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#pragma once
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#include "MenuComponent.h"
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#include "DEFINES.h"
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#include "Crawler.h"
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#include "utils.h"
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INCLUDE_game
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class MenuLabel:public MenuComponent{
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bool shadow=false;
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bool centered=true;
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int scale=1;
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public:
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inline MenuLabel(MenuType parent,geom2d::rect<float>rect,std::string label,int scale=1,ComponentAttr attributes=ComponentAttr::NONE)
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:MenuComponent(parent,rect,label,MenuFunc{},ButtonAttr::UNSELECTABLE|ButtonAttr::UNSELECTABLE_VIA_KEYBOARD),scale(scale),centered(!(attributes&ComponentAttr::LEFT_ALIGN)),shadow(attributes&ComponentAttr::SHADOW){
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border=attributes&ComponentAttr::OUTLINE;
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this->background=attributes&ComponentAttr::BACKGROUND;
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showDefaultLabel=false;
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}
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inline void SetLabel(std::string text){
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label=text;
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}
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protected:
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virtual void inline Update(Crawler*game)override{
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MenuComponent::Update(game);
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}
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virtual void inline Draw(Crawler*game,vf2d parentPos)override{
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MenuComponent::Draw(game,parentPos);
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std::string wrappedText=util::WrapText(game,label,rect.size.x,true,{float(scale),float(scale)});
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vf2d drawPos=parentPos+rect.middle()-vf2d{game->GetTextSizeProp(wrappedText)}*float(scale)/2; //Assume centered.
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if(!centered){
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drawPos=vf2d{rect.pos.x+2,rect.middle().y-game->GetTextSizeProp(wrappedText).y/2}+parentPos; //We should at least vertically align here.
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}
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if(shadow){
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game->DrawShadowStringProp(drawPos,wrappedText,WHITE,BLACK,{float(scale),float(scale)});
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}else{
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game->DrawStringProp(drawPos,wrappedText,WHITE,scale);
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}
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}
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};
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