ui: add main menu scene and interactive button widget

- Implement MainMenuScene with a "Start Game" button that pushes the WorldScene.
- Extend Button class with background/foreground, hover detection, and size queries.
- Add virtual width/height and event handlers to Widget base class.
- Update WorldUIManager to propagate mouse move events.
- Adjust Window mouse mode based on game running state.
This commit is contained in:
2026-07-13 10:38:30 +08:00
parent 8bbed7b7b9
commit 01c9f61d1c
20 changed files with 453 additions and 18 deletions

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@@ -0,0 +1,28 @@
#pragma once
#include "Cubed/scene/scene.hpp"
#include "Cubed/ui/main_menu_ui_manager.hpp"
namespace Cubed {
class SceneManager;
class MainMenuScene : public Scene {
public:
MainMenuScene(const MainMenuScene&) = delete;
MainMenuScene(MainMenuScene&&) = delete;
MainMenuScene& operator=(const MainMenuScene&) = delete;
MainMenuScene& operator=(MainMenuScene&&) = delete;
MainMenuScene(SceneManager& scene_manager);
~MainMenuScene();
void update(float dt) override;
void render(Renderer& renderer) override;
bool handle_event(const Event& e) override;
void on_enter() override;
void on_leave() override;
SceneManager& scene_manager();
private:
SceneManager& m_scene_manager;
MainMenuUIManager m_ui_manager;
};
} // namespace Cubed

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@@ -9,11 +9,48 @@ class Button : public Widget {
public:
Button();
Button(const Button&) = delete;
Button(Button&&) = delete;
Button& operator=(const Button&) = delete;
Button& operator=(Button&&) = delete;
void render(Renderer& renderer) override;
void update(float dt) override;
bool handle_mouse_move_event(const MouseMoveEvent& e) override;
bool handle_mouse_button_event(const MouseButtonEvent& e) override;
Widget& set_position(const glm::vec2& pos) override;
Widget& set_position(float x, float y) override;
float width() const override;
float height() const override;
template <typename F> Button& set_clicked(F&& f) {
m_clicked = std::move(f);
m_clicked = std::forward<F>(f);
return *this;
}
template <typename T, typename... Args> T& set_background(Args&&... args) {
auto w = std::make_unique<T>(std::forward<Args>(args)...);
T& ref = *w;
m_background = std::move(w);
return ref;
}
template <typename T, typename... Args> T& set_foreground(Args&&... args) {
auto w = std::make_unique<T>(std::forward<Args>(args)...);
T& ref = *w;
m_foreground = std::move(w);
return ref;
}
private:
std::function<void()> m_clicked;
std::unique_ptr<Widget> m_background;
std::unique_ptr<Widget> m_foreground;
bool m_hovered = false;
glm::vec2 m_min_pos;
glm::vec2 m_max_pos;
};
} // namespace Cubed

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@@ -13,8 +13,8 @@ public:
void render(Renderer& renderer) override;
Image& set_image(const std::string& path, TextureManager& texture_manager);
float width() const;
float height() const;
float width() const override;
float height() const override;
const Texture* texture() const;
private:

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@@ -12,6 +12,7 @@ public:
Label& operator=(Label&&) = delete;
Label(const std::string& id);
Label();
virtual ~Label() = default;
Label& set_text(std::string_view text);

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@@ -0,0 +1,35 @@
#pragma once
#include "Cubed/input/event.hpp"
#include "Cubed/ui/widget.hpp"
#include <memory>
#include <unordered_map>
namespace Cubed {
class Renderer;
class MainMenuScene;
class MainMenuUIManager {
public:
MainMenuUIManager(MainMenuScene& m_scene);
MainMenuUIManager(const MainMenuUIManager&) = delete;
MainMenuUIManager(MainMenuUIManager&&) = delete;
MainMenuUIManager& operator=(const MainMenuUIManager&) = delete;
MainMenuUIManager& operator=(MainMenuUIManager&&) = delete;
~MainMenuUIManager();
void init();
void render(Renderer& renderer);
void update(float dt);
bool handle_event(const Event& e);
private:
MainMenuScene& m_scene;
std::unordered_map<std::string, std::unique_ptr<Widget>> m_widgets;
bool handle_mouse_move_event(const MouseMoveEvent& e);
bool handle_mouse_button_event(const MouseButtonEvent& e);
bool handle_window_resize_event(const WindowResizeEvent& e);
bool handle_mouse_wheel_event(const MouseWheelEvent& e);
bool handle_key_event(const KeyEvent& e);
};
} // namespace Cubed

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@@ -1,10 +1,12 @@
#pragma once
#include "Cubed/input/event.hpp"
#include "glm/ext/vector_float2.hpp"
#include <memory>
#include <vector>
namespace Cubed {
class Renderer;
class Widget {
public:
@@ -17,9 +19,17 @@ public:
virtual Widget& set_position(const glm::vec2& pos);
virtual Widget& set_position(float x, float y);
virtual Widget& set_scale(float scale);
virtual float width() const;
virtual float height() const;
virtual const glm::vec2& pos() const;
virtual float scale() const;
virtual bool handle_key_event(const KeyEvent& e);
virtual bool handle_mouse_button_event(const MouseButtonEvent& e);
virtual bool handle_mouse_wheel_event(const MouseWheelEvent& e);
virtual bool handle_window_resize_event(const WindowResizeEvent& e);
virtual bool handle_mouse_move_event(const MouseMoveEvent& e);
template <typename T, typename... Args> T& add_child(Args&&... args) {
auto widget = std::make_unique<T>(std::forward<Args>(args)...);
T& ref = *widget;

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@@ -25,7 +25,7 @@ public:
private:
WorldScene& m_scene;
std::unordered_map<std::string, std::unique_ptr<Widget>> m_widgets;
bool handle_mouse_move_event(const MouseMoveEvent& e);
bool handle_mouse_button_event(const MouseButtonEvent& e);
bool handle_window_resize_event(const WindowResizeEvent& e);
bool handle_mouse_wheel_event(const MouseWheelEvent& e);

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@@ -30,9 +30,12 @@ public:
void set_camera(Camera* camera);
Camera* camera();
void set_game_running(bool running);
private:
bool m_mouse_enable = false;
bool m_imgui_init = false;
bool m_game_running = false;
GLFWwindow* m_window;
int m_window_width;
int m_window_height;