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Add Event GUI

This commit is contained in:
MrDev023 2017-01-20 20:37:24 +01:00
parent e3e472f30b
commit ea77974d42
7 changed files with 689 additions and 488 deletions

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@ -2,10 +2,13 @@
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View file

@ -0,0 +1,62 @@
package globalgamejam.gui;
import globalgamejam.input.Input;
/**
* Created by trexr on 20/01/2017.
*/
public abstract class GUI {
private int mouseInGUI = 0;//0 = En dehors, 1 = entrer, 2 = deplacer
protected int x, y;
protected int width,height;
protected IActionGUI action;
public GUI(int x,int y){
this.x = x;
this.y = y;
this.width = 0;
this.height = 0;
}
public void update(){
float mouseX = Input.getMousePosition().x;
float mouseY = Input.getMousePosition().y;
if(mouseX >= this.x && mouseX <= this.x && mouseY >= this.y && mouseY <= this.y){
for(int i = 0;i < Input.NBRE_BUTTON;i++){
if(Input.isButton(i)){
action.clicked(mouseX,mouseY,i,Input.getButtonState(i));
}
}
if(mouseInGUI == 0){
mouseInGUI = 1;
action.enter(mouseX,mouseY);
}else if(mouseInGUI == 1 && mouseInGUI == 2){
mouseInGUI = 2;
action.move(mouseX,mouseY);
}
}else{
if(mouseInGUI == 1 && mouseInGUI == 2){
mouseInGUI = 0;
action.leave(mouseX,mouseY);
}
}
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
}

View file

@ -1,356 +1,352 @@
package globalgamejam.gui;
import static org.lwjgl.opengl.GL11.*;
import java.awt.Color;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.nio.ByteBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL12;
/**
* usefull to print 2D text in openGL LWJGL application
* @author Jean-Baptiste Pommeret (Fiesta)
* @version 1.0
*/
public class Label {
private static final int BYTES_PER_PIXEL = 4;//3 for RGB, 4 for RGBA
private Image label;
private float x, y;
private String text;
private Color color;
private int size;
private int witdh, height;
private String font;
/**
* Full constructor of a Label
* @param text (String) : the text to print
* @param xC (float) : the x coordonnate of the frame where start printing the Label (upper left corner)
* @param yC (float) : the y coordonnate of the frame where start printing the Label (upper left corner)
* @param color (java.awt.Color) : the Color you wish for the text
* @param font (String) : the font (i.e. "Arial" or "Times new roman")
* @param size (int) : the font size
*/
public Label(String text, float xC, float yC, Color color, String font, int size){
this.text = text;
this.x = xC;
this.y = yC;
this.color = color;
this.size = size;
this.font = font;
Font f_font = new Font(font, Font.PLAIN, size);
// to get the width of the text
BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
this.witdh = fm.stringWidth(this.text);
this.height = fm.getHeight();
final BufferedImage image = new BufferedImage(this.witdh, this.height, BufferedImage.TYPE_INT_ARGB);
// makeTransparent(image);
Graphics g = image.getGraphics();
g.setFont(f_font);
g.setColor(this.color);
g.drawString(this.text, 0, size);
g.dispose();
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
for(int y = 0; y < image.getHeight(); y++){
for(int x = 0; x < image.getWidth(); x++){
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
}
}
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = glGenTextures(); //Generate texture ID
glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
//Setup wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
//Setup texture scaling filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//Send texel data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
this.label = new Image(xC, yC, image.getWidth(), image.getHeight(), textureID);
}
/**
* Default constructor of a Label. Call the full constructor -> Label("", 100, 100, Color.white, "Arial", 30)
*/
public Label(){
this("");
}
/**
* Construct a Label from the text param and default statement.
* Call the full constructor -> Label(text, 100, 100, Color.white, "Arial", 30)
* @param text (String) : the text to print
*/
public Label(String text){
this(text, 100, 100, Color.white, "Arial", 30);
}
/**
* Return the actual Color of the Label
* @return color (java.awt.Color) : the Color of the Label
*/
public Color getColor() {
return color;
}
/**
* Set the Color of the Label. Automaticaly update the Label to use the new Color
* @param color (java.awt.Color) : the new Color of the Label
*/
public void setColor(Color color) {
this.color = color;
Font f_font = new Font(font, Font.PLAIN, size);
// to get the width of the text
BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
this.witdh = fm.stringWidth(this.text);
this.height = fm.getHeight();
final BufferedImage image = new BufferedImage(this.witdh, this.height, BufferedImage.TYPE_INT_ARGB);
// makeTransparent(image);
Graphics g = image.getGraphics();
g.setFont(f_font);
g.setColor(this.color);
g.drawString(this.text, 0, size);
g.dispose();
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
for(int y = 0; y < image.getHeight(); y++){
for(int x = 0; x < image.getWidth(); x++){
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
}
}
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = glGenTextures(); //Generate texture ID
glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
//Setup wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
//Setup texture scaling filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//Send texel data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
this.label = new Image(this.x, this.y, image.getWidth(), image.getHeight(), textureID);
}
/**
* Return the text of the Label
* @return text (String) : the text of the Label
*/
public String getText() {
return text;
}
/**
* Set the text of the Label. Automaticaly update the Label to use the new text
* @param text (String) : the new text to display
*/
public void setText(String text) {
this.text = text;
Font f_font = new Font(font, Font.PLAIN, size);
// to get the width of the text
BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
this.witdh = fm.stringWidth(this.text);
this.height = fm.getHeight();
final BufferedImage image = new BufferedImage(this.witdh, this.height, BufferedImage.TYPE_INT_ARGB);
// makeTransparent(image);
Graphics g = image.getGraphics();
g.setFont(f_font);
g.setColor(this.color);
g.drawString(this.text, 0, size);
g.dispose();
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
for(int y = 0; y < image.getHeight(); y++){
for(int x = 0; x < image.getWidth(); x++){
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
}
}
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = glGenTextures(); //Generate texture ID
glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
//Setup wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
//Setup texture scaling filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//Send texel data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
this.label = new Image(this.x, this.y, image.getWidth(), image.getHeight(), textureID);
}
/**
* Return the x coordonnate of the Label (upper left corner)
* @return x (float) : the x coordonnate of the Label
*/
public float getX() {
return x;
}
/**
* Set the x coordonnate of the Label (upper left corner)
* @param x (float) : the new x coordonnate of the Label
*/
public void setX(float x) {
this.x = x;
label.setX(x);
}
/**
* Return the y coordonnate of the Label (upper left corner)
* @return y (float) : the y coordonnate of the Label
*/
public float getY() {
return y;
}
/**
* Set the y coordonnate of the Label (upper left corner)
* @param y (float) : the new y coordonnate of the Label
*/
public void setY(float y) {
this.y = y;
label.setY(y);
}
/**
* Set both x and y coordonnate of the Label
* @param x (float) : the new x coordonnate of the Label
* @param y (float) : the new y coordonnate of the Label
*/
public void setPosition(float x, float y){
this.setX(x);
this.setY(y);
}
/**
* Return the Image of the Label
* @return label (Image) : the Image of the Label
*/
public Image getLabel(){
return this.label;
}
/**
* Return the witdh of the Label
* @return witdh (int) : the width
*/
public int getWitdh() {
return witdh;
}
/**
* Return the height of the Label
* @return height (int) : the height
*/
public int getHeight() {
return height;
}
/**
* make the image transparent
* @param obj_img (BufferedImage) : the BufferedImage to make transparent
*/
/* private void makeTransparent(BufferedImage obj_img){
byte alpha = (byte)255;
alpha %= 0xff;
for (int cx=0;cx<obj_img.getWidth();cx++) {
for (int cy=0;cy<obj_img.getHeight();cy++) {
int color = obj_img.getRGB(cx, cy);
int mc = (alpha << 24) | 0x00ffffff;
int newcolor = color & mc;
obj_img.setRGB(cx, cy, newcolor);
}
}
}*/
}
package globalgamejam.gui;
import static org.lwjgl.opengl.GL11.*;
import java.awt.Color;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.nio.ByteBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL12;
/**
* usefull to print 2D text in openGL LWJGL application
* @author Jean-Baptiste Pommeret (Fiesta)
* @version 1.0
*/
public class GUILabel extends GUI {
private static final int BYTES_PER_PIXEL = 4;//3 for RGB, 4 for RGBA
private Image label;
private String text;
private Color color;
private int size;
private String font;
/**
* Full constructor of a Label
* @param text (String) : the text to print
* @param xC (float) : the x coordonnate of the frame where start printing the Label (upper left corner)
* @param yC (float) : the y coordonnate of the frame where start printing the Label (upper left corner)
* @param color (java.awt.Color) : the Color you wish for the text
* @param font (String) : the font (i.e. "Arial" or "Times new roman")
* @param size (int) : the font size
*/
public GUILabel(String text, int xC, int yC, Color color, String font, int size){
super(xC,yC);
this.text = text;
this.color = color;
this.size = size;
this.font = font;
Font f_font = new Font(font, Font.PLAIN, size);
// to get the width of the text
BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
super.width = fm.stringWidth(this.text);
super.height = fm.getHeight();
final BufferedImage image = new BufferedImage(super.width, this.height, BufferedImage.TYPE_INT_ARGB);
// makeTransparent(image);
Graphics g = image.getGraphics();
g.setFont(f_font);
g.setColor(this.color);
g.drawString(this.text, 0, size);
g.dispose();
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
for(int y = 0; y < image.getHeight(); y++){
for(int x = 0; x < image.getWidth(); x++){
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
}
}
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = glGenTextures(); //Generate texture ID
glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
//Setup wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
//Setup texture scaling filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//Send texel data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
this.label = new Image(xC, yC, image.getWidth(), image.getHeight(), textureID);
}
/**
* Default constructor of a Label. Call the full constructor -> Label("", 100, 100, Color.white, "Arial", 30)
*/
public GUILabel(){
this("");
}
/**
* Construct a Label from the text param and default statement.
* Call the full constructor -> Label(text, 100, 100, Color.white, "Arial", 30)
* @param text (String) : the text to print
*/
public GUILabel(String text){
this(text, 100, 100, Color.white, "Arial", 30);
}
/**
* Return the actual Color of the Label
* @return color (java.awt.Color) : the Color of the Label
*/
public Color getColor() {
return color;
}
/**
* Set the Color of the Label. Automaticaly update the Label to use the new Color
* @param color (java.awt.Color) : the new Color of the Label
*/
public void setColor(Color color) {
this.color = color;
Font f_font = new Font(font, Font.PLAIN, size);
// to get the width of the text
BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
super.width = fm.stringWidth(this.text);
super.height = fm.getHeight();
final BufferedImage image = new BufferedImage(super.width, super.height, BufferedImage.TYPE_INT_ARGB);
// makeTransparent(image);
Graphics g = image.getGraphics();
g.setFont(f_font);
g.setColor(this.color);
g.drawString(this.text, 0, size);
g.dispose();
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
for(int y = 0; y < image.getHeight(); y++){
for(int x = 0; x < image.getWidth(); x++){
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
}
}
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = glGenTextures(); //Generate texture ID
glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
//Setup wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
//Setup texture scaling filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//Send texel data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
this.label = new Image(this.x, this.y, image.getWidth(), image.getHeight(), textureID);
}
/**
* Return the text of the Label
* @return text (String) : the text of the Label
*/
public String getText() {
return text;
}
/**
* Set the text of the Label. Automaticaly update the Label to use the new text
* @param text (String) : the new text to display
*/
public void setText(String text) {
this.text = text;
Font f_font = new Font(font, Font.PLAIN, size);
// to get the width of the text
BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
super.width = fm.stringWidth(this.text);
super.height = fm.getHeight();
final BufferedImage image = new BufferedImage(super.width, super.height, BufferedImage.TYPE_INT_ARGB);
// makeTransparent(image);
Graphics g = image.getGraphics();
g.setFont(f_font);
g.setColor(this.color);
g.drawString(this.text, 0, size);
g.dispose();
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
for(int y = 0; y < image.getHeight(); y++){
for(int x = 0; x < image.getWidth(); x++){
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
}
}
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = glGenTextures(); //Generate texture ID
glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
//Setup wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
//Setup texture scaling filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//Send texel data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
this.label = new Image(this.x, this.y, image.getWidth(), image.getHeight(), textureID);
}
/**
* Return the x coordonnate of the Label (upper left corner)
* @return x (float) : the x coordonnate of the Label
*/
public int getX() {
return x;
}
/**
* Set the x coordonnate of the Label (upper left corner)
* @param x (float) : the new x coordonnate of the Label
*/
public void setX(int x) {
super.setX(x);
label.setX(x);
}
/**
* Return the y coordonnate of the Label (upper left corner)
* @return y (float) : the y coordonnate of the Label
*/
public int getY() {
return y;
}
/**
* Set the y coordonnate of the Label (upper left corner)
* @param y (float) : the new y coordonnate of the Label
*/
public void setY(int y) {
super.setY(y);
label.setY(y);
}
/**
* Set both x and y coordonnate of the Label
* @param x (float) : the new x coordonnate of the Label
* @param y (float) : the new y coordonnate of the Label
*/
public void setPosition(int x, int y){
this.setX(x);
this.setY(y);
}
/**
* Return the Image of the Label
* @return label (Image) : the Image of the Label
*/
public Image getLabel(){
return this.label;
}
/**
* Return the witdh of the Label
* @return witdh (int) : the width
*/
public int getWitdh() {
return super.width;
}
/**
* Return the height of the Label
* @return height (int) : the height
*/
public int getHeight() {
return super.height;
}
/**
* make the image transparent
* @param obj_img (BufferedImage) : the BufferedImage to make transparent
*/
/* private void makeTransparent(BufferedImage obj_img){
byte alpha = (byte)255;
alpha %= 0xff;
for (int cx=0;cx<obj_img.getWidth();cx++) {
for (int cy=0;cy<obj_img.getHeight();cy++) {
int color = obj_img.getRGB(cx, cy);
int mc = (alpha << 24) | 0x00ffffff;
int newcolor = color & mc;
obj_img.setRGB(cx, cy, newcolor);
}
}
}*/
}

View file

@ -0,0 +1,11 @@
package globalgamejam.gui;
/**
* Created by trexr on 20/01/2017.
*/
public interface IActionGUI {
public void enter(float mouseX,float mouseY);
public void leave(float mouseX,float mouseY);
public void move(float mouseX,float mouseY);
public void clicked(float mouseX,float mouseY,int buttonKey,int buttonState);
}

View file

@ -123,7 +123,7 @@ public class Input{
return state.get(button + MOUSE_OFFSET) == PRESSED || state.get(button + MOUSE_OFFSET) == REPEATED;
}
public static int isButtonState(int button){
public static int getButtonState(int button){
return state.get(button + MOUSE_OFFSET);
}
@ -139,7 +139,7 @@ public class Input{
return state.get(key) == PRESSED || state.get(key) == REPEATED;
}
public static int isKeyState(int key){
public static int getKeyState(int key){
return state.get(key);
}

View file

@ -81,8 +81,6 @@ public class Matrix4f {
});
return mat;
}
public Matrix4f translate(float x,float y,float z){
public Matrix4f translate(float x,float y,float z){
Matrix4f mat = new Matrix4f(new float[][]{

View file

@ -18,7 +18,8 @@ public class DisplayManager {
public static void preRender2D(){
projection.loadIdentity();
projection.Ortho2D(-Main.WIDTH/2.0f, Main.WIDTH/2.0f, -Main.HEIGHT/2.0f, Main.HEIGHT/2.0f, -1, 1);
// projection.Ortho2D(-Main.WIDTH/2.0f, Main.WIDTH/2.0f, -Main.HEIGHT/2.0f, Main.HEIGHT/2.0f, -1, 1);
projection.Ortho2D(0, Main.WIDTH, 0, Main.HEIGHT, -1, 1);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);