Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
This commit is contained in:
342
lib/All/JoltPhysics/TestFramework/UI/UIManager.cpp
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342
lib/All/JoltPhysics/TestFramework/UI/UIManager.cpp
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <UI/UIManager.h>
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#include <UI/UIAnimationSlide.h>
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#include <Jolt/Core/Profiler.h>
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#include <Renderer/Renderer.h>
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#include <Renderer/Font.h>
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struct QuadVertex
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{
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Float3 mPosition;
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Float2 mTexCoord;
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Color mColor;
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};
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UIManager::UIManager(Renderer *inRenderer) :
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mRenderer(inRenderer),
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mListener(nullptr),
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mState(STATE_INVALID)
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{
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mManager = this;
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// Set dimensions of the screen
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ApplicationWindow *window = mRenderer->GetWindow();
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SetWidth(window->GetWindowWidth());
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SetHeight(window->GetWindowHeight());
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// Create input layout
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const PipelineState::EInputDescription vertex_desc[] =
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{
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PipelineState::EInputDescription::Position,
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PipelineState::EInputDescription::TexCoord,
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PipelineState::EInputDescription::Color
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};
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// Load vertex shader
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Ref<VertexShader> vtx = mRenderer->CreateVertexShader("UIVertexShader");
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// Load pixel shader
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Ref<PixelShader> pix_textured = mRenderer->CreatePixelShader("UIPixelShader");
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Ref<PixelShader> pix_untextured = mRenderer->CreatePixelShader("UIPixelShaderUntextured");
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mTextured = mRenderer->CreatePipelineState(vtx, vertex_desc, std::size(vertex_desc), pix_textured, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::Off, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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mUntextured = mRenderer->CreatePipelineState(vtx, vertex_desc, std::size(vertex_desc), pix_untextured, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::Off, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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}
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UIManager::~UIManager()
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{
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while (!mInactiveElements.empty())
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PopLayer();
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}
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// Update elements
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void UIManager::Update(float inDeltaTime)
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{
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JPH_PROFILE_FUNCTION();
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// Update inactive elements (array can resize at any time, so no iterators and extra checking here)
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for (int i = (int)mInactiveElements.size() - 1; i >= 0; --i)
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for (int j = 0; i < (int)mInactiveElements.size() && j < (int)mInactiveElements[i].size(); ++j)
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mInactiveElements[i][j]->Update(inDeltaTime);
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// Update elements
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UIElement::Update(inDeltaTime);
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// Update state
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mStateTime += inDeltaTime;
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switch (mState)
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{
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case STATE_ACTIVATING:
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if (mStateTime > cActivateScreenTime)
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SwitchToState(STATE_ACTIVE);
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break;
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case STATE_DEACTIVATING:
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if (mStateTime > cActivateScreenTime)
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SwitchToState(STATE_DEACTIVE);
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break;
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case STATE_ACTIVE:
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case STATE_DEACTIVE:
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case STATE_INVALID:
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default:
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break;
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}
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}
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void UIManager::Draw() const
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{
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JPH_PROFILE_FUNCTION();
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// Switch tho ortho mode
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mRenderer->SetOrthoMode();
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// Draw inactive elements first
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if (mDrawInactiveElements)
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for (int i = (int)mInactiveElements.size() - 1; i >= 0; --i)
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for (const UIElement *j : mInactiveElements[i])
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if (j->IsVisible())
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j->Draw();
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// Then draw active elements
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UIElement::Draw();
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// Restore state
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mRenderer->SetProjectionMode();
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}
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void UIManager::PushLayer()
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{
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mInactiveElements.push_back(mChildren);
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mChildren.clear();
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}
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void UIManager::PopLayer()
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{
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Clear();
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mChildren = mInactiveElements.back();
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mInactiveElements.pop_back();
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}
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UIElement *UIManager::FindByID(int inID)
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{
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UIElement *element = UIElement::FindByID(inID);
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if (element != nullptr)
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return element;
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for (int i = (int)mInactiveElements.size() - 1; i >= 0; --i)
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for (int j = 0; j < (int)mInactiveElements[i].size(); ++j)
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{
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element = mInactiveElements[i][j]->FindByID(inID);
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if (element != nullptr)
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return element;
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}
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return nullptr;
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}
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bool UIManager::HandleUIEvent(EUIEvent inEvent, UIElement *inSender)
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{
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if (UIElement::HandleUIEvent(inEvent, inSender))
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return true;
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return mListener != nullptr && mListener->HandleUIEvent(inEvent, inSender);
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}
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void UIManager::GetMaxElementDistanceToScreenEdge(int &outMaxH, int &outMaxV)
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{
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outMaxH = 0;
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outMaxV = 0;
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ApplicationWindow *window = mRenderer->GetWindow();
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for (const UIElement *e : mChildren)
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if (e->HasDeactivateAnimation())
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{
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int dl = e->GetX() + e->GetWidth();
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int dr = window->GetWindowWidth() - e->GetX();
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outMaxH = max(outMaxH, min(dl, dr));
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int dt = e->GetY() + e->GetHeight();
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int db = window->GetWindowHeight() - e->GetY();
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outMaxV = max(outMaxV, min(dt, db));
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}
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}
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void UIManager::SwitchToState(EState inState)
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{
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// Clean up old state
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switch (mState)
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{
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case STATE_ACTIVATING:
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case STATE_DEACTIVATING:
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for (UIElement *e : mChildren)
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e->StopAnimation(JPH_RTTI(UIAnimationSlide));
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break;
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case STATE_ACTIVE:
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case STATE_DEACTIVE:
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case STATE_INVALID:
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default:
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break;
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}
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// Store new state
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mState = inState;
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mStateTime = 0.0f;
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// Calculate max horizontal and vertical distance of elements to edge of screen
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int max_h, max_v;
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GetMaxElementDistanceToScreenEdge(max_h, max_v);
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switch (inState)
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{
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case STATE_ACTIVATING:
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for (UIElement *e : mChildren)
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if (e->HasActivateAnimation())
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e->StartAnimation(new UIAnimationSlide(UIAnimationSlide::SLIDE_ON_SCREEN, max_h, max_v, 0.0f, cActivateScreenTime));
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break;
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case STATE_DEACTIVATING:
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for (UIElement *e : mChildren)
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if (e->HasDeactivateAnimation())
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e->StartAnimation(new UIAnimationSlide(UIAnimationSlide::SLIDE_OFF_SCREEN, max_h, max_v, 0.0f, cActivateScreenTime));
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break;
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case STATE_DEACTIVE:
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HandleUIEvent(EVENT_MENU_DEACTIVATED, this);
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if (mDeactivatedAction)
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mDeactivatedAction();
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break;
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case STATE_ACTIVE:
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case STATE_INVALID:
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default:
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break;
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}
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}
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inline static void sDrawQuad(QuadVertex *&v ,float x1, float y1, float x2, float y2, float tx1, float ty1, float tx2, float ty2, ColorArg inColor)
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{
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v->mPosition = Float3(x1, y1, 0);
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v->mTexCoord = Float2(tx1, ty1);
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v->mColor = inColor;
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++v;
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v->mPosition = Float3(x1, y2, 0);
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v->mTexCoord = Float2(tx1, ty2);
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v->mColor = inColor;
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++v;
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v->mPosition = Float3(x2, y2, 0);
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v->mTexCoord = Float2(tx2, ty2);
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v->mColor = inColor;
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++v;
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v->mPosition = Float3(x1, y1, 0);
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v->mTexCoord = Float2(tx1, ty1);
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v->mColor = inColor;
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++v;
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v->mPosition = Float3(x2, y2, 0);
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v->mTexCoord = Float2(tx2, ty2);
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v->mColor = inColor;
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++v;
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v->mPosition = Float3(x2, y1, 0);
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v->mTexCoord = Float2(tx2, ty1);
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v->mColor = inColor;
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++v;
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}
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void UIManager::DrawQuad(int inX, int inY, int inWidth, int inHeight, const UITexturedQuad &inQuad, ColorArg inColor)
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{
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// Outer area - screen coordinates
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float x1 = float(inX);
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float y1 = float(inY);
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float x2 = float(inX + inWidth);
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float y2 = float(inY + inHeight);
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if (inQuad.mTexture != nullptr)
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{
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bool has_inner = inQuad.HasInnerPart();
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Ref<RenderPrimitive> primitive = mRenderer->CreateRenderPrimitive(PipelineState::ETopology::Triangle);
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primitive->CreateVertexBuffer(has_inner? 9 * 6 : 6, sizeof(QuadVertex));
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float w = float(inQuad.mTexture->GetWidth()), h = float(inQuad.mTexture->GetHeight());
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// Outer area - texture coordinates
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float tx1 = float(inQuad.mX);
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float ty1 = float(inQuad.mY);
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float tx2 = float(inQuad.mX + inQuad.mWidth);
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float ty2 = float(inQuad.mY + inQuad.mHeight);
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tx1 /= w; ty1 /= h;
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tx2 /= w; ty2 /= h;
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QuadVertex *v = (QuadVertex *)primitive->LockVertexBuffer();
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if (has_inner)
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{
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// Inner area - screen coordinates
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float ix1 = float(inX + inQuad.mInnerX - inQuad.mX);
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float iy1 = float(inY + inQuad.mInnerY - inQuad.mY);
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float ix2 = float(inX + inWidth - (inQuad.mWidth - inQuad.mInnerWidth - (inQuad.mInnerX - inQuad.mX)));
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float iy2 = float(inY + inHeight - (inQuad.mHeight - inQuad.mInnerHeight - (inQuad.mInnerY - inQuad.mY)));
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// Inner area - texture coordinates
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float itx1 = float(inQuad.mInnerX);
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float ity1 = float(inQuad.mInnerY);
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float itx2 = float(inQuad.mInnerX + inQuad.mInnerWidth);
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float ity2 = float(inQuad.mInnerY + inQuad.mInnerHeight);
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itx1 /= w; ity1 /= h;
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itx2 /= w; ity2 /= h;
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sDrawQuad(v, x1, y1, ix1, iy1, tx1, ty1, itx1, ity1, inColor);
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sDrawQuad(v, ix1, y1, ix2, iy1, itx1, ty1, itx2, ity1, inColor);
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sDrawQuad(v, ix2, y1, x2, iy1, itx2, ty1, tx2, ity1, inColor);
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sDrawQuad(v, x1, iy1, ix1, iy2, tx1, ity1, itx1, ity2, inColor);
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sDrawQuad(v, ix1, iy1, ix2, iy2, itx1, ity1, itx2, ity2, inColor);
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sDrawQuad(v, ix2, iy1, x2, iy2, itx2, ity1, tx2, ity2, inColor);
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sDrawQuad(v, x1, iy2, ix1, y2, tx1, ity2, itx1, ty2, inColor);
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sDrawQuad(v, ix1, iy2, ix2, y2, itx1, ity2, itx2, ty2, inColor);
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sDrawQuad(v, ix2, iy2, x2, y2, itx2, ity2, tx2, ty2, inColor);
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}
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else
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{
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sDrawQuad(v, x1, y1, x2, y2, tx1, ty1, tx2, ty2, inColor);
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}
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primitive->UnlockVertexBuffer();
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inQuad.mTexture->Bind();
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mTextured->Activate();
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primitive->Draw();
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}
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else
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{
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Ref<RenderPrimitive> primitive = mRenderer->CreateRenderPrimitive(PipelineState::ETopology::Triangle);
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primitive->CreateVertexBuffer(6, sizeof(QuadVertex));
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QuadVertex *v = (QuadVertex *)primitive->LockVertexBuffer();
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sDrawQuad(v, x1, y1, x2, y2, 0, 0, 0, 0, inColor);
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primitive->UnlockVertexBuffer();
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mUntextured->Activate();
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primitive->Draw();
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}
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}
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void UIManager::DrawText(int inX, int inY, const string_view &inText, const Font *inFont, ColorArg inColor)
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{
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Vec4 pos(float(inX), float(inY), 0.0f, 1.0f);
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Vec4 right(float(inFont->GetCharHeight()), 0.0f, 0.0f, 0.0f);
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Vec4 up(0.0f, float(-inFont->GetCharHeight()), 0.0f, 0.0f);
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Vec4 forward(0.0f, 0.0f, 1.0f, 0.0f);
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Mat44 transform(right, up, forward, pos);
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inFont->DrawText3D(transform, inText, inColor);
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}
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