mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-09 02:07:04 +08:00
refactor(ui): move scale property to subclasses and fix resize event handling
Remove scale from base Widget class and add per-type set_scale/scale methods to Button, Image, and Label. Dispatch separate WindowResizeEvent alongside existing FrameBufferResizeEvent. Correct centering calculations from `+` to `-` in main menu and world UI managers.
This commit is contained in:
17
src/app.cpp
17
src/app.cpp
@@ -677,12 +677,21 @@ void App::run() {
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// static Gait player_gait = Gait::WALK;
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void App::update() {
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glfwPollEvents();
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{
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int w, h;
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glfwGetFramebufferSize(m_window.get_glfw_window(), &w, &h);
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int w, h;
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glfwGetFramebufferSize(m_window.get_glfw_window(), &w, &h);
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if (w != m_renderer.frame_width() || h != m_renderer.frame_height()) {
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dispatch_event(FrameBufferResizeEvent{w, h});
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}
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}
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{
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int w, h;
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glfwGetWindowSize(m_window.get_glfw_window(), &w, &h);
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if (w != m_renderer.frame_width() || h != m_renderer.frame_height()) {
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dispatch_event(FrameBufferResizeEvent{w, h});
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if (w != m_renderer.window_width() || h != m_renderer.window_height()) {
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dispatch_event(WindowResizeEvent{w, h});
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}
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}
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current_time = glfwGetTime();
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@@ -23,8 +23,8 @@ void DebugCollector::init_text() {
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#endif
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version_text.set_color(Color::WHITE)
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.set_text(version)
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.set_position(0.0f, 100.0f)
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.set_scale(0.8f);
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.set_scale(0.8f)
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.set_position(0.0f, 100.0f);
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m_component.try_emplace(version_text.id(), &version_text);
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// fps
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@@ -35,8 +35,8 @@ void DebugCollector::init_text() {
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// player_pos
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auto& player_pos_text = m_widget.add_child<Label>("player_pos");
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player_pos_text.set_text("x: 0.00 y: 0.00 z: 0.00")
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.set_position(0.0f, 150.0f)
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.set_scale(0.8f);
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.set_scale(0.8f)
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.set_position(0.0f, 150.0f);
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m_component.try_emplace(player_pos_text.id(), &player_pos_text);
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// rendered_chunk
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@@ -59,14 +59,16 @@ Widget& Button::set_position(const glm::vec2& pos) {
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Widget& Button::set_position(float x, float y) {
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return set_position(glm::vec2{x, y});
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}
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Widget& Button::set_scale(float scale) {
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m_scale = scale;
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Button& Button::set_scale(float scale) {
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m_background->set_scale(scale);
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m_max_pos.x = m_min_pos.x + width();
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m_max_pos.y = m_min_pos.y + height();
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return *this;
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}
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float Button::width() const { return m_background->width() * m_scale; }
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float Button::height() const { return m_background->height() * m_scale; }
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float Button::scale() const { return m_background->scale(); }
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float Button::width() const { return m_background->width(); }
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float Button::height() const { return m_background->height(); }
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} // namespace Cubed
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@@ -13,7 +13,11 @@ Image& Image::set_image(const std::string& path,
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m_texture = texture_manager.get_image_texture(path);
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return *this;
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}
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Image& Image::set_scale(float scale) {
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m_scale = scale;
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return *this;
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}
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float Image::scale() const { return m_scale; }
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float Image::height() const {
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if (!m_texture) {
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Logger::error("Image id {} not set image!", m_id);
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@@ -15,7 +15,10 @@ Label& Label::set_color(Color color) {
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m_text.color = color;
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return *this;
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}
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Label& Label::set_scale(float scale) {
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m_scale = scale;
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return *this;
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}
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void Label::update(float dt) { on_update(dt); }
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void Label::on_update(float dt) { (void)dt; }
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@@ -43,5 +46,5 @@ float Label::width() const { return m_real_width * m_scale; }
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float Label::height() const { return m_real_height * m_scale; }
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float Label::offset_x() const { return m_offset_x; }
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float Label::offset_y() const { return m_offset_y; }
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float Label::scale() const { return m_scale; }
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} // namespace Cubed
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@@ -22,19 +22,22 @@ void MainMenuUIManager::init() {
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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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start_game_button->set_scale(3.0f);
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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_height() / 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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@@ -101,8 +104,8 @@ bool MainMenuUIManager::handle_window_resize_event(const WindowResizeEvent& e) {
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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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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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@@ -31,16 +31,10 @@ Widget& Widget::set_position(float x, float y) {
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return *this;
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}
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Widget& Widget::set_scale(float scale) {
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m_scale = scale;
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return *this;
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}
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float Widget::width() const { return 0.0f; }
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float Widget::height() const { return 0.0f; }
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const glm::vec2& Widget::pos() const { return m_pos; }
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float Widget::scale() const { return m_scale; }
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const std::string& Widget::id() const { return m_id; }
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bool Widget::handle_key_event(const KeyEvent& e) {
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@@ -16,10 +16,11 @@ void WorldUIManager::init() {
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crosshair->set_image("texture/ui/0.png",
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m_scene.scene_manager().app().texture_manager());
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auto& renderer = m_scene.scene_manager().app().renderer();
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crosshair
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->set_position(renderer.window_width() / 2 + crosshair->width() / 2,
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renderer.window_height() / 2 + crosshair->height() / 2)
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.set_scale(3.0f);
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crosshair->set_scale(3.0f).set_position(
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renderer.window_width() / 2 - crosshair->width() / 2,
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renderer.window_height() / 2 - crosshair->height() / 2);
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m_widgets.try_emplace("crosshair", std::move(crosshair));
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}
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void WorldUIManager::update(float dt) {
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@@ -96,8 +97,9 @@ bool WorldUIManager::handle_window_resize_event(const WindowResizeEvent& e) {
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if (it != m_widgets.end()) {
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auto* crosshair = dynamic_cast<Image*>(it->second.get());
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if (crosshair) {
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crosshair->set_position(e.width / 2 + crosshair->width() / 2,
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e.height / 2 + crosshair->height() / 2);
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crosshair->set_position(e.width / 2.0f - crosshair->width() / 2.0f,
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e.height / 2.0f -
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crosshair->height() / 2.0f);
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}
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}
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for (auto& w : m_widgets) {
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