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https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 17:57:02 +08:00
feat(main_menu): add exit button and refactor layout with ColumnLayout
- Add `should_close_window()` method to force window close from UI. - Replace standalone button with ColumnLayout for proper centering. - Add "Exit" button that calls `should_close_window()`. - Update ESC key handling to only close window when game is not running. - Fix ColumnLayout to respect parent's anchor instead of hardcoded TOP_LEFT. - Remove unused parameter name in Image::update for consistency.
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@@ -32,6 +32,8 @@ public:
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void set_game_running(bool running);
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void should_close_window();
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private:
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bool m_mouse_enable = false;
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bool m_imgui_init = false;
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@@ -16,7 +16,7 @@ void ColumnLayout::layout() {
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int y = 0;
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for (auto& child : children) {
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child->set_offset({0, y});
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child->set_anchor(Anchor::TOP_LEFT);
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child->set_anchor(m_anchor);
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y += child->height() + m_spacing;
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}
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}
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@@ -5,7 +5,7 @@
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namespace Cubed {
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Image::Image(Widget* parent) : Widget(parent) {}
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void Image::update(float dt) { (void)dt; }
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void Image::update(float) {}
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void Image::render(Renderer& renderer) { renderer.render_image(*this); }
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Image& Image::set_image(const std::string& path,
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@@ -5,29 +5,48 @@
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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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#include "Cubed/ui/column_layout.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& renderer = m_scene.scene_manager().app().renderer();
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auto layout = std::make_unique<ColumnLayout>(nullptr);
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layout->set_spacing(20);
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layout->set_anchor(Anchor::CENTER);
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layout->set_window_size(renderer.window_width(), renderer.window_height());
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{
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auto& start_game_button = layout->add_child<Button>();
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auto start_game_button = std::make_unique<Button>(nullptr);
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auto& back = start_game_button->set_background<Image>();
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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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auto& fore = start_game_button->set_foreground<Label>();
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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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fore.set_scale(0.6f);
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start_game_button->set_window_size(
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m_scene.scene_manager().app().renderer().window_width(),
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m_scene.scene_manager().app().renderer().window_height());
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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_scale(3.0f);
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start_game_button->set_anchor(Anchor::CENTER);
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m_widgets.try_emplace("start game", std::move(start_game_button));
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start_game_button.set_clicked([this]() {
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m_scene.scene_manager().request_push(SceneType::WORLD);
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});
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start_game_button.set_scale(4.0f);
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}
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auto& exit_game = layout->add_child<Button>();
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{
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auto& back = exit_game.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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auto& fore = exit_game.set_foreground<Label>();
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fore.set_scale(0.6f).set_text("Exit");
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exit_game.set_scale(4.0f);
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exit_game.set_clicked([this]() {
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m_scene.scene_manager().app().window().should_close_window();
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});
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}
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m_widgets.try_emplace("main menu layout", std::move(layout));
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}
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void MainMenuUIManager::update(float dt) {
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@@ -73,9 +73,11 @@ bool Window::handle_key_event(const KeyEvent& e) {
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return true;
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}
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if (e.key == Key::ESCAPE && e.action == KeyAction::PRESS) {
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if (!m_game_running) {
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glfwSetWindowShouldClose(m_window, GLFW_TRUE);
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return true;
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}
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}
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if (e.key == Key::LEFT_ALT && e.action == KeyAction::PRESS) {
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toggle_mouse_able();
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return true;
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@@ -237,6 +239,9 @@ void Window::set_game_running(bool running) {
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m_mouse_enable = running;
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toggle_mouse_able();
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}
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void Window::should_close_window() { glfwSetWindowShouldClose(m_window, true); }
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void Window::imgui_init() {
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float dpi_scale_x, dpi_scale_y;
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glfwGetWindowContentScale(m_window, &dpi_scale_x, &dpi_scale_y);
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