Пример #1
0
	bool GuiButton(ui_context & ui, const ui_id id, string sprite, Transform & transform,
		           int x, int y, int width, int height, const mouse_info & mouse)
	{
		bool result = false;
		bool mouseover = false;
		int frame = 0;

		int x1 = x - width / 2;
		int x2 = x + width / 2;
		int y1 = y - height / 2;
		int y2 = y + height / 2;

		if (!result && (mouse.x > x1 && mouse.x < x2) && (mouse.y > y1 && mouse.y < y2)) {
			mouseover = true;
		}

		if (ui.active == id) {
			frame = 2;
			if (mouse.LMB == false) {
				if (mouseover && ui.hot == id) {
					result = true;
				}
				ui.active.owner = NULL;
			}
		} else if (ui.hot == id) {
			if (!mouseover) {
				ui.hot == NULL;
			}
			else if (mouse.LMB == true) {
				ui.active = id;
			}
		}

		if (mouseover && ui.active.owner == NULL) {
			ui.hot = id;
			frame = 1;
		}

		// get dimensions of sprite
		SpritePtr btnSprite = g_Sprite.GetSprite(sprite);
		const ivec4 & size = btnSprite->GetSize();
		double wRatio = (double) width / (double) size.x;
		double hRatio = (double) height / (double) size.y;

		// draw the button
		MatrixStack * mv = transform.GetModelViewStack();
		mv->PushMatrix();
		mv->Translate((float)x, (float)y, 0);
		mv->Scale((float)wRatio, (float)hRatio, 1);
		btnSprite->Draw(frame, transform);
		mv->PopMatrix();

		return result;
	}
Пример #2
0
	void Sprite::Draw(int frame, Transform & transform, int anchor, vec4 color)
	{
		// calculate st.uv texture offsets
		assert(frame >= 0 && frame < frameCount);

		int cols = size.z;
		int rows = size.w;

		vec4 offset;
    
		//  0   1   2   3   4
		//  5   6   7   8   9
		// 10  11  12  13  14
		// 15  16  17  18  19
		// 20  21  22  23  24
	
		int frameCol = frame % cols;
		int frameRow = frame / cols;	

		// 0 -  row 0, col 0
		// 12 - row 2, col 2
		// 24 - row 4, col 4

		float tX = 1.f / cols;
		float tY = 1.f / rows;

		offset.x = tX * frameCol;
		offset.y = tY * frameRow;

		MatrixStack * mv = transform.GetModelViewStack();
		mv->PushMatrix();

		vec2 renderPos = GetAnchorCoords(anchor, vec2(0, 0), vec2(size.x, size.y));
		renderPos += (size.xy() / 2);
		mv->Translate(renderPos.x, renderPos.y, 0);
		g_Sprite.SetupShader(transform.GetMVP(), offset, texture, color);
		buffer.render(GL_TRIANGLE_STRIP);

		mv->PopMatrix();
	}