Switching UIFrame to sf::Color* for outline and fill members. Haven't tested with Python integration, but I wrote the methods to take a crack at it
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c4d5a497d4
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884a49a63a
3 changed files with 114 additions and 24 deletions
86
src/UI.cpp
86
src/UI.cpp
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@ -8,12 +8,86 @@ void UIDrawable::render()
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render(sf::Vector2f());
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}
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UIFrame::UIFrame():
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x(0), y(0), w(0), h(0), outline(0), fillColor(0,0,0,255), outlineColor(0,0,0,0)
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{}
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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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UIFrame::UIFrame(float _x, float _y, float _w, float _h):
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x(_x), y(_y), w(_w), h(_h), outline(0), fillColor(0,0,0,255), outlineColor(0,0,0,0)
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{}
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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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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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}
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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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void UIFrame::render(sf::Vector2f offset)
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{
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@ -25,8 +99,8 @@ void UIFrame::render(sf::Vector2f 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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box.setFillColor(fillColor);
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box.setOutlineColor(outlineColor);
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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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