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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/Input/InputHandler.h"
#include "Gui.h"
#include <functional>
#include <SDL_events.h>
#include "GuiElement.h"
#include "Game/Camera.h"
#include "Rendering/Fonts/glFont.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/GL/myGL.h"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/Shaders/Shader.h"
#include "System/FileSystem/ArchiveScanner.h"
#include "System/FileSystem/VFSHandler.h"
#include "System/Log/ILog.h"
#include "System/Matrix44f.h"
namespace agui
{
Gui::Gui()
: shader(shaderHandler->CreateProgramObject("[aGui::Gui]", "aGui::Gui", true))
, inputCon(input.AddHandler(std::bind(&Gui::HandleEvent, this, std::placeholders::_1)))
{
{
shader->AttachShaderObject(shaderHandler->CreateShaderObject("GLSL/GuiVertProg4.glsl", "", GL_VERTEX_SHADER));
shader->AttachShaderObject(shaderHandler->CreateShaderObject("GLSL/GuiFragProg4.glsl", "", GL_FRAGMENT_SHADER));
shader->Link();
}
{
const std::string& name = shader->GetName();
const std::string& log = shader->GetLog();
if (!shader->IsValid()) {
LOG_L(L_ERROR, "%s-shader compilation error: %s", name.c_str(), log.c_str());
// dummies
shader->SetUniformLocation("");
shader->SetUniformLocation("");
shader->SetUniformLocation("");
return;
}
shader->Enable();
shader->SetUniformLocation("tex"); // idx 0
shader->SetUniformLocation("elemColor"); // idx 1
shader->SetUniformLocation("texWeight"); // idx 2
shader->SetUniformMatrix4x4<float>("viewProjMat", false, CMatrix44f::ClipOrthoProj01(globalRendering->supportClipSpaceControl * 1.0f));
shader->SetUniformMatrix2x2<float>("texCoorMat", false, float4(1.0f, 0.0f, 0.0f, 1.0f)); // name-based for Font::*GL4
shader->SetUniform1i(0, 0);
shader->Disable();
shader->Validate();
if (shader->IsValid())
return;
LOG_L(L_ERROR, "%s-shader validation error: %s", name.c_str(), log.c_str());
}
}
void Gui::SetColor(float r, float g, float b, float a)
{
shader->SetUniform4f(1, r, g, b, a);
}
void Gui::SetDrawMode(DrawMode newMode)
{
if (currentDrawMode == newMode)
return;
switch (currentDrawMode = newMode) {
case COLOR : { shader->SetUniform4f(2, 0.0f, 0.0f, 0.0f, 0.0f); } break;
case TEXTURE: { shader->SetUniform4f(2, 1.0f, 1.0f, 1.0f, 1.0f); } break;
case FONT : { shader->SetUniform4f(2, -1.0f, 0.0f, 0.0f, 0.0f); } break;
}
}
void Gui::Draw()
{
Clean();
glAttribStatePtr->EnableBlendMask();
shader->Enable();
SetColor(1.0f, 1.0f, 1.0f, 1.0f);
SetDrawMode(DrawMode::COLOR);
// not depth-sorted
for (auto it = elements.rbegin(); it != elements.rend(); ++it) {
(*it).element->Draw();
}
shader->Disable();
font->SetTextDepth(0.0f);
}
void Gui::Clean() {
for (const GuiItem& item: toBeAdded) {
const auto iter = std::find_if(elements.cbegin(), elements.cend(), [&](const GuiItem& i) { return (item.element == i.element); });
if (iter == elements.end()) {
if (item.asBackground) {
elements.push_back(item);
} else {
elements.push_front(item);
}
continue;
}
LOG_L(L_DEBUG, "[Gui::%s] not adding duplicated object", __func__);
}
toBeAdded.clear();
for (const GuiItem& item: toBeRemoved) {
auto iter = std::find_if(elements.begin(), elements.end(), [&](const GuiItem& i) { return (item.element == i.element); });
if (iter == elements.end())
continue;
delete iter->element;
elements.erase(iter);
}
toBeRemoved.clear();
}
Gui::~Gui() {
Clean();
inputCon.disconnect();
shaderHandler->ReleaseProgramObjects("[aGui::Gui]");
}
void Gui::AddElement(GuiElement* elem, bool asBackground)
{
toBeAdded.emplace_back(elem, asBackground);
}
void Gui::RmElement(GuiElement* elem)
{
// has to be delayed, otherwise deleting a button during a callback would segfault
for (auto it = elements.begin(); it != elements.end(); ++it) {
if ((*it).element == elem) {
toBeRemoved.emplace_back(elem, true);
break;
}
}
}
void Gui::UpdateScreenGeometry(int screenx, int screeny, int screenOffsetX, int screenOffsetY)
{
GuiElement::UpdateDisplayGeo(screenx, screeny, screenOffsetX, screenOffsetY);
}
bool Gui::MouseOverElement(const GuiElement* elem, int x, int y) const
{
for (auto it = elements.cbegin(); it != elements.cend(); ++it) {
if (it->element->MouseOver(x, y))
return (it->element == elem);
}
return false;
}
bool Gui::HandleEvent(const SDL_Event& ev)
{
auto handler = elements.end();
for (auto it = elements.begin(); it != elements.end(); ++it) {
if (it->element->HandleEvent(ev)) {
handler = it;
break;
}
}
if (handler != elements.end() && !handler->asBackground) {
elements.push_front(*handler);
elements.erase(handler);
}
return false;
}
Gui* gui = nullptr;
}
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