add gui.get_active_frame, set_active_frame & update cursor lock behavior

This commit is contained in:
MihailRis 2026-02-06 14:16:30 +03:00
parent 463098aa1e
commit 8468ab184d
11 changed files with 123 additions and 50 deletions

View file

@ -1,10 +1,10 @@
#include "GUI.hpp"
#include <algorithm>
#include <iostream>
#include <utility>
#include "assets/Assets.hpp"
#include "debug/Logger.hpp"
#include "elements/Label.hpp"
#include "elements/Menu.hpp"
#include "elements/Panel.hpp"
@ -27,13 +27,15 @@
#include <algorithm>
#include <utility>
static debug::Logger logger("gui");
using namespace gui;
GUI::GUI(Engine& engine)
: engine(engine),
input(engine.getInput()),
batch2D(std::make_unique<Batch2D>(1024)),
container(std::make_shared<Container>(*this, glm::vec2(1000))) {
container(std::make_shared<Frame>(*this, CORE_MAIN, "")) {
container->setId("root");
uicamera =
std::make_unique<Camera>(glm::vec3(), engine.getWindow().getSize().y);
@ -64,6 +66,8 @@ GUI::GUI(Engine& engine)
std::dynamic_pointer_cast<gui::UINode>(container),
nullptr
);
addFrame(container);
activeFrame = container;
}
GUI::~GUI() = default;
@ -118,7 +122,9 @@ void GUI::updateTooltip(float delta) {
}
/// @brief Mouse related input and logic handling
void GUI::actMouse(float delta, const CursorState& cursor) {
void GUI::actMouse(Frame& frame, float delta, const CursorState& cursor) {
auto& state = frame.getState();
float mouseDelta = glm::length(cursor.delta);
doubleClicked = false;
doubleClickTimer += delta + mouseDelta * 0.1f;
@ -158,13 +164,13 @@ void GUI::actMouse(float delta, const CursorState& cursor) {
}
for (auto it = mouseOver.begin(); it != mouseOver.end(); ) {
auto node = it->lock();
if (node) {
if (node->isInside(cursor.pos)) {
auto mouseOverNode = it->lock();
if (mouseOverNode) {
if (mouseOverNode->isInside(cursor.pos)) {
++it;
continue;
}
node->setMouseOver(false);
mouseOverNode->setMouseOver(false);
}
it = mouseOver.erase(it);
}
@ -233,14 +239,16 @@ void GUI::actFocused() {
void GUI::act(float delta, const glm::uvec2& vp) {
container->setSize(vp);
container->act(delta);
for (auto& pair : frames) {
pair.second->act(delta);
}
auto prevfocus = focus;
updateTooltip(delta);
const auto& cursor = input.getCursor();
if (!cursor.locked) {
actMouse(delta, cursor);
if (!cursor.locked && activeFrame) {
actMouse(*activeFrame, delta, cursor);
} else {
if (hover) {
hover->setMouseEnter(false);
@ -263,22 +271,7 @@ void GUI::postAct() {
}
}
void GUI::renderFrames(const DrawContext& pctx, Assets& assets) {
auto ctx = pctx.sub(batch2D.get());
auto uishader = assets.get<Shader>("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjView());
batch2D->begin();
for (auto& [outputTexture, frame] : frames) {
frame->updateOutput(assets);
frame->draw(ctx, assets);
}
batch2D->flush();
}
void GUI::draw(const DrawContext& pctx, const Assets& assets) {
void GUI::draw(const DrawContext& pctx, Assets& assets) {
auto ctx = pctx.sub(batch2D.get());
auto& viewport = ctx.getViewport();
@ -300,7 +293,10 @@ void GUI::draw(const DrawContext& pctx, const Assets& assets) {
uishader->uniformMatrix("u_projview", uicamera->getProjView());
batch2D->begin();
container->draw(ctx, assets);
for (auto& [outputTexture, frame] : frames) {
frame->updateOutput(assets);
frame->draw(ctx, assets);
}
if (hover) {
engine.getWindow().setCursor(hover->getCursor());
@ -354,7 +350,26 @@ void GUI::add(std::shared_ptr<UINode> node) {
}
void GUI::addFrame(std::shared_ptr<Frame> frame) {
frames[frame->getOutputTexture()] = std::move(frame);
const auto& id = frame->getFrameId();
frames[id] = std::move(frame);
}
void GUI::setActiveFrame(const std::string& id) {
if (id.empty()) {
activeFrame = nullptr;
return;
}
const auto& found = frames.find(id);
if (found == frames.end()) {
logger.error() << "attempted to make non-existing frame '" << id
<< "' as active";
return;
}
activeFrame = found->second;
}
std::shared_ptr<gui::Frame> GUI::getActiveFrame() const {
return activeFrame;
}
void GUI::remove(UINode* node) noexcept {