💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "ui-system.hpp"
#include "input/control.hpp"
#include "resources/resource-manager.hpp"
ui_system::ui_system(::resource_manager* resource_manager):
resource_manager(resource_manager),
tool_menu_control(nullptr),
camera(nullptr),
scene_collection(nullptr)
{
// Setup lighting
indirect_light.set_intensity(0.25f);
indirect_light.update_tweens();
direct_light.look_at({-0.1f, 0.0f, 1.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f});
direct_light.set_intensity(1.0f);
direct_light.update_tweens();
// Setup modal background
modal_bg_material.set_shader_program(resource_manager->load<shader_program>("ui-element-untextured.glsl"));
modal_bg_material.set_flags(1);
modal_bg_material.add_property<float4>("tint")->set_value({0, 0, 0, 0.25f});
modal_bg.set_material(&modal_bg_material);
modal_bg.set_translation({0, 0, -10.0f});
// Setup tool selector background
tool_selector_bg.set_material(resource_manager->load<material>("tool-selector.mtl"));
tool_selector_bg.set_translation({0, 0, -4.0f});
tool_selector_bg.set_scale({270, 270, 270});
// Setup energy symbol
energy_symbol.set_model(resource_manager->load<model>("energy.mdl"));
energy_symbol.set_scale({30, 30, 30});
energy_symbol.update_tweens();
energy_symbol.set_active(false);
// Setup scene
//scene.add_object(&camera);
//scene.add_object(&indirect_light);
//scene.add_object(&direct_light);
//scene.add_object(&energy_symbol);
}
void ui_system::update(float dt)
{}
void ui_system::set_viewport(const float4& viewport)
{
this->viewport = viewport;
// Calculate viewport center
viewport_center[0] = (viewport[2] - viewport[0]) * 0.5f;
viewport_center[1] = (viewport[3] - viewport[1]) * 0.5f;
energy_symbol.set_translation({viewport[2] * 0.25f, 0.0f, 0.0f});
energy_symbol.update_tweens();
// Resize modal BG
modal_bg.set_scale({viewport[2] * 0.5f, viewport[3] * 0.5f, 1.0f});
modal_bg.update_tweens();
update_projection();
}
void ui_system::set_tool_menu_control(control* control)
{
tool_menu_control = control;
tool_menu_control->set_activated_callback(std::bind(&ui_system::open_tool_menu, this));
tool_menu_control->set_deactivated_callback(std::bind(&ui_system::close_tool_menu, this));
}
void ui_system::set_camera(scene::camera* camera)
{
this->camera = camera;
if (camera)
{
camera->look_at({0.0f, 0.0f, 500.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f});
update_projection();
}
}
void ui_system::set_scene(scene::collection* collection)
{
this->scene_collection = collection;
}
void ui_system::handle_event(const mouse_moved_event& event)
{
if (tool_menu_control->is_active())
{
tool_selection_vector.x += event.dx;
tool_selection_vector.y += event.dy;
float max_length = 200.0f;
float selection_threshold = 20.0f;
int sector_count = 6;
float sector_angle = math::two_pi<float> / static_cast<float>(sector_count);
float length_squared = math::length_squared(tool_selection_vector);
// Select tool if length of selection vector within threshold
if (length_squared >= selection_threshold * selection_threshold)
{
// Limit length of tool selection vector
if (length_squared > max_length * max_length)
{
tool_selection_vector = (tool_selection_vector / std::sqrt(length_squared)) * max_length;
}
float2 selection_direction = tool_selection_vector / std::sqrt(length_squared);
float selection_angle = std::atan2(-selection_direction.y, selection_direction.x) - math::radians(90.0f);
selection_angle = (selection_angle >= 0.0f ? selection_angle : (math::two_pi<float> + selection_angle));
int sector = static_cast<int>((selection_angle + sector_angle * 0.5f) / sector_angle) % sector_count;
float rotation_angle = static_cast<float>(sector) * sector_angle;
tool_selector_bg.set_rotation(math::angle_axis(rotation_angle, {0, 0, 1}));
tool_selector_bg.update_tweens();
}
}
mouse_position[0] = event.x;
mouse_position[1] = event.y;
}
void ui_system::handle_event(const window_resized_event& event)
{
set_viewport({0.0f, 0.0f, static_cast<float>(event.w), static_cast<float>(event.h)});
}
void ui_system::update_projection()
{
if (camera)
{
float clip_left = -viewport[2] * 0.5f;
float clip_right = viewport[2] * 0.5f;
float clip_top = -viewport[3] * 0.5f;
float clip_bottom = viewport[3] * 0.5f;
float clip_near = 0.0f;
float clip_far = 1000.0f;
camera->set_orthographic(clip_left, clip_right, clip_top, clip_bottom, clip_near, clip_far);
}
}
void ui_system::open_tool_menu()
{
if (scene_collection)
{
scene_collection->add_object(&modal_bg);
scene_collection->add_object(&tool_selector_bg);
}
tool_selection_vector = {0, 0};
}
void ui_system::close_tool_menu()
{
if (scene_collection)
{
scene_collection->remove_object(&modal_bg);
scene_collection->remove_object(&tool_selector_bg);
}
}
void ui_system::open_elevator_menu()
{
}
void ui_system::close_elevator_menu()
{
}