#include "../../include/gui/Button.hpp" #include "../../include/Theme.hpp" #include "../../include/Config.hpp" #include #include #include namespace QuickMedia { static float floor(float v) { return (int)v; } static const float PADDING_Y = 5.0f; Button::Button(const std::string &label, mgl::Font *font, float width, mgl::Shader *rounded_rectangle_shader, float scale) : label(label, *font), background(mgl::vec2f(1.0f, 1.0f), 10.0f * get_config().scale, get_theme().shade_color, rounded_rectangle_shader), scale(scale) { background.set_size(mgl::vec2f(floor(width * scale), get_height())); set_position(mgl::vec2f(0.0f, 0.0f)); } ButtonEvent Button::on_event(mgl::Event &event) { ButtonEvent performed_event = BUTTON_EVENT_NONE; if(event.type == mgl::Event::MouseMoved) { if(mgl::FloatRect(background.get_position(), background.get_size()).contains(mgl::vec2f(event.mouse_move.x, event.mouse_move.y))) { const int inc = 20; background.set_color(mgl::Color( std::min(255, (int)background_color.r + inc), std::min(255, (int)background_color.g + inc), std::min(255, (int)background_color.b + inc))); } else { background.set_color(background_color); } } else if(event.type == mgl::Event::MouseButtonPressed) { if(event.mouse_button.button == mgl::Mouse::Left && mgl::FloatRect(background.get_position(), background.get_size()).contains(mgl::vec2f(event.mouse_button.x, event.mouse_button.y))) { clicked_inside = true; } else { clicked_inside = false; } } else if(event.type == mgl::Event::MouseButtonReleased) { if(clicked_inside && event.mouse_button.button == mgl::Mouse::Left && mgl::FloatRect(background.get_position(), background.get_size()).contains(mgl::vec2f(event.mouse_button.x, event.mouse_button.y))) { performed_event = BUTTON_EVENT_CLICKED; } clicked_inside = false; } return performed_event; } void Button::draw(mgl::Window &target) { background.draw(target); target.draw(label); } void Button::set_background_color(mgl::Color color) { background_color = color; background.set_color(background_color); } void Button::set_position(mgl::vec2f pos) { background.set_position(pos); const auto label_bounds = label.get_bounds(); mgl::vec2f label_pos(pos + background.get_size() * 0.5f - label_bounds.size * 0.5f - mgl::vec2f(0.0f, 1.0f * scale)); label_pos.x = floor(label_pos.x); label_pos.y = floor(label_pos.y); label.set_position(label_pos); } mgl::vec2f Button::get_position() const { return background.get_position(); } float Button::get_width() const { return background.get_size().x; } float Button::get_height() { return floor((PADDING_Y * 2.0f) * scale + label.get_bounds().size.y); } }