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component_base.go
146 lines (116 loc) · 3.17 KB
/
component_base.go
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package zgui
import (
"fmt"
"zgui/events"
rl "github.com/xzebra/raylib-go/raylib"
)
type baseComponent struct {
IConstraints
events.IObserver
components []IComponent
// State GuiState
sm *stateManager
// Used for dragging calculation
lastPos rl.Vector2
draggable bool
}
func newBaseComponent() *baseComponent {
b := &baseComponent{
IConstraints: DefaultConstraints(),
IObserver: events.NewObserver(events.Events()),
}
b.sm = newStateManager(b)
return b
}
func (b *baseComponent) setConstraints(constraints IConstraints) {
b.IConstraints.SetX(constraints.GetXConstraint())
b.IConstraints.SetY(constraints.GetYConstraint())
b.IConstraints.SetWidth(constraints.GetWidthConstraint())
b.IConstraints.SetHeight(constraints.GetHeightConstraint())
}
func (b *baseComponent) GetConstraints() IConstraints {
return b.IConstraints
}
func (b *baseComponent) Add(component IComponent, constraints IConstraints) {
constraints.setParent(b.GetConstraints())
component.setConstraints(constraints)
b.components = append(b.components, component)
}
func (b *baseComponent) Update(dt float32) {
// Act according to state
b.sm.Update(dt)
// Update child components
for _, component := range b.components {
component.Update(dt)
}
}
func (b *baseComponent) ClearChildren() {
b.components = []IComponent{}
}
func (b *baseComponent) TouchInBounds() bool {
if !rl.IsGestureDetected(rl.GestureTap) {
return false
}
touchPosition := rl.GetTouchPosition(0)
return b.MouseInBounds(int32(touchPosition.X), int32(touchPosition.Y))
}
func (b *baseComponent) MouseInBounds(mx, my int32) bool {
tmp := b.GetBounds()
bounds := tmp.ToInt32()
return mx > bounds.X && mx < (bounds.X+bounds.Width) &&
my > bounds.Y && my < (bounds.Y+bounds.Height)
}
func (b *baseComponent) IsSelected() bool {
return b.GetState() == StatePressed || b.GetState() == StateFocused
}
func (b *baseComponent) SetDraggable(val bool) {
b.draggable = val
}
func (b *baseComponent) IsDraggable() bool {
return b.draggable
}
func (b *baseComponent) SetState(state GuiState) {
b.sm.Change(state)
}
func (b *baseComponent) GetState() GuiState {
return b.sm.State()
}
// GetMouseRelativePos returns the mouse position according to component bounds.
// Example: if mouse is outside the component its relative x or y position will
// be > 1.0 or < 0.0.
func (b *baseComponent) GetMouseRelativePos() rl.Vector2 {
mouse := rl.GetMousePosition()
return rl.Vector2{
X: (mouse.X - b.GetX()) / b.GetWidth(),
Y: (mouse.Y - b.GetY()) / b.GetHeight(),
}
}
// holdPosInsideParent holds the position inside the parent component.
func (b *baseComponent) holdPosInsideParent(pos rl.Vector2) rl.Vector2 {
bounds := b.GetParentBounds()
if pos.X > bounds.Width {
pos.X = bounds.Width
} else if pos.X < bounds.X {
pos.X = bounds.X
}
if pos.Y > bounds.Height {
pos.Y = bounds.Height
} else if pos.Y < bounds.Y {
pos.Y = bounds.Y
}
return pos
}
func (b *baseComponent) Draw() {
if b.GetState() == StateHidden {
return
}
for _, component := range b.components {
if component.GetState() == StateHidden {
return
}
component.Draw()
}
}
func (s *baseComponent) String() string {
return fmt.Sprintf("baseComponent")
}