111 lines
3.5 KiB
Rust
111 lines
3.5 KiB
Rust
use std::sync::Arc;
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use crate::canvas::*;
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use crate::canvas::managed::handles::{CanvasFontHandle, CanvasImageHandle, CanvasTextureHandle, Handle};
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use crate::canvas::canvas_frame::{Drawable};
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use crate::util::vertex::{VertexTypeContainer, TextureVertex3D, Vertex3D};
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use winit::event::{DeviceEvent, MouseButton, ElementState, Event, WindowEvent};
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use crate::util::tr_event::{TrEvent, TrWindowEvent, TrUIEvent};
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///
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#[derive(Debug, Clone)]
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pub struct Sprite {
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texture_handle: Arc<CanvasTextureHandle>,
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}
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/// Container class which implements drawable.
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impl Sprite {
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fn generate_verts(
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window_size: (u32, u32),
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position: (f32, f32),
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size: (f32, f32),
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depth: f32,
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) -> Vec<TextureVertex3D> {
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let ss_position = (
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position.0 / window_size.0 as f32 - 1.0,
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position.1 / window_size.1 as f32 - 1.0
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);
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let ss_size = (
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size.0 / window_size.0 as f32,
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size.1 / window_size.1 as f32
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);
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vec![
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TextureVertex3D {
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v_position: [ss_position.0, ss_position.1, depth], // top left
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ti_position: [-0.0, -0.0],
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},
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TextureVertex3D {
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v_position: [ss_position.0, ss_position.1 + ss_size.1, depth], // bottom left
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ti_position: [-0.0, 1.0],
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},
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TextureVertex3D {
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v_position: [ss_position.0 + ss_size.0, ss_position.1 + ss_size.1, depth], // bottom right
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ti_position: [1.0, 1.0],
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},
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TextureVertex3D {
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v_position: [ss_position.0, ss_position.1, depth], // top left
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ti_position: [-0.0, -0.0],
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},
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TextureVertex3D {
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v_position: [ss_position.0 + ss_size.0, ss_position.1 + ss_size.1, depth], // bottom right
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ti_position: [1.0, 1.0],
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},
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TextureVertex3D {
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v_position: [ss_position.0 + ss_size.0, ss_position.1, depth], // top right
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ti_position: [1.0, -0.0],
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},
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]
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}
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///
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pub fn new(texture_handle: Arc<CanvasTextureHandle>) -> Sprite {
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Sprite {
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texture_handle: texture_handle.clone(),
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}
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}
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}
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impl Drawable for Sprite {
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fn render(&self,
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window_size: (u32, u32),
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position: (f32, f32),
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rotation: f32,
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size: (f32, f32),
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depth: f32,
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) -> Vec<VertexTypeContainer> {
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let normalized_depth = (depth / 255.0);
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vec![
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VertexTypeContainer::TextureType(
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Sprite::generate_verts(window_size, position, size, normalized_depth),
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self.texture_handle.clone())
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]
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}
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//
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// fn update<T>(&self, delta_time: f32) -> Vec<TrUIEvent<T>> {
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// Vec::new()
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// }
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//
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// fn notify<Y, T>(&self, tr_event: Vec<TrEvent<Y>>, ui_events: Vec<TrUIEvent<T>>) -> Vec<TrUIEvent<T>> {
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// match tr_event {
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// TrEvent::WindowEvent { event: TrWindowEvent::MouseInput { device_id, state, button, modifiers }, .. } => {
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// match button {
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// MouseButton::Left => {
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// if *state == ElementState::Pressed {
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//
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// }
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// }
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// _ => {}
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// }
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// }
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// _ => {}
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// }
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// Vec::new()
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// }
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}
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