SimplyGladiators/core/src/com/saltosion/gladiator/gui/GUIManager.java

79 lines
2.3 KiB
Java

/**
* GladiatorBrawler is a 2D swordfighting game.
* Copyright (C) 2015 Jeasonfire/Allexit
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.saltosion.gladiator.gui;
import com.saltosion.gladiator.gui.nodes.GUINode;
import java.util.ArrayList;
import com.badlogic.gdx.math.Vector2;
import com.saltosion.gladiator.systems.RenderingSystem;
import com.saltosion.gladiator.util.AppUtil;
public class GUIManager {
private final GUINode rootNode;
public GUIManager() {
this.rootNode = new GUINode("root").setPosition(-.5f, -.5f);
}
public GUINode getRootNode() {
return this.rootNode;
}
public void clearGUI() {
getRootNode().clearChildren();
}
public ArrayList<GUINode> getAllRecursiveChildren(GUINode guiNode) {
ArrayList<GUINode> list = new ArrayList<GUINode>();
for (GUINode child : guiNode.getChildren()) {
list.add(child);
list.addAll(getAllRecursiveChildren(child));
}
return list;
}
public GUINode getNode(String id) {
for (GUINode node : getAllRecursiveChildren(rootNode)) {
if (node.getID().equals(id)) {
return node;
}
}
return null;
}
public static Vector2 physicsLocationToGUILocation(Vector2 physicslocation) {
RenderingSystem rs = AppUtil.engine.getSystem(RenderingSystem.class);
float cameraY = 1 - (rs.getCameraLocation().y / AppUtil.VPHEIGHT_CONST
+ .5f);
float cameraX = 1 - (rs.getCameraLocation().x / (AppUtil.VPHEIGHT_CONST * rs.aspectratio)
+ .5f);
System.out.println(cameraX + ":" + cameraY);
float y = physicslocation.y / AppUtil.VPHEIGHT_CONST
+ cameraY;
float x = physicslocation.x / (AppUtil.VPHEIGHT_CONST * rs.aspectratio)
+ cameraX;
Vector2 v = new Vector2(x, y);
return v;
}
}