setup modal background
  36. modal_bg_material.set_shader_program(resource_manager->load<gl::shader_program>("ui-element-untextured.glsl"));
  37. modal_bg_material.set_flags(1);
  38. modal_bg_material.add_property<float4>("tint")->set_value({0, 0, 0, 0.25f});
  39. modal_bg.set_material(&modal_bg_material);
  40. modal_bg.set_translation({0, 0, -10.0f});
  41. // Setup tool selector background
  42. tool_selector_bg.set_material(resource_manager->load<material>("tool-selector.mtl"));
  43. tool_selector_bg.set_translation({0, 0, -4.0f});
  44. tool_selector_bg.set_scale({270, 270, 270});
  45. // Setup energy symbol
  46. energy_symbol.set_model(resource_manager->load<model>("energy.mdl"));
  47. energy_symbol.set_scale({30, 30, 30});
  48. energy_symbol.update_tweens();
  49. energy_symbol.set_active(false);
  50. // Setup scene
  51. //scene.add_object(&camera);
  52. //scene.add_object(&indirect_light);
  53. //scene.add_object(&direct_light);
  54. //scene.add_object(&energy_symbol);
  55. }
  56. void ui_system::update(float dt)
  57. {}
  58. void ui_system::set_viewport(const float4& viewport)
  59. {
  60. this->viewport = viewport;
  61. // Calculate viewport center
  62. viewport_center[0] = (viewport[2] - viewport[0]) * 0.5f;
  63. viewport_center[1] = (viewport[3] - viewport[1]) * 0.5f;
  64. energy_symbol.set_translation({viewport[2] * 0.25f, 0.0f, 0.0f});
  65. energy_symbol.update_tweens();
  66. // Resize modal BG
  67. modal_bg.set_scale({viewport[2] * 0.5f, viewport[3] * 0.5f, 1.0f});
  68. modal_bg.update_tweens();
  69. update_projection();
  70. }
  71. void ui_system::set_tool_menu_control(control* control)
  72. {
  73. tool_menu_control = control;
  74. tool_menu_control->set_activated_callback(std::bind(&ui_system::open_tool_menu, this));
  75. tool_menu_control->set_deactivated_callback(std::bind(&ui_system::close_tool_menu, this));
  76. }
  77. void ui_system::set_camera(scene::camera* camera)
  78. {
  79. this->camera = camera;
  80. if (camera)
  81. {
  82. camera->look_at({0.0f, 0.0f, 500.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f});
  83. update_projection();
  84. }
  85. }
  86. void ui_system::set_scene(scene::collection* collection)
  87. {
  88. this->scene_collection = collection;
  89. }
  90. void ui_system::handle_event(const mouse_moved_event& event)
  91. {
  92. if (tool_menu_control->is_active())
  93. {
  94. tool_selection_vector.x += event.dx;
  95. tool_selection_vector.y += event.dy;
  96. float max_length = 200.0f;
  97. float selection_threshold = 20.0f;
  98. int sector_count = 6;
  99. float sector_angle = math::two_pi<float> / static_cast<float>(sector_count);
  100. float length_squared = math::length_squared(tool_selection_vector);
  101. // Select tool if length of selection vector within threshold
  102. if (length_squared >= selection_threshold * selection_threshold)
  103. {
  104. // Limit length of tool selection vector
  105. if (length_squared > max_length * max_length)
  106. {
  107. tool_selection_vector = (tool_selection_vector / std::sqrt(length_squared)) * max_length;
  108. }
  109. float2 selection_direction = tool_selection_vector / std::sqrt(length_squared);
  110. float selection_angle = std::atan2(-selection_direction.y, selection_direction.x) - math::radians(90.0f);
  111. selection_angle = (selection_angle >= 0.0f ? selection_angle : (math::two_pi<float> + selection_angle));
  112. int sector = static_cast<int>((selection_angle + sector_angle * 0.5f) / sector_angle) % sector_count;
  113. float rotation_angle = static_cast<float>(sector) * sector_angle;
  114. tool_selector_bg.set_rotation(math::angle_axis(rotation_angle, {0, 0, 1}));
  115. tool_selector_bg.update_tweens();
  116. }
  117. }
  118. mouse_position[0] = event.x;
  119. mouse_position[1] = event.y;
  120. }
  121. void ui_system::handle_event(const window_resized_event& event)
  122. {
  123. set_viewport({0.0f, 0.0f, static_cast<float>(event.w), static_cast<float>(event.h)});
  124. }
  125. void ui_system::update_projection()
  126. {
  127. if (camera)
  128. {
  129. float clip_left = -viewport[2] * 0.5f;
  130. float clip_right = viewport[2] * 0.5f;
  131. float clip_top = -viewport[3] * 0.5f;
  132. float clip_bottom = viewport[3] * 0.5f;
  133. float clip_near = 0.0f;
  134. float clip_far = 1000.0f;
  135. camera->set_orthographic(clip_left, clip_right, clip_top, clip_bottom, clip_near, clip_far);
  136. }
  137. }
  138. void ui_system::open_tool_menu()
  139. {
  140. if (scene_collection)
  141. {
  142. scene_collection->add_object(&modal_bg);
  143. scene_collection->add_object(&tool_selector_bg);
  144. }
  145. tool_selection_vector = {0, 0};
  146. }
  147. void ui_system::close_tool_menu()
  148. {
  149. if (scene_collection)
  150. {
  151. scene_collection->remove_object(&modal_bg);
  152. scene_collection->remove_object(&tool_selector_bg);
  153. }
  154. }
  155. void ui_system::open_elevator_menu()
  156. {
  157. }
  158. void ui_system::close_elevator_menu()
  159. {
  160. }
  161. } // namespace ecs