Triangles/src/state.cpp

117 lines
3.3 KiB
C++

#include "state.hpp"
#include <cstring>
#include <imgui-SFML.h>
#include "imgui_helper.hpp"
Tri::State::State(int argc, char **argv) :
width(800),
height(600),
dt(sf::microseconds(16666)),
window(sf::VideoMode(800, 600), "Triangles", sf::Style::Titlebar | sf::Style::Close),
trisIndex(0),
currentTri_state(CurrentState::NONE)
{
flags.set(1); // is running
ImGui::SFML::Init(window);
window.setFramerateLimit(60);
pointCircle.setRadius(7.0f);
pointCircle.setOrigin(7.0f, 7.0f);
pointCircle.setFillColor(sf::Color::White);
pointCircle.setOutlineColor(sf::Color::Black);
pointCircle.setOutlineThickness(1.0f);
}
Tri::State::~State() {
window.close();
ImGui::SFML::Shutdown();
}
void Tri::State::handle_events() {
while(window.pollEvent(event)) {
ImGui::SFML::ProcessEvent(event);
if(event.type == sf::Event::Closed) {
window.close();
flags.reset(1);
} else if(event.type == sf::Event::KeyPressed) {
if(event.key.code == sf::Keyboard::H) {
flags.flip(0);
} else if(event.key.code == sf::Keyboard::U) {
if(trisIndex > 0) {
--trisIndex;
}
} else if(event.key.code == sf::Keyboard::R) {
if(tris.size() > trisIndex) {
++trisIndex;
}
}
} else if(event.type == sf::Event::MouseButtonPressed) {
switch(currentTri_state) {
case CurrentState::NONE:
currentTri[0] = sf::Vector2f(event.mouseButton.x, event.mouseButton.y);
currentTri_state = CurrentState::FIRST;
break;
case CurrentState::FIRST:
currentTri[1] = sf::Vector2f(event.mouseButton.x, event.mouseButton.y);
currentTri_state = CurrentState::SECOND;
break;
case CurrentState::SECOND:
currentTri[2] = sf::Vector2f(event.mouseButton.x, event.mouseButton.y);
if(trisIndex < tris.size()) {
tris.resize(trisIndex);
}
++trisIndex;
tris.emplace_back(sf::ConvexShape(3));
tris.back().setPoint(0, currentTri[0]);
tris.back().setPoint(1, currentTri[1]);
tris.back().setPoint(2, currentTri[2]);
tris.back().setFillColor(sf::Color::White); // TODO use chosen color
currentTri_state = CurrentState::NONE;
break;
}
}
}
}
void Tri::State::update() {
ImGui::SFML::Update(window, dt);
// Seems misleading, but imgui handles setting up the window during update
Tri::draw_help(this);
ImGui::EndFrame();
}
void Tri::State::draw() {
window.clear();
ImGui::SFML::Render(window);
// draw tris
for(unsigned int i = 0; i < trisIndex; ++i) {
window.draw(tris[i]);
}
// draw points
for(unsigned int i = 0; i < currentTri_state; ++i) {
pointCircle.setPosition(currentTri[i]);
window.draw(pointCircle);
}
window.display();
}
unsigned int Tri::State::get_width() {
return width;
}
unsigned int Tri::State::get_height() {
return height;
}
const Tri::State::BitsetType Tri::State::get_flags() const {
return flags;
}