2023-08-25 21:57:42 -04:00
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#include "UI.h"
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#include "Resources.h"
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#include "GameEngine.h"
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void UIDrawable::render()
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{
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//std::cout << "Rendering base UIDrawable\n";
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render(sf::Vector2f());
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}
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2023-08-28 05:44:26 -04:00
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UIFrame::UIFrame():
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2023-08-30 14:38:49 -04:00
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x(0), y(0), w(0), h(0), outline(0)
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{
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pyOutlineColor = NULL;
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pyFillColor = NULL;
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_outlineColor = NULL;
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_fillColor = NULL;
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}
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2023-08-28 05:44:26 -04:00
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UIFrame::UIFrame(float _x, float _y, float _w, float _h):
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2023-08-30 14:38:49 -04:00
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x(_x), y(_y), w(_w), h(_h), outline(0)
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{
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pyOutlineColor = NULL;
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pyFillColor = NULL;
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_outlineColor = NULL;
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_fillColor = NULL;
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}
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UIFrame::~UIFrame()
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{
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2023-08-30 14:50:27 -04:00
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if (pyOutlineColor) Py_DECREF(pyOutlineColor);
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else if (_outlineColor) delete _outlineColor;
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if (pyFillColor) Py_DECREF(pyFillColor);
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else if (_fillColor) delete _fillColor;
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2023-08-30 14:38:49 -04:00
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}
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/*
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sf::Color& fillColor(); // getter
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void fillColor(sf::Color c); // C++ setter
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void fillColor(PyObject* pyColor); // Python setter
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sf::Color& outlineColor(); // getter
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void outlineColor(sf::Color c); // C++ setter
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void outlineColor(PyObject* pyColor); // Python setter
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*/
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sf::Color UIFrame::fillColor()
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{
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if (_fillColor == NULL) return sf::Color();
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return *_fillColor;
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}
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void UIFrame::fillColor(sf::Color c)
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{
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if (pyFillColor) { Py_DECREF(pyFillColor); }
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else { delete _fillColor; }
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_fillColor = new sf::Color(c.r, c.g, c.b, c.a);
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pyFillColor = NULL;
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}
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void UIFrame::fillColor(PyColorObject* pyColor)
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{
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if (pyFillColor) { Py_DECREF(pyFillColor); }
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else { delete _fillColor; }
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Py_INCREF(pyColor);
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pyFillColor = pyColor;
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_fillColor = &(pyFillColor->color);
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}
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sf::Color UIFrame::outlineColor()
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{
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if (_outlineColor == NULL) return sf::Color();
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return *_outlineColor;
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}
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void UIFrame::outlineColor(sf::Color c)
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{
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if (pyOutlineColor) { Py_DECREF(pyOutlineColor); }
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else { delete _outlineColor; }
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_outlineColor = new sf::Color(c.r, c.g, c.b, c.a);
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pyOutlineColor = NULL;
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}
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void UIFrame::outlineColor(PyColorObject* pyColor)
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{
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if (pyOutlineColor) { Py_DECREF(pyOutlineColor); }
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else { delete _outlineColor; }
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Py_INCREF(pyColor);
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pyOutlineColor = pyColor;
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_outlineColor = &(pyOutlineColor->color);
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}
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2023-08-25 21:57:42 -04:00
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void UIFrame::render(sf::Vector2f offset)
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{
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2023-08-28 05:44:26 -04:00
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//std::cout << "Rendering UIFrame w/ offset " << offset.x << ", " << offset.y << "\n";
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//std::cout << "position = " << x << ", " << y << "\n";
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//box.move(offset);
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//Resources::game->getWindow().draw(box);
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//box.move(-offset);
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sf::RectangleShape box = sf::RectangleShape(sf::Vector2f(w,h));
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sf::Vector2f pos = sf::Vector2f(x, y);
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box.setPosition(offset + pos);
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if (_fillColor) { box.setFillColor(fillColor()); }
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if (_outlineColor) { box.setOutlineColor(outlineColor()); }
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box.setOutlineThickness(outline);
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Resources::game->getWindow().draw(box);
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for (auto drawable : children) {
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2023-08-28 05:44:26 -04:00
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drawable->render(offset + pos);
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2023-08-25 21:57:42 -04:00
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}
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}
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void UICaption::render(sf::Vector2f offset)
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{
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//std::cout << "Rendering Caption with offset\n";
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text.move(offset);
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Resources::game->getWindow().draw(text);
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text.move(-offset);
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}
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void UISprite::render(sf::Vector2f offset)
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{
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sprite.move(offset);
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Resources::game->getWindow().draw(sprite);
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sprite.move(-offset);
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}
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