Added Sliders. Added Level Select, How To Play,. Credits Options Canvases layout for in main menu. Added Tweening Manager(Script) #369

Merged
maverickdgg merged 7 commits from SP3-20-UI-System into main 2023-02-27 12:00:24 +08:00
73 changed files with 2047 additions and 20 deletions

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- VertexShader: 46580970
FragmentShader: 35983630
SubPass: UI
Properties:
data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 51158984
data.alpha: 1
data.beta: {x: 1, y: 1, z: 1}

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Name: GameIcon
ID: 126117259
Type: 7

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- VertexShader: 46580970
FragmentShader: 35983630
SubPass: UI
Properties:
data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 62200943
data.alpha: 1
data.beta: {x: 1, y: 1, z: 1}

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Name: Instruction_01
ID: 124926341
Type: 7

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- VertexShader: 46580970
FragmentShader: 35983630
SubPass: UI
Properties:
data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 53303669
data.alpha: 1
data.beta: {x: 1, y: 1, z: 1}

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Name: Instruction_02
ID: 128721520
Type: 7

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- VertexShader: 46580970
FragmentShader: 35983630
SubPass: UI
Properties:
data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 61780097
data.alpha: 1
data.beta: {x: 1, y: 1, z: 1}

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Name: Instruction_03
ID: 124482180
Type: 7

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- VertexShader: 46580970
FragmentShader: 35983630
SubPass: UI
Properties:
data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 59178524
data.alpha: 1
data.beta: {x: 1, y: 1, z: 1}

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Name: Instruction_04
ID: 129768803
Type: 7

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- VertexShader: 46580970
FragmentShader: 48832081
SubPass: UI
Properties:
data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 64651793
data.alpha: 1
data.beta: {x: 1, y: 1, z: 1}
data.sliderThreshold: 1
data.sliderStartColor: {x: 0, y: 1, z: 0, w: 1}
data.sliderEndColor: {x: 1, y: 0, z: 0, w: 1}
data.sliderBarColor: {x: 1, y: 1, z: 1, w: 1}

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Name: UIMat_Slider
ID: 128676209
Type: 7

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- VertexShader: 46580970
FragmentShader: 43211183
SubPass: UI
Properties:
data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 51995224
data.alpha: 1
data.beta: {x: 1, y: 1, z: 1}
data.sliderThreshold: 1

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Name: UIMat_Slider_Textured
ID: 127128823
Type: 7

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.UI
{
public enum EASING_METHOD
{
EASE_IN_SINE,
EASE_OUT_SINE,
}
public static class EasingHelper
{
public static float EaseHelp(float value, EASING_METHOD method)
{
switch (method)
{
case EASING_METHOD.EASE_IN_SINE:
{
return EaseInSine(value);
}break;
case EASING_METHOD.EASE_OUT_SINE:
{
return EaseOutSine(value);
}break;
default:
return 0.0f;
}
}
private static float EaseInSine(float value)
{
return (float)(1.0f - Math.Cos((value * Math.PI) / 2.0f));
}
private static float EaseOutSine(float value)
{
return (float)(1.0f - Math.Sin(value * Math.PI) / 2.0f);
}
}
}

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Name: EasingHelper
ID: 161000975
Type: 9

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@ -0,0 +1,91 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.UI
{
public class ButtonFX:Script
{
public string onHoverEnterSound = "event:/Music/player_undetected";
public string onHoverExitSound = "event:/Music/player_undetected";
public string onClickSound = "event:/Music/player_undetected";
public string onReleaseSound = "event:/Music/player_undetected";
[NonSerialized]
private AudioClipHandler onHoverEnterACHandler;
[NonSerialized]
private AudioClipHandler onHoverExitACHandler;
[NonSerialized]
private AudioClipHandler onClickACHandler;
[NonSerialized]
private AudioClipHandler onReleaseACHandler;
[NonSerialized]
private Vector3 defaultScale;
public float hoverScale = 1.1f;
public float clickScale = 0.9f;
protected override void awake()
{
onHoverEnterACHandler = SHADE.Audio.CreateAudioClip(onHoverEnterSound);
onHoverExitACHandler = SHADE.Audio.CreateAudioClip(onHoverExitSound);
onClickACHandler = SHADE.Audio.CreateAudioClip(onClickSound);
onReleaseACHandler = SHADE.Audio.CreateAudioClip(onReleaseSound);
}
protected override void start()
{
Transform transform = GetComponent<Transform>();
if (transform == null)
return;
defaultScale = transform.LocalScale;
UIElement ui = GetComponent<UIElement>();
if (ui == null)
return;
ui.OnClick.RegisterAction(() =>
{
if (onClickSound != "")
onClickACHandler.Play();
transform.LocalScale = defaultScale * clickScale;
});
ui.OnRelease.RegisterAction(() =>
{
if (onReleaseSound != "")
onReleaseACHandler.Play();
transform.LocalScale = defaultScale;
});
ui.OnHoverEnter.RegisterAction(() =>
{
if(onHoverEnterSound != "")
onHoverEnterACHandler.Play();
transform.LocalScale = defaultScale * hoverScale;
});
ui.OnHoverExit.RegisterAction(() =>
{
if (onHoverExitSound != "")
onHoverExitACHandler.Play();
transform.LocalScale = defaultScale;
});
}
protected override void update()
{
}
}
}

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Name: SC_ButtonFX
ID: 163796084
Type: 9

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@ -0,0 +1,42 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.UI
{
public class ChangeCanvasButton:Script
{
public GameObject canvasToActivate;
protected override void awake()
{
//if (canvasToActivate.GetComponent<Canvas>() == null)
// return;
UIElement ui = GetComponent<UIElement>();
ui.OnRelease.RegisterAction(() =>
{
Canvas.DeactivateAllCanvas();
canvasToActivate.SetActive(true);
});
}
protected override void start()
{
}
protected override void update()
{
}
}
}

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@ -0,0 +1,3 @@
Name: SC_ChangeCanvasButton
ID: 154633292
Type: 9

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@ -25,6 +25,7 @@ public class ChangeSceneButton : Script
else else
{ {
Debug.LogError("Failed to register button action for ChangeSceneButton."); Debug.LogError("Failed to register button action for ChangeSceneButton.");
} }
} }
protected override void update() protected override void update()

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using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.UI
{
public class MultiImageList:Script
{
public List<MaterialAsset> imageAssetList = new List<MaterialAsset>();
[NonSerialized]
private int index = 0;
protected override void awake()
{
}
protected override void start()
{
}
public void NextImage()
{
++index;
if(index >= imageAssetList.Count())
{
index = 0;
}
Renderable rend = GetComponent<Renderable>();
rend.SetMaterial(imageAssetList[index]);
}
public void PrevImage()
{
if (index == 0)
index = imageAssetList.Count();
--index;
Renderable rend = GetComponent<Renderable>();
rend.SetMaterial(imageAssetList[index]);
}
}
}

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Name: SC_MultiImageList
ID: 166320642
Type: 9

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@ -0,0 +1,40 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.UI
{
public class MultiImageListControlButton: Script
{
public bool isNext = true;
public GameObject multiImageList;
protected override void awake()
{
UIElement ui = GetComponent<UIElement>();
if (ui != null)
{
ui.OnRelease.RegisterAction(() =>
{
MultiImageList imageList = multiImageList.GetScript<MultiImageList>();
if(imageList != null)
{
if (isNext)
imageList.NextImage();
else
imageList.PrevImage();
}
});
}
}
}
}

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Name: SC_MultiImageListControlButton
ID: 164209885
Type: 9

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@ -0,0 +1,47 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.UI
{
public class ScaleBounce:Script
{
[NonSerialized]
private TweenThread thread;
public float minScale = 1.0f;
public float maxScale = 1.2f;
public float duration = 1.0f;
private Vector3 defaultScale;
protected override void start()
{
thread = TweenManager.CreateTweenThread(duration, minScale, maxScale, EASING_METHOD.EASE_IN_SINE);
Transform trans = GetComponent<Transform>();
if(trans != null)
{
defaultScale = trans.LocalScale;
}
}
protected override void update()
{
Transform trans = GetComponent<Transform>();
if(trans != null)
{
trans.LocalScale = defaultScale * thread.GetValue();
}
if(thread.IsCompleted())
{
thread.ResetInvert();
}
}
}
}

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@ -0,0 +1,3 @@
Name: SC_ScaleBounce
ID: 152015842
Type: 9

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@ -0,0 +1,31 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.UI
{
public class SliderText:Script
{
public GameObject sliderObj;
public int minValue = 0;
public int maxValue = 0;
protected override void update()
{
Slider slider = sliderObj.GetComponent<Slider>();
TextRenderable text = GetComponent<TextRenderable>();
if(slider != null && text != null)
{
text.Text = ((int)(slider.GetValue() * (maxValue - minValue) + minValue)).ToString();
}
}
}
}

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@ -0,0 +1,3 @@
Name: SC_SliderText
ID: 158412308
Type: 9

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@ -0,0 +1,120 @@
using SHADE;
using SHADE_Scripting.Audio;
using System;
using System.Collections.Generic;
using System.Threading;
namespace SHADE_Scripting.UI
{
public class TweenThread
{
private float timer = 0.0f;
public float duration = 1.0f;
public EASING_METHOD method;
private float value = 0.0f;
public float startValue = 0.0f;
public float endValue = 1.0f;
public TweenThread(float duration, float startValue, float endValue, EASING_METHOD method)
{
this.duration = duration;
this.method = method;
this.startValue = startValue;
this.endValue = endValue;
}
public void Update(float deltaTime)
{
if (timer > duration)
return;
timer += deltaTime;
if (timer > duration)
timer = duration;
value = EasingHelper.EaseHelp(timer/duration, method) * (endValue - startValue) + startValue ;
}
public bool IsCompleted()
{
return timer >= duration;
}
public void Reset()
{
timer = 0.0f;
value = startValue;
}
public void Reset(float startValue, float endValue)
{
Reset();
this.startValue = startValue;
this.endValue = endValue;
}
public void ResetInvert()
{
Reset();
float temp = startValue;
startValue = endValue;
endValue = temp;
}
public float GetValue()
{
return value;
}
}
public class TweenManager : Script
{
public static TweenManager Instance { get; private set; }
[NonSerialized]
private List<TweenThread> threadList;
protected override void awake()
{
if (Instance != null && Instance != this)
RemoveScript<TweenManager>();
else
Instance = this;
threadList = new List<TweenThread>();
}
protected override void onDestroy()
{
if (Instance == this)
Instance = null;
}
protected override void update()
{
foreach (TweenThread thread in threadList)
{
thread.Update(Time.DeltaTimeF);
}
}
public static TweenThread CreateTweenThread(float duration, float startValue, float endValue, EASING_METHOD method)
{
if (Instance == null)
return null;
TweenThread thread = new TweenThread(duration, startValue, endValue, method);
Instance.threadList.Add(thread);
thread.Reset();
return thread;
}
}
}

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@ -0,0 +1,3 @@
Name: SC_TweenManager
ID: 164072799
Type: 9

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@ -0,0 +1,60 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require
struct MatPropData
{
int textureIndex;
float alpha;
float sliderThreshold;
vec4 sliderStartColor;
vec4 sliderEndColor;
vec4 sliderBarColor;
};
layout(location = 0) in struct
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
} In;
// material stuff
layout(location = 3) flat in struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
} In2;
layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials
{
MatPropData data[];
} MatProp;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out uint outEntityID;
void main()
{
//fragColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
if (In.uv.x > MatProp.data[In2.materialIndex].sliderThreshold)
fragColor = MatProp.data[In2.materialIndex].sliderBarColor;
else
fragColor = (1.0f - In.uv.x) * MatProp.data[In2.materialIndex].sliderStartColor + In.uv.x * MatProp.data[In2.materialIndex].sliderEndColor;
//fragColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
if (fragColor.a < 0.01f)
{
discard;
}
fragColor.a = MatProp.data[In2.materialIndex].alpha;
// fragColor.a = 1.0f;
outEntityID = In2.eid;
}

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Name: UI_Slider_FS
ID: 48832081
Type: 2

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@ -0,0 +1,62 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require
struct MatPropData
{
int textureIndex;
float alpha;
float sliderThreshold;
vec4 sliderStartColor;
vec4 sliderEndColor;
vec4 sliderBarColor;
};
layout(location = 0) in struct
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
} In;
// material stuff
layout(location = 3) flat in struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
} In2;
layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials
{
MatPropData data[];
} MatProp;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out uint outEntityID;
void main()
{
//fragColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
if (In.uv.x > MatProp.data[In2.materialIndex].sliderThreshold)
fragColor = MatProp.data[In2.materialIndex].sliderBarColor;
else
//fragColor = (1.0f - In.uv.x) * MatProp.data[In2.materialIndex].sliderStartColor + In.uv.x * MatProp.data[In2.materialIndex].sliderEndColor;
fragColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
if (fragColor.a < 0.01f)
{
discard;
}
fragColor.a = MatProp.data[In2.materialIndex].alpha;
// fragColor.a = 1.0f;
outEntityID = In2.eid;
}

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Name: UI_Slider_Textured_FS
ID: 43211183
Type: 2

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Name: RaccoonTransparent
ID: 51158984
Type: 3

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Name: TX_WK10_HowToPlay_01
ID: 62200943
Type: 3

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Name: TX_WK10_HowToPlay_02
ID: 53303669
Type: 3

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Name: TX_WK10_HowToPlay_03
ID: 61780097
Type: 3

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Name: TX_WK10_HowToPlay_04
ID: 59178524
Type: 3

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@ -22,6 +22,7 @@
#include "UI/SHCanvasComponent.h" #include "UI/SHCanvasComponent.h"
#include "UI/SHButtonComponent.h" #include "UI/SHButtonComponent.h"
#include "UI/SHToggleButtonComponent.h" #include "UI/SHToggleButtonComponent.h"
#include "UI/SHSliderComponent.h"
#include "SHEditorComponentView.h" #include "SHEditorComponentView.h"
#include "AudioSystem/SHAudioListenerComponent.h" #include "AudioSystem/SHAudioListenerComponent.h"
#include "Graphics/MiddleEnd/TextRendering/SHTextRenderableComponent.h" #include "Graphics/MiddleEnd/TextRendering/SHTextRenderableComponent.h"
@ -170,6 +171,9 @@ namespace SHADE
if (auto toggleButton = SHComponentManager::GetComponent_s<SHToggleButtonComponent>(eid)) if (auto toggleButton = SHComponentManager::GetComponent_s<SHToggleButtonComponent>(eid))
{ {
DrawComponent(toggleButton); DrawComponent(toggleButton);
}if (auto slider = SHComponentManager::GetComponent_s<SHSliderComponent>(eid))
{
DrawComponent(slider);
} }
ImGui::Separator(); ImGui::Separator();
// Render Scripts // Render Scripts
@ -185,6 +189,7 @@ namespace SHADE
DrawAddComponentButton<SHCanvasComponent>(eid); DrawAddComponentButton<SHCanvasComponent>(eid);
DrawAddComponentButton<SHButtonComponent>(eid); DrawAddComponentButton<SHButtonComponent>(eid);
DrawAddComponentButton<SHToggleButtonComponent>(eid); DrawAddComponentButton<SHToggleButtonComponent>(eid);
DrawAddComponentButton<SHSliderComponent>(eid);
// Components that require Transforms // Components that require Transforms

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@ -209,6 +209,7 @@ namespace SHADE
AddComponentToComponentNode<SHCanvasComponent>(components, eid); AddComponentToComponentNode<SHCanvasComponent>(components, eid);
AddComponentToComponentNode<SHButtonComponent>(components, eid); AddComponentToComponentNode<SHButtonComponent>(components, eid);
AddComponentToComponentNode<SHToggleButtonComponent>(components, eid); AddComponentToComponentNode<SHToggleButtonComponent>(components, eid);
AddComponentToComponentNode<SHSliderComponent>(components, eid);
AddComponentToComponentNode<SHTextRenderableComponent>(components, eid); AddComponentToComponentNode<SHTextRenderableComponent>(components, eid);
AddComponentToComponentNode<SHAnimatorComponent>(components, eid); AddComponentToComponentNode<SHAnimatorComponent>(components, eid);
@ -269,6 +270,7 @@ namespace SHADE
AddComponentID<SHCanvasComponent>(componentIDList, componentsNode); AddComponentID<SHCanvasComponent>(componentIDList, componentsNode);
AddComponentID<SHButtonComponent>(componentIDList, componentsNode); AddComponentID<SHButtonComponent>(componentIDList, componentsNode);
AddComponentID<SHToggleButtonComponent>(componentIDList, componentsNode); AddComponentID<SHToggleButtonComponent>(componentIDList, componentsNode);
AddComponentID<SHSliderComponent>(componentIDList, componentsNode);
AddComponentID<SHTextRenderableComponent>(componentIDList, componentsNode); AddComponentID<SHTextRenderableComponent>(componentIDList, componentsNode);
AddComponentID<SHAnimatorComponent>(componentIDList, componentsNode); AddComponentID<SHAnimatorComponent>(componentIDList, componentsNode);
AddComponentID<SHUIComponent>(componentIDList, componentsNode); AddComponentID<SHUIComponent>(componentIDList, componentsNode);
@ -353,6 +355,7 @@ 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::InitializeComponentFromNode<SHSliderComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHTextRenderableComponent>(componentsNode, eid); SHSerializationHelper::InitializeComponentFromNode<SHTextRenderableComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHLightComponent>(componentsNode, eid); SHSerializationHelper::InitializeComponentFromNode<SHLightComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHAnimatorComponent>(componentsNode, eid); SHSerializationHelper::InitializeComponentFromNode<SHAnimatorComponent>(componentsNode, eid);

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@ -4,7 +4,7 @@
namespace SHADE namespace SHADE
{ {
SHSliderComponent::SHSliderComponent() SHSliderComponent::SHSliderComponent()
:size(1.0f), isHovered(false), isClicked(false), value(0.0f) :value(0.0f)
{ {
} }

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@ -17,8 +17,6 @@ namespace SHADE
SHSliderComponent(); SHSliderComponent();
virtual ~SHSliderComponent() = default; virtual ~SHSliderComponent() = default;
SHVec2 size;
float GetValue() const noexcept; float GetValue() const noexcept;
@ -29,8 +27,7 @@ namespace SHADE
friend class SHUISystem; friend class SHUISystem;
private: private:
bool isHovered;
bool isClicked;
float value; float value;

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@ -377,6 +377,77 @@ namespace SHADE
} }
void SHUISystem::UpdateSliderComponent(SHSliderComponent& comp) noexcept
{
if (!SHComponentManager::HasComponent<SHUIComponent>(comp.GetEID()))
{
return;
}
auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
auto uiComp = SHComponentManager::GetComponent<SHUIComponent>(comp.GetEID());
//auto canvasComp = SHComponentManager::GetComponent_s<SHCanvasComponent>(uiComp->canvasID);
float tempValue = comp.GetValue();
CheckButtonHoveredOrClicked(*uiComp);
if (uiComp->GetIsClicked() == true)
{
SHVec4 topExtent4 = SHMatrix::Translate(-uiComp->size.x * 0.5f, uiComp->size.y * 0.5f, 0.0f) * uiComp->GetMatrix() * SHVec4(0.0f, 0.0f, 0.0f, 1.0f);
SHVec4 btmExtent4 = SHMatrix::Translate(uiComp->size.x * 0.5f, -uiComp->size.y * 0.5f, 0.0f) * uiComp->GetMatrix() * SHVec4(0.0f, 0.0f, 0.0f, 1.0f);
SHVec2 topExtent{ topExtent4.x,topExtent4.y };
SHVec2 btmExtent{ btmExtent4.x,btmExtent4.y };
auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
SHVec2 mousePos;
SHVec2 windowSize;
#ifdef SHEDITOR
windowSize = SHEditorWindowManager::GetEditorWindow<SHEditorViewport>()->beginContentRegionAvailable;
mousePos = SHEditorWindowManager::GetEditorWindow<SHEditorViewport>()->viewportMousePos;
mousePos /= windowSize;
#else
int x, y;
SHInputManager::GetMouseScreenPosition(&x, &y);
mousePos.x = x;
mousePos.y = y;
auto ws = SHSystemManager::GetSystem<SHGraphicsSystem>()->GetWindow()->GetWindowSize();
windowSize = { static_cast<float>(ws.first), static_cast<float>(ws.second) };
mousePos /= windowSize;
#endif
SHVec2 camSize{ cameraSystem->GetCameraWidthHeight(0) };
//SHLOG_INFO("TopExtent: {}, {}", topExtent.x, topExtent.y)
topExtent = CanvasToScreenPoint(topExtent, true);
btmExtent = CanvasToScreenPoint(btmExtent, true);
comp.value = (mousePos.x - topExtent.x) / (btmExtent.x - topExtent.x);
if (comp.GetValue() > 1.0f)
comp.value = 1.0f;
if (comp.GetValue() < 0.0f)
comp.value = 0.0f;
}
if (comp.GetValue() != tempValue)
{
//Set shader value.
auto renderable = SHComponentManager::GetComponent_s<SHRenderable>(comp.GetEID());
//auto texture = SHResourceManager::Get<SHTexture>(comp.GetDefaultTexture());
auto material = renderable->GetModifiableMaterial();
material->SetProperty("data.sliderThreshold", comp.GetValue());
}
}
void SHUISystem::UpdateButtonsRoutine::Execute(double dt) noexcept void SHUISystem::UpdateButtonsRoutine::Execute(double dt) noexcept
{ {
SHUISystem* system = (SHUISystem*)GetSystem(); SHUISystem* system = (SHUISystem*)GetSystem();
@ -395,6 +466,13 @@ namespace SHADE
if (SHSceneManager::CheckNodeAndComponentsActive<SHToggleButtonComponent>(comp.GetEID())) if (SHSceneManager::CheckNodeAndComponentsActive<SHToggleButtonComponent>(comp.GetEID()))
system->UpdateToggleButtonComponent(comp); system->UpdateToggleButtonComponent(comp);
} }
auto& sliderDense = SHComponentManager::GetDense<SHSliderComponent>();
for (auto& comp : sliderDense)
{
if (SHSceneManager::CheckNodeAndComponentsActive<SHSliderComponent>(comp.GetEID()))
system->UpdateSliderComponent(comp);
}
} }
SHVec2 SHUISystem::CanvasToScreenPoint(SHVec2& const canvasPoint, bool normalized) noexcept SHVec2 SHUISystem::CanvasToScreenPoint(SHVec2& const canvasPoint, bool normalized) noexcept
@ -415,6 +493,17 @@ namespace SHADE
return result; return result;
} }
void SHUISystem::HideActiveCanvas() noexcept
{
auto& dense = SHComponentManager::GetDense<SHCanvasComponent>();
for (auto& canvas : dense)
{
if (SHSceneManager::CheckNodeAndComponentsActive<SHCanvasComponent>(canvas.GetEID()))
{
SHSceneManager::GetCurrentSceneGraph().SetActive(canvas.GetEID(), false);
}
}
}

View File

@ -66,6 +66,8 @@ namespace SHADE
void Init(); void Init();
void Exit(); void Exit();
void HideActiveCanvas() noexcept;
private: private:
bool loadTexture{false}; bool loadTexture{false};
@ -74,7 +76,7 @@ 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;
void UpdateSliderComponent(SHSliderComponent& comp) noexcept;
//returns true on button release. //returns true on button release.
bool CheckButtonHoveredOrClicked(SHUIComponent& comp) noexcept; bool CheckButtonHoveredOrClicked(SHUIComponent& comp) noexcept;

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@ -0,0 +1,27 @@
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "Canvas.hxx"
#include "Assets/NativeAsset.hxx"
#include "Utility/Convert.hxx"
#include "Utility/Debug.hxx"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "UI/SHUISystem.h"
namespace SHADE
{
Canvas::Canvas(Entity entity)
: Component(entity)
{}
void Canvas::DeactivateAllCanvas()
{
auto system = SHSystemManager::GetSystem<SHUISystem>();
system->HideActiveCanvas();
}
}

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@ -0,0 +1,49 @@
/************************************************************************************//*!
\file Canvas.hxx
\author Daniel Chua, 2001877
\par email: yeechendaniel/@digipen.edu
\date Feb 26, 2023
\brief Contains the definition of the managed Canvas class with the
declaration of functions for working with it.
Note: This file is written in C++17/CLI.
Copyright (C) 2023 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// Project Includes
#include "Components/Component.hxx"
#include "Math/Vector3.hxx"
#include "Math/Quaternion.hxx"
// External Dependencies
#include "UI/SHCanvasComponent.h"
namespace SHADE
{
/// <summary>
/// CLR version of the SHADE Engine's SHCanvasComponent.
/// </summary>
public ref class Canvas : public Component<SHCanvasComponent>
{
internal:
/*-----------------------------------------------------------------------------*/
/* Constructors */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Constructs a Canvas Component that represents a native SHCanvasComponent
/// tied to the specified Entity.
/// </summary>
/// <param name="entity">Entity that this Component will be tied to.</param>
Canvas(Entity entity);
public:
static void DeactivateAllCanvas();
};
}

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@ -0,0 +1,26 @@
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "Slider.hxx"
#include "Assets/NativeAsset.hxx"
#include "Utility/Convert.hxx"
#include "Utility/Debug.hxx"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "UI/SHUISystem.h"
namespace SHADE
{
Slider::Slider(Entity entity)
: Component(entity)
{}
float Slider::GetValue()
{
return GetNativeComponent()->GetValue();
}
}

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@ -0,0 +1,49 @@
/************************************************************************************//*!
\file Slider.hxx
\author Daniel Chua, 2001877
\par email: yeechendaniel/@digipen.edu
\date Feb 26, 2023
\brief Contains the definition of the managed Slider class with the
declaration of functions for working with it.
Note: This file is written in C++17/CLI.
Copyright (C) 2023 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// Project Includes
#include "Components/Component.hxx"
#include "Math/Vector3.hxx"
#include "Math/Quaternion.hxx"
// External Dependencies
#include "UI/SHSliderComponent.h"
namespace SHADE
{
/// <summary>
/// CLR version of the SHADE Engine's SHSliderComponent.
/// </summary>
public ref class Slider : public Component<SHSliderComponent>
{
internal:
/*-----------------------------------------------------------------------------*/
/* Constructors */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Constructs a Slider Component that represents a native SHSliderComponent
/// tied to the specified Entity.
/// </summary>
/// <param name="entity">Entity that this Component will be tied to.</param>
Slider(Entity entity);
public:
float GetValue();
};
}

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@ -73,6 +73,8 @@ namespace SHADE
CallbackEvent^ get(); CallbackEvent^ get();
} }
internal: internal:
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Static Clear Functions */ /* Static Clear Functions */

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@ -30,18 +30,24 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics\MiddleEnd\Interface\SHRenderable.h" #include "Graphics\MiddleEnd\Interface\SHRenderable.h"
#include "Graphics\MiddleEnd\TextRendering\SHTextRenderableComponent.h" #include "Graphics\MiddleEnd\TextRendering\SHTextRenderableComponent.h"
#include "UI\SHUIComponent.h" #include "UI\SHUIComponent.h"
#include "UI\SHSliderComponent.h"
#include "UI\SHCanvasComponent.h"
// Project Headers // Project Headers
#include "Utility/Convert.hxx" #include "Utility/Convert.hxx"
#include "Utility/Debug.hxx" #include "Utility/Debug.hxx"
#include "Components/Transform.hxx" #include "Components\Transform.hxx"
#include "Components/RigidBody.hxx" #include "Components\RigidBody.hxx"
#include "Components/Collider.hxx" #include "Components\Collider.hxx"
#include "Components/Camera.hxx" #include "Components\Camera.hxx"
#include "Components/CameraArm.hxx" #include "Components\CameraArm.hxx"
#include "Components/Light.hxx" #include "Components\Light.hxx"
#include "Components\Renderable.hxx" #include "Components\Renderable.hxx"
#include "Components\TextRenderable.hxx" #include "Components\TextRenderable.hxx"
#include "Components\UIElement.hxx" #include "Components\UIElement.hxx"
#include "Components\Canvas.hxx"
#include "Components\Slider.hxx"
namespace SHADE namespace SHADE
{ {
@ -327,6 +333,8 @@ namespace SHADE
componentMap.Add(createComponentSet<SHLightComponent, Light>()); componentMap.Add(createComponentSet<SHLightComponent, Light>());
componentMap.Add(createComponentSet<SHTextRenderableComponent, TextRenderable>()); componentMap.Add(createComponentSet<SHTextRenderableComponent, TextRenderable>());
componentMap.Add(createComponentSet<SHUIComponent, UIElement>()); componentMap.Add(createComponentSet<SHUIComponent, UIElement>());
componentMap.Add(createComponentSet<SHCanvasComponent, Canvas>());
componentMap.Add(createComponentSet<SHSliderComponent, Slider>());
} }
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/