ES-DE/src/components/RatingComponent.cpp
Aloshi 4ef5f64ff3 Added on-screen help system.
Very intrusive right now. You can turn it off in the Settings menu until
that gets worked out.
2014-01-25 17:34:29 -06:00

146 lines
3.4 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()
{
if(mSize.y() == 0)
mSize[1] = mSize.x() / 5.0f;
else if(mSize.x() == 0)
mSize[0] = mSize.y() * 5.0f;
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);
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 += 0.2f;
if(mValue > 1.0f)
mValue = 0.0f;
updateVertices();
}
return GuiComponent::input(config, input);
}
void RatingComponent::applyTheme(const std::shared_ptr<ThemeData>& 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;
if(properties & PATH && elem->has("filledPath"))
mFilledTexture = TextureResource::get(elem->get<std::string>("filledPath"), true);
if(properties & PATH && elem->has("unfilledPath"))
mUnfilledTexture = TextureResource::get(elem->get<std::string>("unfilledPath"), true);
}
std::vector<HelpPrompt> RatingComponent::getHelpPrompts()
{
std::vector<HelpPrompt> prompts;
prompts.push_back(HelpPrompt("a", "+1 star"));
return prompts;
}