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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:
133
src/ui/main_menu_ui_manager.cpp
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133
src/ui/main_menu_ui_manager.cpp
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#include "Cubed/ui/main_menu_ui_manager.hpp"
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#include "Cubed/app.hpp"
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#include "Cubed/render/renderer.hpp"
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#include "Cubed/scene/main_menu_scene.hpp"
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#include "Cubed/scene/scene_manager.hpp"
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#include "Cubed/ui/button.hpp"
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namespace Cubed {
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MainMenuUIManager::MainMenuUIManager(MainMenuScene& scene) : m_scene(scene) {}
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MainMenuUIManager::~MainMenuUIManager() {}
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void MainMenuUIManager::init() {
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auto start_game_button = std::make_unique<Button>();
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auto& back = start_game_button->set_background<Image>();
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back.set_image("texture/ui/button001.png",
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m_scene.scene_manager().app().texture_manager());
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back.set_scale(3.0f);
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auto& fore = start_game_button->set_foreground<Label>();
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fore.set_text("Start Game");
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start_game_button->set_clicked(
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[this]() { m_scene.scene_manager().request_push(SceneType::WORLD); });
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start_game_button->set_position(
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m_scene.scene_manager().app().renderer().window_width() / 2.0f +
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back.width() / 2.0f,
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m_scene.scene_manager().app().renderer().window_width() / 2.0f +
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back.height() / 2.0f);
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m_widgets.try_emplace("start game", std::move(start_game_button));
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}
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void MainMenuUIManager::update(float dt) {
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for (auto& w : m_widgets) {
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w.second->update(dt);
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}
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}
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void MainMenuUIManager::render(Renderer& renderer) {
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renderer.begin_render_ui();
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for (auto& widget : m_widgets) {
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widget.second->render(renderer);
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}
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renderer.end_render_ui();
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}
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bool MainMenuUIManager::handle_event(const Event& e) {
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return std::visit(
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Overloaded{[this](const MouseMoveEvent& e) {
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if (handle_mouse_move_event(e)) {
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return true;
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}
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return false;
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},
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[this](const MouseButtonEvent& e) {
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if (handle_mouse_button_event(e)) {
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return true;
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}
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return false;
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},
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[this](const MouseWheelEvent& e) {
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if (handle_mouse_wheel_event(e)) {
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return true;
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}
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return false;
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},
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[this](const KeyEvent& e) {
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if (handle_key_event(e)) {
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return true;
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}
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return false;
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},
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[](const TextInputEvent&) { return false; },
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[this](const WindowResizeEvent& e) {
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handle_window_resize_event(e);
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return false;
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},
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[](const FrameBufferResizeEvent&) { return false; }
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},
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e);
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}
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bool MainMenuUIManager::handle_mouse_move_event(const MouseMoveEvent& e) {
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for (auto& w : m_widgets) {
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if (w.second->handle_mouse_move_event(e)) {
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return true;
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}
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}
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return false;
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}
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bool MainMenuUIManager::handle_mouse_button_event(const MouseButtonEvent& e) {
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for (auto& w : m_widgets) {
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if (w.second->handle_mouse_button_event(e)) {
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return true;
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}
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}
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return false;
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}
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bool MainMenuUIManager::handle_window_resize_event(const WindowResizeEvent& e) {
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auto it = m_widgets.find("start game");
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if (it != m_widgets.end()) {
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auto* start_game = dynamic_cast<Button*>(it->second.get());
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if (start_game) {
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start_game->set_position(e.width / 2 + start_game->width() / 2,
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e.height / 2 + start_game->height() / 2);
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}
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}
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for (auto& w : m_widgets) {
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if (w.second->handle_window_resize_event(e)) {
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return true;
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}
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}
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return false;
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}
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bool MainMenuUIManager::handle_mouse_wheel_event(const MouseWheelEvent& e) {
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for (auto& w : m_widgets) {
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if (w.second->handle_mouse_wheel_event(e)) {
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return true;
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}
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}
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return false;
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}
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bool MainMenuUIManager::handle_key_event(const KeyEvent& e) {
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for (auto& w : m_widgets) {
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if (w.second->handle_key_event(e)) {
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return true;
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}
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}
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return false;
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}
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} // namespace Cubed
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