refactor layout.h into single file per Node* classes
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85
engine/node_color_quad.cpp
Normal file
85
engine/node_color_quad.cpp
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#include "pch.h"
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#include "log.h"
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#include "node_color_quad.h"
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#include "shader.h"
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Node* NodeColorQuad::clone_instantiate() const
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{
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return new NodeColorQuad();
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}
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void NodeColorQuad::clone_finalize(Node* dest) const
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{
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auto n = (NodeColorQuad*)dest;
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n->m_picker = (NodeBorder*)n->m_children[0].get();
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}
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void NodeColorQuad::init()
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{
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m_picker = new NodeBorder;
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m_picker->SetSize({ 20, 20 });
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m_picker->SetPositioning(YGPositionTypeAbsolute);
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m_picker->SetPosition(0, 0);
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m_picker->m_thinkness = 1;
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m_picker->m_color = glm::vec4(0);
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add_child(m_picker);
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}
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void NodeColorQuad::set_value(float x, float y)
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{
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auto sz = GetSize();
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auto pos = glm::clamp(glm::vec2(x, y) * sz, { 0, 0 }, sz);
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m_picker->SetPosition(pos.x, pos.y);
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m_value = pos / glm::max({ 1,1 }, sz); // avoid div0
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if (on_value_changed)
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on_value_changed(this, m_value);
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}
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kEventResult NodeColorQuad::handle_event(Event* e)
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{
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NodeBorder::handle_event(e);
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switch (e->m_type)
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{
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case kEventType::MouseDownL:
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{
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dragging = true;
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mouse_capture();
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auto sz = GetSize();
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auto pos = glm::clamp(((MouseEvent*)e)->m_pos - m_pos, { 0, 0 }, sz) - m_picker->GetSize() * .5f;
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m_picker->SetPosition(pos.x, pos.y);
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m_value = pos / glm::max({ 1,1 }, sz); // avoid div0
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if (on_value_changed)
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on_value_changed(this, m_value);
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}
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break;
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case kEventType::MouseUpL:
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mouse_release();
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dragging = false;
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break;
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case kEventType::MouseMove:
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if (dragging)
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{
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auto sz = GetSize();
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auto pos = glm::clamp(((MouseEvent*)e)->m_pos - m_pos, { 0, 0 }, sz) - m_picker->GetSize() * .5f;
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m_picker->SetPosition(pos.x, pos.y);
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m_value = pos / glm::max({ 1,1 }, sz); // avoid div0
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if (on_value_changed)
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on_value_changed(this, m_value);
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}
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break;
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default:
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return kEventResult::Available;
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break;
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}
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return kEventResult::Consumed;
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}
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void NodeColorQuad::draw()
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{
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m_picker->m_border_color = m_value.y > .5f ? glm::vec4(1) : glm::vec4(0, 0, 0, 1);
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using namespace ui;
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ui::ShaderManager::use(kShader::ColorQuad);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
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ui::ShaderManager::u_vec4(kShaderUniform::Col, m_color);
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m_plane.draw_fill();
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}
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