Optimized Renderer
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/Components/UIButtonComponent.hpp>
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#include <IAEngine/Engine.hpp>
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#include <IAEngine/Nodes/UINode.hpp>
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namespace ia::iae
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{
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UIButtonComponent::UIButtonComponent(IN UINode *node) : UIImageComponent(node)
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{
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}
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VOID UIButtonComponent::Draw()
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{
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UIImageComponent::Draw();
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if (m_label.length())
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{
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Engine::SetRenderState_FlippedH(false);
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Engine::SetRenderState_FlippedV(false);
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Engine::SetRenderState_ColorOverlay(m_labelColor);
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Engine::SetRenderState_TextureOffset({});
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Engine::SetRenderState_CameraRelative(false);
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Engine::DrawText(m_label, m_node->GetPosition() + m_labelPosition, m_node->GetScale() * m_labelSize,
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m_node->GetRotation(), 0xFF, 0);
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}
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}
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VOID UIButtonComponent::DebugDraw()
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{
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}
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VOID UIButtonComponent::Update()
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{
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if (Engine::Input_IsPointerDown(m_node->GetPosition(), m_node->GetPosition() + DrawnSize()))
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{
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if (m_onDownCallback)
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m_onDownCallback();
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}
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if (Engine::Input_DidPointerClick(m_node->GetPosition(), m_node->GetPosition() + DrawnSize()))
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{
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if (m_onClickCallback)
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m_onClickCallback();
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}
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}
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VOID UIButtonComponent::FixedUpdate()
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{
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}
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} // namespace ia::iae
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