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