#include "components/RatingComponent.h" #include "Renderer.h" #include "Window.h" #include "Util.h" RatingComponent::RatingComponent(Window* window) : GuiComponent(window) { mFilledTexture = TextureResource::get(":/star_filled.svg", true); mUnfilledTexture = TextureResource::get(":/star_unfilled.svg", true); mValue = 0.5f; mSize << 64 * NUM_RATING_STARS, 64; updateVertices(); } void RatingComponent::setValue(const std::string& value) { if(value.empty()) { mValue = 0.0f; }else{ mValue = stof(value); if(mValue > 1.0f) mValue = 1.0f; else if(mValue < 0.0f) mValue = 0.0f; } updateVertices(); } std::string RatingComponent::getValue() const { // do not use std::to_string here as it will use the current locale // and that sometimes encodes decimals as commas std::stringstream ss; ss << mValue; return ss.str(); } void RatingComponent::onSizeChanged() { if(mSize.y() == 0) mSize[1] = mSize.x() / NUM_RATING_STARS; else if(mSize.x() == 0) mSize[0] = mSize.y() * NUM_RATING_STARS; if(mSize.y() > 0) { size_t heightPx = (size_t)round(mSize.y()); if (mFilledTexture) mFilledTexture->rasterizeAt(heightPx, heightPx); if(mUnfilledTexture) mUnfilledTexture->rasterizeAt(heightPx, heightPx); } updateVertices(); } void RatingComponent::updateVertices() { const float numStars = NUM_RATING_STARS; const float h = round(getSize().y()); // is the same as a single star's width const float w = round(h * mValue * numStars); const float fw = round(h * numStars); mVertices[0].pos << 0.0f, 0.0f; mVertices[0].tex << 0.0f, 1.0f; mVertices[1].pos << w, h; mVertices[1].tex << mValue * numStars, 0.0f; mVertices[2].pos << 0.0f, h; mVertices[2].tex << 0.0f, 0.0f; mVertices[3] = mVertices[0]; mVertices[4].pos << w, 0.0f; mVertices[4].tex << mValue * numStars, 1.0f; mVertices[5] = mVertices[1]; mVertices[6] = mVertices[4]; mVertices[7].pos << fw, h; mVertices[7].tex << numStars, 0.0f; mVertices[8] = mVertices[1]; mVertices[9] = mVertices[6]; mVertices[10].pos << fw, 0.0f; mVertices[10].tex << numStars, 1.0f; mVertices[11] = mVertices[7]; } void RatingComponent::render(const Eigen::Affine3f& parentTrans) { Eigen::Affine3f trans = roundMatrix(parentTrans * getTransform()); Renderer::setMatrix(trans); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4ub(255, 255, 255, getOpacity()); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, sizeof(Vertex), &mVertices[0].pos); glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &mVertices[0].tex); mFilledTexture->bind(); glDrawArrays(GL_TRIANGLES, 0, 6); mUnfilledTexture->bind(); glDrawArrays(GL_TRIANGLES, 6, 6); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glColor4ub(255, 255, 255, 255); renderChildren(trans); } bool RatingComponent::input(InputConfig* config, Input input) { if(config->isMappedTo("a", input) && input.value != 0) { mValue += 1.f / NUM_RATING_STARS; if(mValue > 1.0f) mValue = 0.0f; updateVertices(); } return GuiComponent::input(config, input); } void RatingComponent::applyTheme(const std::shared_ptr& theme, const std::string& view, const std::string& element, unsigned int properties) { GuiComponent::applyTheme(theme, view, element, properties); using namespace ThemeFlags; const ThemeData::ThemeElement* elem = theme->getElement(view, element, "rating"); if(!elem) return; bool imgChanged = false; if(properties & PATH && elem->has("filledPath")) { mFilledTexture = TextureResource::get(elem->get("filledPath"), true); imgChanged = true; } if(properties & PATH && elem->has("unfilledPath")) { mUnfilledTexture = TextureResource::get(elem->get("unfilledPath"), true); imgChanged = true; } if(imgChanged) onSizeChanged(); } std::vector RatingComponent::getHelpPrompts() { std::vector prompts; prompts.push_back(HelpPrompt("a", "add star")); return prompts; }