Merge branch 'UI-Test' into SP3-20-UI-System

This commit is contained in:
maverickdgg 2023-01-16 11:43:00 +08:00
commit 132e66c6c0
15 changed files with 400 additions and 29 deletions

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@ -1,4 +1,4 @@
Start in Fullscreen: false Start in Fullscreen: false
Starting Scene ID: 97161771 Starting Scene ID: 97158628
Window Size: {x: 1920, y: 1080} Window Size: {x: 1920, y: 1080}
Window Title: SHADE Engine Window Title: SHADE Engine

1
Assets/Bindings.SHConfig Normal file
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@ -0,0 +1 @@
0

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@ -0,0 +1,4 @@
Start Maximized: true
Working Scene ID: 97161771
Window Size: {x: 1920, y: 1080}
Style: 0

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@ -34,7 +34,7 @@
NumberOfChildren: 0 NumberOfChildren: 0
Components: Components:
Transform Component: Transform Component:
Translate: {x: 153.399994, y: 0, z: 0} Translate: {x: 0, y: -3.9000001, z: 0}
Rotate: {x: 0, y: 0, z: 0} Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1} Scale: {x: 1, y: 1, z: 1}
IsActive: true IsActive: true
@ -45,7 +45,7 @@
Toggle Button Component: Toggle Button Component:
Non Toggled Texture: 0 Non Toggled Texture: 0
Toggled Texture: 0 Toggled Texture: 0
Value: false Value: true
IsActive: true IsActive: true
Scripts: ~ Scripts: ~
- EID: 1 - EID: 1

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@ -1,3 +1,3 @@
Name: UI_Test Name: UI Test
ID: 97161771 ID: 92642496
Type: 5 Type: 5

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@ -23,7 +23,7 @@
#include "SH_API.h" #include "SH_API.h"
#include "Events/SHEventManager.hpp" #include "Events/SHEventManager.hpp"
#include <tuple>
#include <cassert> #include <cassert>
namespace SHADE namespace SHADE
@ -151,6 +151,32 @@ namespace SHADE
return (componentSet.GetSparseSet<T>()->GetElement_s(EntityHandleGenerator::GetIndex(entityID))); return (componentSet.GetSparseSet<T>()->GetElement_s(EntityHandleGenerator::GetIndex(entityID)));
} }
/*!*************************************************************************
* \brief
* Gets the Component of the entity with the specified entityID
*
* This is the safe version of GetComponent_s which does a HasComponent to make
* sure that the entity has such a component and returns nullptr if it doesn't
*
* This safe version also checks if the sparse set of this component type
* has been created in SHComponentManager and creates one if it doesn't
*
* @tparam T...
* Pack of Types for all the Components to get.
* \param entityID
* EntityID of the entity that we are trying to get the component of.
* \return
* A tuple of pointers to all the components specified.
* Returns nullptr if the entity does not contain such a component.
***************************************************************************/
template<typename ...T>
static std::enable_if_t<(... && std::is_base_of_v<SHComponent, T>), std::tuple<T*...>> GetComponents(EntityID entityID) noexcept
{
return std::make_tuple<T*...>(GetComponent_s<T>(entityID)...);
}
/*!************************************************************************* /*!*************************************************************************
* \brief * \brief
* Gets the Component of the entity with the specified entityID * Gets the Component of the entity with the specified entityID

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@ -23,4 +23,5 @@ constexpr SHEventIdentifier SH_SCENE_INIT_POST { 14 };
constexpr SHEventIdentifier SH_SCENE_EXIT_PRE { 15 }; constexpr SHEventIdentifier SH_SCENE_EXIT_PRE { 15 };
constexpr SHEventIdentifier SH_SCENE_EXIT_POST { 16 }; constexpr SHEventIdentifier SH_SCENE_EXIT_POST { 16 };
constexpr SHEventIdentifier SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT { 17 }; constexpr SHEventIdentifier SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT { 17 };
constexpr SHEventIdentifier SH_BUTTON_CLICK_EVENT { 18 };

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@ -11,6 +11,7 @@
#pragma once #pragma once
#include <SHpch.h> #include <SHpch.h>
#include <fstream>
#include "SHInputManager.h" #include "SHInputManager.h"
#include "../Tools/SHException.h" #include "../Tools/SHException.h"
@ -99,6 +100,161 @@ namespace SHADE
} }
} }
//The Binding File format presently goes as such:
/*
* Binding count
* (For each binding:)
* Name
Binding Type Enum
Inverted Bool
Gravity Double
Dead Double
Sensitivity Double
Snap Bool
PositiveKeyCode count
PositiveKeyCodes
NegativeKeyCode count
NegativeKeyCodes
PositiveControllerCode Count
PositiveControllerCodes
NegativeControllerCode Count
NegativeControllerCodes
*/
void SHInputManager::SaveBindings(std::string const& targetFile) noexcept
{
std::ofstream file;
file.open(targetFile);
//File cannot be written to
if (!file) return;
//First write the number of bindings
file << bindings.size() << std::endl;
for (auto& b : bindings)
{
//Name
file << b.first << std::endl;
//Data
auto& lbd = b.second;
file << static_cast<int>(lbd.bindingType) << std::endl;
file << static_cast<int>(lbd.inverted) << std::endl;
file << lbd.gravity << std::endl;
file << lbd.dead << std::endl;
file << lbd.sensitivity << std::endl;
file << static_cast<int>(lbd.snap) << std::endl;
//Bindings
file << lbd.positiveKeyCodes.size() << std::endl;
for (auto kc : lbd.positiveKeyCodes)
file << static_cast<int>(kc) << std::endl;
file << lbd.negativeKeyCodes.size() << std::endl;
for (auto kc : lbd.negativeKeyCodes)
file << static_cast<int>(kc) << std::endl;
file << lbd.positiveControllerCodes.size() << std::endl;
for (auto cc : lbd.positiveControllerCodes)
file << static_cast<int>(cc) << std::endl;
file << lbd.negativeControllerCodes.size() << std::endl;
for (auto cc : lbd.negativeControllerCodes)
file << static_cast<int>(cc) << std::endl;
}
file.close();
}
void SHInputManager::LoadBindings(std::string const& sourceFile) noexcept
{
std::ifstream file;
file.open(sourceFile);
//Check
if (!file) return;
//Erase
ClearBindings();
//Read
std::string read;
int count = 0;
std::getline(file, read);
count = std::stoi(read);
std::string bindingName;
for (int b = 0; b < count; ++b)
{
//Name
std::getline(file, read);
bindingName = read;
AddBinding(bindingName);
//Type
std::getline(file, read);
SetBindingType(bindingName, static_cast<SH_BINDINGTYPE>(std::stoi(read)));
//Inversion
std::getline(file, read);
SetBindingInverted(bindingName, static_cast<bool>(std::stoi(read)));
//Gravity
std::getline(file, read);
SetBindingGravity(bindingName, std::stod(read));
//Dead
std::getline(file, read);
SetBindingDead(bindingName, std::stod(read));
//Sensitivity
std::getline(file, read);
SetBindingSensitivity(bindingName, std::stod(read));
//Snap
std::getline(file, read);
SetBindingSnap(bindingName, static_cast<bool>(std::stoi(read)));
int count = 0;
//Positive Key Codes
std::getline(file, read);
count = std::stoi(read);
for (int i = 0; i < count; ++i)
{
std::getline(file, read);
AddBindingPositiveKeyCode(bindingName, static_cast<SH_KEYCODE>(std::stoi(read)));
}
//Negative Key Codes
std::getline(file, read);
count = std::stoi(read);
for (int i = 0; i < count; ++i)
{
std::getline(file, read);
AddBindingNegativeKeyCode(bindingName, static_cast<SH_KEYCODE>(std::stoi(read)));
}
//Positive Controller Codes
std::getline(file, read);
count = std::stoi(read);
for (int i = 0; i < count; ++i)
{
std::getline(file, read);
AddBindingPositiveControllerCode(bindingName, static_cast<SH_CONTROLLERCODE>(std::stoi(read)));
}
//Negative Controller Codes
std::getline(file, read);
count = std::stoi(read);
for (int i = 0; i < count; ++i)
{
std::getline(file, read);
AddBindingNegativeControllerCode(bindingName, static_cast<SH_CONTROLLERCODE>(std::stoi(read)));
}
}
file.close();
}
void SHInputManager::UpdateInput(double dt) noexcept void SHInputManager::UpdateInput(double dt) noexcept
{ {
//Keyboard and Mouse Buttons//////////////////////////////////////////////// //Keyboard and Mouse Buttons////////////////////////////////////////////////

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@ -14,6 +14,7 @@
#include <map> #include <map>
#include <set> #include <set>
#include "../../SHADE_Managed/src/SHpch.h" #include "../../SHADE_Managed/src/SHpch.h"
#include "../../SHADE_Engine/src/Assets/SHAssetMacros.h"
#include "SH_API.h" #include "SH_API.h"
#pragma comment(lib, "xinput.lib") #pragma comment(lib, "xinput.lib")
@ -681,6 +682,17 @@ namespace SHADE
return controllersReleasedTime[controllerNum][static_cast<size_t>(code)]; return controllersReleasedTime[controllerNum][static_cast<size_t>(code)];
} }
/*------------------------------------------------------------------------*/
/* Binding I/O */
/*------------------------------------------------------------------------*/
//Save bindings registered into a file
static void SaveBindings(std::string const& targetFile = std::string(ASSET_ROOT) + "/Bindings.SHConfig") noexcept;
//Load and register bindings from a file
//If specified file exists, the current list of bindings will be overwritten, so save them somewhere else before loading
static void LoadBindings(std::string const& sourceFile = std::string(ASSET_ROOT) + "/Bindings.SHConfig") noexcept;
/*------------------------------------------------------------------------*/ /*------------------------------------------------------------------------*/
/* Binding Functions */ /* Binding Functions */
/*------------------------------------------------------------------------*/ /*------------------------------------------------------------------------*/

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@ -350,7 +350,6 @@ namespace SHADE
SHSerializationHelper::InitializeComponentFromNode<SHCanvasComponent>(componentsNode, eid); SHSerializationHelper::InitializeComponentFromNode<SHCanvasComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHButtonComponent>(componentsNode, eid); SHSerializationHelper::InitializeComponentFromNode<SHButtonComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHToggleButtonComponent>(componentsNode, eid); SHSerializationHelper::InitializeComponentFromNode<SHToggleButtonComponent>(componentsNode, eid);
//SHSerializationHelper::ConvertNodeToComponent<SHTextRenderableComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHTextRenderableComponent>(componentsNode, eid); SHSerializationHelper::InitializeComponentFromNode<SHTextRenderableComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHLightComponent>(componentsNode, eid); SHSerializationHelper::InitializeComponentFromNode<SHLightComponent>(componentsNode, eid);
} }

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@ -0,0 +1,16 @@
#pragma once
#include "ECS_Base/SHECSMacros.h"
namespace SHADE
{
struct SHButtonClickEvent
{
EntityID EID;
// value of the toggle button, default to false if its a button and not a toggle button
bool value{false};
};
}

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@ -0,0 +1,39 @@
#include "SHpch.h"
#include "SHSliderComponent.h"
namespace SHADE
{
SHSliderComponent::SHSliderComponent()
:size(1.0f), isHovered(false), isClicked(false), value(0.0f)
{
}
float SHSliderComponent::GetValue() const noexcept
{
return value;
}
void SHSliderComponent::SetValue(float value) noexcept
{
this->value = value;
}
}
RTTR_REGISTRATION
{
using namespace SHADE;
using namespace rttr;
registration::class_<SHSliderComponent>("Slider Component")
.property("Slider Value", &SHSliderComponent::GetValue, &SHSliderComponent::SetValue)
;
}

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@ -0,0 +1,41 @@
#pragma once
#include <rttr/registration>
#include "SH_API.h"
#include "ECS_Base/Components/SHComponent.h"
#include "Math/Vector/SHVec3.h"
#include "Math/Vector/SHVec2.h"
#include "Assets/SHAssetMacros.h"
namespace SHADE
{
class SH_API SHSliderComponent final: public SHComponent
{
public:
SHSliderComponent();
virtual ~SHSliderComponent() = default;
SHVec2 size;
float GetValue() const noexcept;
void SetValue(float value) noexcept;
friend class SHUISystem;
private:
bool isHovered;
bool isClicked;
float value;
RTTR_ENABLE()
};
}

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@ -10,6 +10,13 @@
#include "Editor/SHEditor.h" #include "Editor/SHEditor.h"
#include "Resource/SHResourceManager.h" #include "Resource/SHResourceManager.h"
#include "Input/SHInputManager.h" #include "Input/SHInputManager.h"
#include "SHUIComponent.h"
#include "SHButtonComponent.h"
#include "SHToggleButtonComponent.h"
#include "SHSliderComponent.h"
#include "SHCanvasComponent.h"
#include "Events/SHEventManager.hpp"
#include "Events/SHButtonClickEvent.h"
namespace SHADE namespace SHADE
{ {
@ -20,7 +27,6 @@ namespace SHADE
SHComponentManager::CreateComponentSparseSet<SHCanvasComponent>(); SHComponentManager::CreateComponentSparseSet<SHCanvasComponent>();
SHComponentManager::CreateComponentSparseSet<SHUIComponent>(); SHComponentManager::CreateComponentSparseSet<SHUIComponent>();
SHComponentManager::CreateComponentSparseSet<SHButtonComponent>(); SHComponentManager::CreateComponentSparseSet<SHButtonComponent>();
SHComponentManager::CreateComponentSparseSet<SHToggleButtonComponent>();
} }
void SHUISystem::Exit() void SHUISystem::Exit()
@ -163,35 +169,62 @@ namespace SHADE
mousePos = SHEditorWindowManager::GetEditorWindow<SHEditorViewport>()->viewportMousePos; mousePos = SHEditorWindowManager::GetEditorWindow<SHEditorViewport>()->viewportMousePos;
//mousePos.y = windowSize.y - mousePos.y; //mousePos.y = windowSize.y - mousePos.y;
SHLOG_INFO("mouse pos: {}, {}", mousePos.x, mousePos.y) SHLOG_INFO("mouse pos: {}, {}", mousePos.x, mousePos.y)
SHLOG_INFO("window size: {}, {}", windowSize.x, windowSize.y) mousePos /= windowSize;
//mousePos /= windowSize; SHLOG_INFO("mouse pos normalized: {}, {}", mousePos.x, mousePos.y)
//SHLOG_INFO("mouse pos normalized: {}, {}", mousePos.x, mousePos.y)
#else
int x, y;
SHInputManager::GetMouseScreenPosition(&x, &y);
mousePos.x = x;
mousePos.y = y;
auto ws = SHSystemManager::GetSystem<SHGraphicsSystem>()->GetWindow()->GetWindowSize();
windowSize = { ws.first,ws.second };
mousePos /= windowSize;
#endif #endif
SHVec2 camSize{ cameraSystem->GetCameraWidthHeight(0)}; SHVec2 camSize{ cameraSystem->GetCameraWidthHeight(0)};
//SHLOG_INFO("TopExtent: {}, {}", topExtent.x, topExtent.y) //SHLOG_INFO("TopExtent: {}, {}", topExtent.x, topExtent.y)
topExtent = CanvasToScreenPoint(topExtent); topExtent = CanvasToScreenPoint(topExtent,true);
btmExtent = CanvasToScreenPoint(btmExtent); btmExtent = CanvasToScreenPoint(btmExtent,true);
//SHLOG_INFO("TopExtent: {}, {} Btm Extent: {}, {}", topExtent.x, topExtent.y, btmExtent.x, btmExtent.y) //SHLOG_INFO("TopExtent: {}, {} Btm Extent: {}, {}", topExtent.x, topExtent.y, btmExtent.x, btmExtent.y)
//topExtent /= camSize;
//btmExtent /= camSize;
comp.isClicked = false; comp.isClicked = false;
if (mousePos.x >= topExtent.x && mousePos.x <= btmExtent.x if (mousePos.x >= topExtent.x && mousePos.x <= btmExtent.x
&& mousePos.y >= topExtent.y && mousePos.y <= btmExtent.y) && mousePos.y >= topExtent.y && mousePos.y <= btmExtent.y)
{ {
comp.isHovered = true; comp.isHovered = true;
#ifdef SHEDITOR
if (SHSystemManager::GetSystem<SHEditor>()->editorState == SHEditor::State::PLAY)
{
if (SHInputManager::GetKeyUp(SHInputManager::SH_KEYCODE::LMB))
{
comp.isClicked = true;
SHButtonClickEvent clickEvent;
clickEvent.EID = comp.GetEID();
SHEventManager::BroadcastEvent(clickEvent, SH_BUTTON_CLICK_EVENT);
}
}
#else
if (SHInputManager::GetKeyUp(SHInputManager::SH_KEYCODE::LMB)) if (SHInputManager::GetKeyUp(SHInputManager::SH_KEYCODE::LMB))
{ {
comp.isClicked = true; comp.isClicked = true;
SHButtonClickEvent clickEvent;
clickEvent.EID = comp.GetEID();
SHEventManager::BroadcastEvent(clickEvent, SH_BUTTON_CLICK_EVENT);
} }
SHLOG_INFO("HOVERED") #endif
//SHLOG_INFO("HOVERED")
} }
else else
{ {
comp.isHovered = false; comp.isHovered = false;
SHLOG_INFO("NOT HOVERED") //SHLOG_INFO("NOT HOVERED")
} }
@ -224,9 +257,25 @@ namespace SHADE
SHVec2 mousePos; SHVec2 mousePos;
SHVec2 windowSize; SHVec2 windowSize;
#ifdef SHEDITOR #ifdef SHEDITOR
windowSize = SHEditorWindowManager::GetEditorWindow<SHEditorViewport>()->windowSize; windowSize = SHEditorWindowManager::GetEditorWindow<SHEditorViewport>()->beginContentRegionAvailable;
mousePos = SHEditorWindowManager::GetEditorWindow<SHEditorViewport>()->viewportMousePos; mousePos = SHEditorWindowManager::GetEditorWindow<SHEditorViewport>()->viewportMousePos;
//mousePos.y = windowSize.y - mousePos.y;
SHLOG_INFO("mouse pos: {}, {}", mousePos.x, mousePos.y)
mousePos /= windowSize;
SHLOG_INFO("mouse pos normalized: {}, {}", mousePos.x, mousePos.y)
#else
int x, y;
SHInputManager::GetMouseScreenPosition(&x, &y);
mousePos.x = x;
mousePos.y = y;
auto ws = SHSystemManager::GetSystem<SHGraphicsSystem>()->GetWindow()->GetWindowSize();
windowSize = { ws.first,ws.second };
mousePos /= windowSize; mousePos /= windowSize;
#endif #endif
@ -234,10 +283,9 @@ namespace SHADE
topExtent = CanvasToScreenPoint(topExtent); topExtent = CanvasToScreenPoint(topExtent,true);
btmExtent = CanvasToScreenPoint(btmExtent); btmExtent = CanvasToScreenPoint(btmExtent, true);
topExtent /= camSize;
btmExtent /= camSize;
comp.isClicked = false; comp.isClicked = false;
@ -245,11 +293,30 @@ namespace SHADE
&& mousePos.y >= topExtent.y && mousePos.y <= btmExtent.y) && mousePos.y >= topExtent.y && mousePos.y <= btmExtent.y)
{ {
comp.isHovered = true; comp.isHovered = true;
#ifdef SHEDITOR
if (SHSystemManager::GetSystem<SHEditor>()->editorState == SHEditor::State::PLAY)
{
if (SHInputManager::GetKeyUp(SHInputManager::SH_KEYCODE::LMB))
{
comp.isClicked = true;
comp.value = !comp.value;
SHButtonClickEvent clickEvent;
clickEvent.EID = comp.GetEID();
clickEvent.value = comp.value;
SHEventManager::BroadcastEvent(clickEvent, SH_BUTTON_CLICK_EVENT);
}
}
#else
if (SHInputManager::GetKeyUp(SHInputManager::SH_KEYCODE::LMB)) if (SHInputManager::GetKeyUp(SHInputManager::SH_KEYCODE::LMB))
{ {
comp.isClicked = true; comp.isClicked = true;
comp.value = !comp.value; comp.value = !comp.value;
SHButtonClickEvent clickEvent;
clickEvent.EID = comp.GetEID();
clickEvent.value = comp.value;
SHEventManager::BroadcastEvent(clickEvent, SH_BUTTON_CLICK_EVENT);
} }
#endif
} }
else else
{ {
@ -286,7 +353,7 @@ namespace SHADE
} }
} }
SHVec2 SHUISystem::CanvasToScreenPoint(SHVec2& const canvasPoint) noexcept SHVec2 SHUISystem::CanvasToScreenPoint(SHVec2& const canvasPoint, bool normalized) noexcept
{ {
SHVec2 result{canvasPoint}; SHVec2 result{canvasPoint};
@ -298,7 +365,10 @@ namespace SHADE
result.y *= -1.0f; result.y *= -1.0f;
result += camSize * 0.5f; result += camSize * 0.5f;
return result; if (normalized)
return result / camSize;
else
return result;
} }

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@ -3,15 +3,20 @@
#include "SH_API.h" #include "SH_API.h"
#include "ECS_Base/System/SHSystem.h" #include "ECS_Base/System/SHSystem.h"
#include "ECS_Base/System/SHSystemRoutine.h" #include "ECS_Base/System/SHSystemRoutine.h"
#include "SHUIComponent.h"
#include "SHButtonComponent.h"
#include "SHToggleButtonComponent.h"
#include "SHCanvasComponent.h"
#include "Scene/SHSceneGraph.h" #include "Scene/SHSceneGraph.h"
#include "Scene/SHSceneManager.h" #include "Scene/SHSceneManager.h"
#include "Math/Vector/SHVec2.h"
namespace SHADE namespace SHADE
{ {
class SHButtonComponent;
class SHUIComponent;
class SHToggleButtonComponent;
class SHSliderComponent;
class SHCanvasComponent;
class SH_API SHUISystem final: public SHSystem class SH_API SHUISystem final: public SHSystem
{ {
public: public:
@ -67,7 +72,8 @@ namespace SHADE
void UpdateButtonComponent(SHButtonComponent& comp) noexcept; void UpdateButtonComponent(SHButtonComponent& comp) noexcept;
void UpdateToggleButtonComponent(SHToggleButtonComponent& comp) noexcept; void UpdateToggleButtonComponent(SHToggleButtonComponent& comp) noexcept;
void UpdateCanvasComponent(SHCanvasComponent& comp) noexcept; void UpdateCanvasComponent(SHCanvasComponent& comp) noexcept;
SHVec2 CanvasToScreenPoint(SHVec2& const canvasPoint) noexcept;
SHVec2 CanvasToScreenPoint(SHVec2& const canvasPoint, bool normalized) noexcept;