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C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <UI/UIElement.h>
#include <UI/UITexturedQuad.h>
#include <Renderer/Renderer.h>
#include <Renderer/PipelineState.h>
#include <memory>
class Font;
const float cActivateScreenTime = 0.2f;
/// Manager class that manages UIElements
class UIManager : public UIElement
{
public:
/// Constructor
UIManager(Renderer *inRenderer);
virtual ~UIManager() override;
/// Update elements
virtual void Update(float inDeltaTime) override;
/// Draw elements
virtual void Draw() const override;
/// Only one layer can be active, if you push a layer it will exit in the background and no longer be updated
void PushLayer();
void PopLayer();
int GetNumLayers() const { return (int)mInactiveElements.size() + 1; }
void SetDrawInactiveLayers(bool inDraw) { mDrawInactiveElements = inDraw; }
/// Find element by ID
virtual UIElement * FindByID(int inID) override;
/// Listeners
void SetListener(UIEventListener *inListener) { mListener = inListener; }
UIEventListener * GetListener() const { return mListener; }
/// Actions
void SetDeactivatedAction(function<void()> inAction) { mDeactivatedAction = inAction; }
/// Event handling (returns true if the event has been handled)
virtual bool HandleUIEvent(EUIEvent inEvent, UIElement *inSender) override;
/// Current state
enum EState
{
STATE_INVALID,
STATE_ACTIVATING,
STATE_ACTIVE,
STATE_DEACTIVATING,
STATE_DEACTIVE
};
void SwitchToState(EState inState);
EState GetState() const { return mState; }
/// Calculate max horizontal and vertical distance of elements to edge of screen
void GetMaxElementDistanceToScreenEdge(int &outMaxH, int &outMaxV);
/// Access to the renderer
Renderer * GetRenderer() { return mRenderer; }
/// Drawing
void DrawQuad(int inX, int inY, int inWidth, int inHeight, const UITexturedQuad &inQuad, ColorArg inColor);
/// Draw a string in screen coordinates (assumes that the projection matrix has been set up correctly)
void DrawText(int inX, int inY, const string_view &inText, const Font *inFont, ColorArg inColor = Color::sWhite);
private:
Renderer * mRenderer;
UIEventListener * mListener;
Array<UIElementVector> mInactiveElements;
bool mDrawInactiveElements = true;
unique_ptr<PipelineState> mTextured;
unique_ptr<PipelineState> mUntextured;
function<void()> mDeactivatedAction;
EState mState;
float mStateTime;
};