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#include "ButtonSubScene.h"
#include "ButtonSetMainMenuScript.h"
#include "ButtonSetShopScript.h"
#include "mainmenu/ButtonTransitionPreviewScript.h"
#include "IButtonScript.h"
#include "../Config.h"
#include "api/Color.h"
#include "MenusConfig.h"
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Scene.h>
#include <crepe/api/Button.h>
#include <crepe/api/Text.h>
using namespace crepe;
using namespace std;
void ButtonSubScene::create(Scene & scn,const Data & data){
GameObject button_object = scn.new_object("button",data.tag,data.position,0,data.scale);
this->set_button_overlay(button_object,data);
this->btn_text(button_object,data);
this->set_script(button_object,data);
this->set_icon(button_object,data);
}
void ButtonSubScene::btn_text(crepe::GameObject & button_object,const Data & data){
crepe::vec2 size = {data.text_width,(data.text_width/data.text.size())*2};
button_object.add_component<Text>(size, FONT,Text::Data{
.world_space = data.worldspace,
.text_color = Color::WHITE,
}, data.text_offset+FONTOFFSET, data.text);
}
void ButtonSubScene::set_script(crepe::GameObject & button_object,const Data & data){
switch (data.script_type) {
case ScriptSelect::PREVIEW:
button_object.add_component<BehaviorScript>().set_script<ButtonTransitionPreviewScript>();
break;
case ScriptSelect::SHOP:
button_object.add_component<BehaviorScript>().set_script<ButtonSetShopScript>();
break;
case ScriptSelect::MAINMENU:
button_object.add_component<BehaviorScript>().set_script<ButtonSetMainMenuScript>();
break;
case ScriptSelect::NONE:
button_object.add_component<BehaviorScript>().set_script<IButtonScript>();
break;
}
}
void ButtonSubScene::set_icon(crepe::GameObject & button_object,const Data & data){
switch (data.icon_type) {
case IconSelect::SHOP:
button_object.add_component<Sprite>(Asset("asset/ui/buttonCoinsSmall.png"),Sprite::Data{
.sorting_in_layer = STARTING_SORTING_IN_LAYER+3,
.size = ICON_SIZE,
.position_offset = data.icon_offset,
.world_space = data.worldspace,
});
break;
case IconSelect::COINS:
button_object.add_component<Sprite>(Asset("asset/ui/buttonCoinsSmall.png"),Sprite::Data{
.sorting_in_layer = STARTING_SORTING_IN_LAYER+3,
.size = ICON_SIZE,
.position_offset = data.icon_offset,
.world_space = data.worldspace,
});
break;
case IconSelect::NONE:
break;
}
}
void ButtonSubScene::set_button_overlay(crepe::GameObject & button_object,const Data & data){
switch (data.button_type) {
case ButtonSelect::LARGE:
this->large_btn_overlay(button_object,data);
break;
case ButtonSelect::SMALL:
this->small_btn_overlay(button_object,data);
break;
}
}
void ButtonSubScene::large_btn_overlay(crepe::GameObject & button_object,const Data & data){
button_object.add_component<Sprite>(Asset("asset/ui/buttonBacking.png"),Sprite::Data{
.sorting_in_layer = STARTING_SORTING_IN_LAYER+1,
.size = LARGE_OVERLAY_SIZE,
.world_space = data.worldspace,
});
button_object.add_component<Button>(LARGE_OVERLAY_SIZE,Button::Data{});
if(!data.color_side) return;
this->btn_color_side(button_object,SIDE_PANEL_OFFSET,data);
}
void ButtonSubScene::small_btn_overlay(crepe::GameObject & button_object,const Data & data){
button_object.add_component<Sprite>(Asset("asset/ui/backbuttonright.png"),Sprite::Data{
.sorting_in_layer = STARTING_SORTING_IN_LAYER+1,
.size = SMALL_OVERLAY_SIZE_RIGHT,
.position_offset = {20,0},
.world_space = data.worldspace,
});
button_object.add_component<Sprite>(Asset("asset/ui/backbuttonleft.png"),Sprite::Data{
.sorting_in_layer = STARTING_SORTING_IN_LAYER+1,
.size = SMALL_OVERLAY_SIZE_LEFT,
.position_offset = {-80,0},
.world_space = data.worldspace,
});
button_object.add_component<Button>(vec2{SMALL_OVERLAY_SIZE_LEFT.x+SMALL_OVERLAY_SIZE_RIGHT.x,SMALL_OVERLAY_SIZE_LEFT.y},Button::Data{});
}
void ButtonSubScene::btn_color_side(crepe::GameObject & button_object,const vec2 & offset,const Data & data){
button_object.add_component<Sprite>(Asset("asset/ui/buttonSmallBlue.png"),Sprite::Data{
.sorting_in_layer = STARTING_SORTING_IN_LAYER+2,
.size = SIDE_PANEL_SIZE,
.position_offset = offset,
.world_space = data.worldspace,
});
button_object.add_component<Sprite>(Asset("asset/ui/buttonSmallBlue.png"),Sprite::Data{
.flip = {true,false},
.sorting_in_layer = STARTING_SORTING_IN_LAYER+2,
.size = SIDE_PANEL_SIZE,
.position_offset = {-offset.x,offset.y},
.world_space = data.worldspace,
});
}
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