mirror of
https://github.com/zoriya/Bomberman.git
synced 2026-05-27 16:22:09 +00:00
button componenent now a templated class
This commit is contained in:
@@ -67,7 +67,6 @@ set(SOURCES
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sources/Component/Collision/CollisionComponent.hpp
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sources/System/Collision/CollisionSystem.hpp
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sources/System/Collision/CollisionSystem.cpp
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sources/Component/Button/ButtonComponent.cpp
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sources/Component/Button/ButtonComponent.hpp
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sources/System/MenuControllable/MenuControllableSystem.cpp
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sources/System/MenuControllable/MenuControllableSystem.hpp
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@@ -1,29 +0,0 @@
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//
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// Created by Louis Auzuret on 06/03/21.
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//
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#include "ButtonComponent.hpp"
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namespace BBM
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{
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ButtonComponent::ButtonComponent(WAL::Entity &entity)
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: WAL::Component(entity), onIdle(), onHover(), onClick()
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{ }
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WAL::Component *ButtonComponent::clone(WAL::Entity &entity) const
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{
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return new ButtonComponent(entity, onIdle, onHover, onClick, onHold);
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}
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ButtonComponent::ButtonComponent(WAL::Entity &entity, WAL::Callback<WAL::Entity &> idleCallback,
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WAL::Callback<WAL::Entity &> hoverCallback, WAL::Callback<WAL::Entity &> clickCallback, WAL::Callback<WAL::Entity &> holdCallback)
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: WAL::Component(entity),
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onIdle(idleCallback),
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onHover(hoverCallback),
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onClick(clickCallback),
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onHold(holdCallback)
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{ }
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void ButtonComponent::emptyButtonCallback(WAL::Entity &)
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{ }
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}
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@@ -10,40 +10,44 @@
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namespace BBM
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{
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class ButtonComponent : public WAL::Component
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enum ButtonComponentType { IDLE, CLICK, HOVER };
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template<enum ButtonComponentType T>
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class ButtonComponent: public WAL::Component
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{
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public:
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//! @brief onIdle callback
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WAL::Callback<WAL::Entity &> onIdle;
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//! @brief onHover callback
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WAL::Callback<WAL::Entity &> onHover;
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//! @brief onClick callback, when the mouse button is released
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WAL::Callback<WAL::Entity &> onClick;
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//! @brief onHold callback, when the mouse button is pressed
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WAL::Callback<WAL::Entity &> onHold;
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//! @brief onEvent callback
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WAL::Callback<WAL::Entity &> onEvent;
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//! @inherit
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WAL::Component *clone(WAL::Entity &entity) const override;
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WAL::Component *clone(WAL::Entity &entity) const override
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{
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return new ButtonComponent(entity, onEvent);
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}
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//! @brief Initialize a new Button component.
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explicit ButtonComponent(WAL::Entity &entity);
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explicit ButtonComponent(WAL::Entity &entity)
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: WAL::Component(entity), onEvent()
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{ }
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//! @brief Constructor with the 3 callback
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ButtonComponent(WAL::Entity &entity, WAL::Callback<WAL::Entity &> idleCallback, WAL::Callback<WAL::Entity &> hoverCallback,
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WAL::Callback<WAL::Entity &> clickCallback, WAL::Callback<WAL::Entity &> holdCallback);
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ButtonComponent(WAL::Entity &entity, WAL::Callback<WAL::Entity &> callback)
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: WAL::Component(entity),
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onEvent(callback)
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{ }
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//! @brief A Controllable component is copy constructable.
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ButtonComponent(const ButtonComponent &) = default;
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ButtonComponent(const ButtonComponent<T> &) = default;
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//! @brief default destructor
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~ButtonComponent() override = default;
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//! @brief A Button component default assign operator
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ButtonComponent &operator=(const ButtonComponent &) = default;
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ButtonComponent<T> &operator=(const ButtonComponent<T> &) = default;
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//! @brief Empty button callback
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static void emptyButtonCallback(WAL::Entity &);
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static void emptyButtonCallback(WAL::Entity &)
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{ }
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};
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}
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typedef ButtonComponent<IDLE> OnIdleComponent;
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typedef ButtonComponent<CLICK> OnClickComponent;
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typedef ButtonComponent<HOVER> OnHoverComponent;
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}
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+10
-39
@@ -80,16 +80,14 @@ namespace BBM
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scene->addEntity("text_prompt")
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.addComponent<PositionComponent>(1920 / 5, 1080 - 180, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Press any button to continue", 70, RAY::Vector2(), WHITE)
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.addComponent<ButtonComponent>([](WAL::Entity &entity)
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.addComponent<OnIdleComponent>([](WAL::Entity &entity)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(WHITE);
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},
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[](WAL::Entity &entity)
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
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},
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ButtonComponent::emptyButtonCallback,
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ButtonComponent::emptyButtonCallback);
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});
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//needed material
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//music
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//sound
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@@ -112,51 +110,24 @@ namespace BBM
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scene->addEntity("play button")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 540, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_new_game.png")
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.addComponent<ButtonComponent>([](WAL::Entity &entity)
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.addComponent<OnIdleComponent>([](WAL::Entity &entity)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_new_game.png");
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}, [](WAL::Entity &entity)
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_new_game_hovered.png");
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},
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ButtonComponent::emptyButtonCallback,
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ButtonComponent::emptyButtonCallback);
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});
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scene->addEntity("settings button")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 360, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_settings.png")
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.addComponent<ButtonComponent>([](WAL::Entity &entity)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_settings.png");
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}, [](WAL::Entity &entity)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_settings_hovered.png");
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},
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ButtonComponent::emptyButtonCallback,
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ButtonComponent::emptyButtonCallback);
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_settings.png");
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scene->addEntity("exit button")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 180, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_exit.png")
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.addComponent<ButtonComponent>([](WAL::Entity &entity)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_exit.png");
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}, [](WAL::Entity &entity)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_exit_hovered.png");
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},
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ButtonComponent::emptyButtonCallback,
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ButtonComponent::emptyButtonCallback);
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_exit.png");
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//needed material
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//music
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//sound
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@@ -37,7 +37,7 @@ namespace BBM
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move = controllable.move;
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select = controllable.bomb;
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auto &buttons = wal.scene->view<ButtonComponent>();
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auto &buttons = wal.scene->view<OnClickComponent>();
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ssize_t index = 0;
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//std::sort(buttons.begin(), buttons.end(),
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//[](WAL::Entity &first, WAL::Entity &second) {
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@@ -48,13 +48,14 @@ namespace BBM
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//});
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updateButtonIndex(buttons.size());
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for (auto &button : buttons) {
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auto &buttonEntity = static_cast<WAL::Entity &>(button);
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if (index++ == _buttonIndex) {
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button.get<ButtonComponent>().onHover(button);
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buttonEntity.getComponent<OnHoverComponent>().onEvent(button);
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if (select)
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button.get<ButtonComponent>().onClick(button);
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button.get<OnClickComponent>().onEvent(button);
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continue;
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}
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button.get<ButtonComponent>().onIdle(button);
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buttonEntity.getComponent<OnIdleComponent>().onEvent(button);
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}
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}
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