#include "RatingComponent.h" #include "../Renderer.h" #include "../Window.h" RatingComponent::RatingComponent(Window* window) : GuiComponent(window) { mFilledTexture = TextureResource::get(*window->getResourceManager(), ":/button.png"); mUnfilledTexture = TextureResource::get(*window->getResourceManager(), ":/button.png"); mValue = 0.5f; mSize << 64 * 5.0f, 64; updateVertices(); } void RatingComponent::setValue(const std::string& value) { mValue = stof(value); updateVertices(); } std::string RatingComponent::getValue() const { return std::to_string(mValue); } void RatingComponent::onSizeChanged() { updateVertices(); } void RatingComponent::updateVertices() { const float numStars = 5.0f; float h = getSize().y(); float w = h * mValue * numStars; float fw = h * numStars; mVertices[0].pos << 0, 0; mVertices[0].tex << 0, 0; mVertices[1].pos << w, h; mVertices[1].tex << mValue * numStars, 1.0f; mVertices[2].pos << 0, h; mVertices[2].tex << 0, 1.0f; mVertices[3] = mVertices[0]; mVertices[4].pos << w, 0; mVertices[5].tex << mValue * numStars, 0; mVertices[5] = mVertices[1]; mVertices[6] = mVertices[4]; mVertices[7].pos << fw, h; mVertices[7].tex << numStars, 1.0f; mVertices[8] = mVertices[1]; mVertices[9] = mVertices[6]; mVertices[10].pos << fw, 0; mVertices[10].tex << numStars, 0; mVertices[11] = mVertices[7]; } void RatingComponent::render(const Eigen::Affine3f& parentTrans) { Eigen::Affine3f trans = parentTrans * getTransform(); Renderer::setMatrix(trans); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); //glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, sizeof(Vertex), &mVertices[0].pos); glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &mVertices[0].tex); //glColorPointer(4, GL_UNSIGNED_BYTE, 0, mColors); mFilledTexture->bind(); glDrawArrays(GL_TRIANGLES, 0, 6); mUnfilledTexture->bind(); glDrawArrays(GL_TRIANGLES, 6, 6); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); //glDisableClientState(GL_COLOR_ARRAY); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); renderChildren(trans); }