Files
KaijuSaveEarth/src/ui/UIText.cpp

92 lines
2.4 KiB
C++

/*
* UIText.cpp
*
* Created on: May 21, 2020
* Author: ayoungblood
*/
#include "UIText.h"
#include "../game/Game.hpp"
#include "../ecs/ECS.h"
#include "../ecs/Components.h"
#include "string.h"
#include <iostream>
#include <stdio.h>
#include <vector>
extern Manager manager;
UIText::UIText(std::string text, std::string texId, int x, int y, int letterW, int letterH, int lScale, std::string tag, Game::groupLabels group)
{
inputText = text;
textureID = texId;
posX = x;
posY = y;
letterWidth = letterW;
letterHeight = letterH;
scale = lScale;
// gameGroup = Game::groupLabels::groupUI_Layer3;
auto& uiLetters(manager.addEntity());
uiLetters.setTag(tag);
uiLetters.addGroup(group);
}
UIText::~UIText()
{
}
void UIText::ParseString(std::string inputText, int x, int y, int letterScale, std::string tag, Game::groupLabels group)
{
// gameGroup = group;
//Parse input text into an array of char
int posX = x;
int posY = y;
int i = 0;
char current = inputText[i];
int charsNumber = inputText.length();
// printf("Counting string \'%s\': \n",inputText.c_str());
// printf("%d\n",charsNumber);
do
{
++i;
if (strcmp(&current,"\n")!=0)
{
posX += letterWidth;
}
else
{
posX = x;
posY += letterHeight;
}
UIText::AddLetter(posX, posY, current, tag, letterScale, group);
current = inputText[i];
} while ((strcmp(&current,"\0"))!=0);
}
void UIText::AddLetter(int xpos, int ypos, char crnt, std::string tag, int lttrScale, Game::groupLabels groupLabel)
{
// =======THIS NEEDS TO BE REFACTORED TO NOT USE INDIVIDUAL ENTITIES FOR EACH LETTER============
// auto& letter(manager.addEntity());
// letter.addComponent<TransformComponent>(xpos*lttrScale, ypos*lttrScale, letterWidth, letterHeight, 1);
// letter.addComponent<SpriteComponent>("font", SpriteComponent::spriteText, crnt, letterWidth, letterHeight, lttrScale);
// letter.setTag(tag);
// letter.addGroup(groupLabel);
SDL_Texture* letterTexture;
letterTexture = Game::assets->GetTexture(textureID);
SDL_Rect srcRect,destRect;
srcRect.x = ((crnt-ASCII_START_IDX) % ASCII_ROW_COUNT)*letterWidth;
srcRect.y = ((crnt-ASCII_START_IDX)/ASCII_ROW_COUNT)*letterHeight;
srcRect.w = letterWidth;
srcRect.h = letterHeight;
destRect.x = xpos;
destRect.y = ypos;
destRect.w = letterWidth*scale;
destRect.h = letterHeight*scale;
TextureManager::Draw(letterTexture,srcRect,destRect,SDL_FLIP_NONE);
}