ES-DE/src/components/RatingComponent.cpp

114 lines
2.5 KiB
C++

#include "RatingComponent.h"
#include "../Renderer.h"
#include "../Window.h"
RatingComponent::RatingComponent(Window* window) : GuiComponent(window)
{
mFilledTexture = TextureResource::get(":/star_filled.png", true);
mUnfilledTexture = TextureResource::get(":/star_unfilled.png", true);
mValue = 0.5f;
mSize << 64 * 5.0f, 64;
updateVertices();
}
void RatingComponent::setValue(const std::string& value)
{
if(value.empty())
{
mValue = 0.0f;
return;
}
mValue = stof(value);
if(mValue > 1.0f)
mValue = 1.0f;
else if(mValue < 0.0f)
mValue = 0.0f;
updateVertices();
}
std::string RatingComponent::getValue() const
{
return std::to_string((long double)mValue);
}
void RatingComponent::onSizeChanged()
{
updateVertices();
}
void RatingComponent::updateVertices()
{
const float numStars = 5.0f;
const float h = getSize().y();
const float w = h * mValue * numStars;
const float fw = 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 = 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);
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);
renderChildren(trans);
}
bool RatingComponent::input(InputConfig* config, Input input)
{
if(config->isMappedTo("a", input) && input.value != 0)
{
mValue += 0.2f;
if(mValue > 1.0f)
mValue = 0.0f;
updateVertices();
}
return GuiComponent::input(config, input);
}