Refactoring the GUECS UI::render and the components so that it's just calling a .render on each one. This will then let me allow registering any components people want.

This commit is contained in:
Zed A. Shaw 2025-05-12 00:09:21 -04:00
parent a9e219ea96
commit 4d71f552aa
7 changed files with 108 additions and 69 deletions

View file

@ -24,6 +24,10 @@ namespace guecs {
text->setCharacterSize(size);
}
void Textual::render(sf::RenderWindow& window, sf::Shader *shader_ptr) {
window.draw(*text, shader_ptr);
}
void Textual::update(const wstring& new_content) {
content = new_content;
text->setString(content);
@ -56,6 +60,10 @@ namespace guecs {
float(cell.h - padding * 2) / bounds.size.y});
}
void Sprite::render(sf::RenderWindow& window, sf::Shader *shader_ptr) {
window.draw(*sprite, shader_ptr);
}
void Rectangle::init(lel::Cell& cell) {
sf::Vector2f size{float(cell.w) - padding * 2, float(cell.h) - padding * 2};
if(shape == nullptr) shape = make_shared<sf::RectangleShape>(size);
@ -65,15 +73,24 @@ namespace guecs {
shape->setOutlineThickness(border_px);
}
void Rectangle::render(sf::RenderWindow& window, sf::Shader *shader_ptr) {
window.draw(*shape, shader_ptr);
}
void Meter::init(lel::Cell& cell, Rectangle& bg) {
bg.shape->setFillColor(color);
init(cell);
}
void Meter::init(lel::Cell& cell) {
bar.init(cell);
}
void Meter::render(lel::Cell& cell) {
void Meter::render(lel::Cell& cell, sf::RenderWindow& window, sf::Shader *shader_ptr) {
float level = std::clamp(percent, 0.0f, 1.0f) * float(cell.w);
// ZED: this 6 is a border width, make it a thing
bar.shape->setSize({std::max(level, 0.0f), float(cell.h - 6)});
window.draw(*bar.shape, shader_ptr);
}
void Sound::play(bool hover) {
@ -104,13 +121,17 @@ namespace guecs {
assert(shape != nullptr && "failed to make rectangle");
}
void Background::render(sf::RenderWindow& window) {
window.draw(*shape);
}
void Effect::init(lel::Cell &cell) {
$shader = BACKEND->shader_get(name);
$shader->setUniform("u_resolution", sf::Vector2f({float(cell.w), float(cell.h)}));
$clock = std::make_shared<sf::Clock>();
}
void Effect::step() {
void Effect::render() {
sf::Time cur_time = $clock->getElapsedTime();
float u_time = cur_time.asSeconds();
@ -129,12 +150,20 @@ namespace guecs {
$u_time_end = u_time.asSeconds() + duration;
}
shared_ptr<sf::Shader> Effect::checkout_ptr() {
sf::Shader* Effect::get_shader(bool is_shape) {
sf::Shader *shader_ptr = nullptr;
if(BACKEND->shader_updated()) {
$shader = BACKEND->shader_get(name);
}
return $shader;
if($active) {
$shader->setUniform("is_shape", is_shape);
// NOTE: this is needed because SFML doesn't handle shared_ptr
shader_ptr = $shader.get();
}
return shader_ptr;
}
void Effect::stop() {