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use SpriteList;
use Input;
use Window;
use Sprite;
use Transform;
use Model;
use TexCoords;
pub struct Button {
sprite: Sprite,
xmin: f32,
xmax: f32,
ymin: f32,
ymax: f32,
held: bool,
}
impl Button {
pub fn new(window: &mut Window, pos: (f32,f32)) -> Button {
let model = Model::new(window,
(&[0, 1, 2, 1, 0, 3],
&[
0.0, 0.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
])
);
let tc = TexCoords::new(window, &[
0.0, 0.0, 1.0, 1.0,
1.0 / 3.0, 1.0, 1.0, 1.0,
1.0 / 3.0, 0.0, 1.0, 1.0,
0.0, 1.0, 1.0, 1.0,
]);
let button = window.button;
let spr = SpriteList::new(model).texture(window, button, tc)
.only();
let size = window.unit_size();
let button = Button {
sprite: spr,
xmax: pos.0 + size.0, xmin: pos.0,
ymax: pos.1 + size.1, ymin: pos.1,
held: false,
};
button
}
pub fn update(&mut self, window: &mut Window, input: Input) -> bool {
match input {
Input::Cursor(xy) => {
if let Some((x, y)) = xy {
self.button_check(window, x, y);
} else {
self.held = false;
self.away(window);
}
},
Input::Resize => {
let pos = (self.xmin, self.ymin);
let size = window.unit_size();
self.xmax = pos.0 + size.0;
self.xmin = pos.0;
self.ymax = pos.1 + size.1;
self.ymin = pos.1;
self.held = false;
self.resize(window);
self.away(window);
},
Input::CursorPress(_, (x, y)) => {
self.held = true;
self.button_check(window, x, y);
},
Input::CursorRelease(_, xy) => if self.held {
if let Some((x, y)) = xy {
self.held = false;
return self.button_check(window, x, y);
}
},
_ => {},
}
false
}
fn resize(&mut self, window: &mut Window) {
Transform::new().auto(window, (self.xmin, self.ymin))
.apply(window, &mut self.sprite);
}
fn modify(&mut self, _window: &mut Window, num: f32) {
let xmin = num / 3.0;
let xmax = (num + 1.0) / 3.0;
let _v = [
0.0, 0.0, 0.0, 1.0, xmin, 0.0, 1.0, 1.0,
1.0, 1.0, 0.0, 1.0, xmax, 1.0, 1.0, 1.0,
1.0, 0.0, 0.0, 1.0, xmax, 0.0, 1.0, 1.0,
1.0, 1.0, 0.0, 1.0, xmax, 1.0, 1.0, 1.0,
0.0, 0.0, 0.0, 1.0, xmin, 0.0, 1.0, 1.0,
0.0, 1.0, 0.0, 1.0, xmin, 1.0, 1.0, 1.0,
];
}
fn away(&mut self, window: &mut Window) {
self.modify(window, 0.0);
}
fn over(&mut self, window: &mut Window) {
self.modify(window, 1.0);
}
fn down(&mut self, window: &mut Window) {
self.modify(window, 2.0);
}
fn button_check(&mut self, window: &mut Window, x: f32, y: f32) -> bool{
let (xmax, xmin, ymax, ymin, held) = {
(self.xmax, self.xmin, self.ymax, self.ymin, self.held)
};
if x >= xmin && x <= xmax && y >= ymin && y <= ymax {
if held {
self.down(window);
}else{
self.over(window);
}
true
} else {
self.held = false;
self.away(window);
false
}
}
}