Basic UI grid around the work computer.

main
Zed A. Shaw 1 week ago
parent 56f36b33ee
commit 93e258cb1b
  1. 121
      main.cpp

@ -5,17 +5,18 @@
#include <fmt/xchar.h> #include <fmt/xchar.h>
#include <deque> #include <deque>
#include <iostream> #include <iostream>
#include <unordered_map>
#include "dbc.hpp"
constexpr const int SCREEN_WIDTH=1280; constexpr const int SCREEN_WIDTH=1280;
constexpr const int SCREEN_HEIGHT=720; constexpr const int SCREEN_HEIGHT=720;
constexpr const int FRAME_LIMIT=60; constexpr const int FRAME_LIMIT=60;
constexpr const bool VSYNC=true; constexpr const bool VSYNC=true;
bool GO_TO_WORK = false;
using std::string, std::wstring; using std::string, std::wstring;
enum class Event { enum class Event {
CLICKER, A_BUTTON CLICKER, GIVE_TREAT, GIVE_FOOD, GIVE_WATER, GIVE_PETS, WORK
}; };
struct Shake { struct Shake {
@ -68,6 +69,27 @@ struct Shake {
} }
}; };
struct GameState {
bool at_work = false;
};
static GameState GAME;
std::unordered_map<std::string, long> STATS {
{"Food", 0L},
{"Water", 0L},
{"Money", 100L},
{"Mood", 0L}
};
std::unordered_map<std::string, Event> EVENTS {
{"GiveTreat", Event::GIVE_TREAT},
{"GiveFood", Event::GIVE_FOOD},
{"GiveWater", Event::GIVE_WATER},
{"GivePets", Event::GIVE_PETS},
{"Work", Event::WORK}
};
struct ClickerUI { struct ClickerUI {
guecs::UI $gui; guecs::UI $gui;
guecs::Entity $clicker; guecs::Entity $clicker;
@ -75,11 +97,16 @@ struct ClickerUI {
ClickerUI() { ClickerUI() {
$gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); $gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
$gui.layout( $gui.layout(
"[FoodBowl|_|*%(300,400)clicker|_|_|_]" "[Food|_|*%(300,400)clicker|_|_|_]"
"[WaterBowl|_|_ |_|_|_]" "[Water|_|_ |_|_|_]"
"[Mood|_|_ |_|_|_]" "[Mood|_|_ |_|_|_]"
"[Money|_|_ |_|_|_]" "[Money|_|_ |_|_|_]"
"[Treat|Food|Water|Pet|Work]"); "[GiveTreat|GiveFood|GiveWater|GivePets|Work]");
}
std::wstring make_stat_label(const std::string& name) {
return fmt::format(L"{}:\n{}", guecs::to_wstring(name),
STATS.at(name));
} }
void init() { void init() {
@ -89,18 +116,16 @@ struct ClickerUI {
auto id = $gui.entity(name); auto id = $gui.entity(name);
if(name != "clicker") { if(name != "clicker") {
$gui.set<guecs::Rectangle>(id, {}); $gui.set<guecs::Rectangle>(id, {});
$gui.set<guecs::Effect>(id, {}); if(STATS.contains(name)) {
$gui.set<guecs::Label>(id, { guecs::to_wstring(name) }); $gui.set<guecs::Textual>(id, { make_stat_label(name) });
if(name == "Work") {
$gui.set<guecs::Clickable>(id, { [&](auto, auto) {
GO_TO_WORK = true;
fmt::println("Going to Work!");
} });
} else { } else {
dbc::check(EVENTS.contains(name), fmt::format("INVALID EVENT {}, not in EVENTS map", name));
$gui.set<guecs::Effect>(id, {});
$gui.set<guecs::Clickable>(id, { $gui.set<guecs::Clickable>(id, {
[&](auto, auto) { handle_button(Event::A_BUTTON); } [&](auto, auto) { handle_button(EVENTS.at(name)); }
}); });
$gui.set<guecs::Label>(id, { guecs::to_wstring(name) });
} }
} }
} }
@ -136,22 +161,52 @@ struct ClickerUI {
$gui.mouse(x, y, hover); $gui.mouse(x, y, hover);
} }
void update_stats() {
for(auto& [name, stat] : STATS) {
auto gui_id = $gui.entity(name);
auto& text = $gui.get<guecs::Textual>(gui_id);
text.update(make_stat_label(name));
}
}
void handle_button(Event ev) { void handle_button(Event ev) {
using enum Event; bool is_happy = false;
switch(ev) {
case CLICKER: {
auto& shaker = $gui.get<Shake>($clicker); auto& shaker = $gui.get<Shake>($clicker);
auto& sprite = $gui.get<guecs::Sprite>($clicker); auto& sprite = $gui.get<guecs::Sprite>($clicker);
shaker.play(sprite);
fmt::println("CLICKER LOVES YOU!");
} break;
case A_BUTTON:
fmt::println("a button clicked");
break;
using enum Event;
switch(ev) {
case CLICKER: // fallthrough
case GIVE_PETS:
STATS["Mood"]++;
is_happy = true;
break;
case GIVE_TREAT:
STATS["Food"]++;
STATS["Mood"]++;
STATS["Money"]--;
is_happy = true;
break;
case GIVE_FOOD:
STATS["Food"]++;
STATS["Money"]--;
is_happy = true;
break;
case GIVE_WATER:
STATS["Water"]++;
STATS["Money"]--;
is_happy = true;
break;
case WORK:
GAME.at_work = true;
break;
default: default:
assert(false && "invalid event"); assert(false && "invalid event");
} }
update_stats();
if(is_happy) shaker.play(sprite);
} }
}; };
@ -161,26 +216,24 @@ struct WorkComputerUI {
WorkComputerUI() { WorkComputerUI() {
$gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); $gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
$gui.layout("[computer]"); $gui.layout(
"[*%(100,200)clicker|a2 |a3|a4|a5 |*%(100,200)postit1]"
"[_ |a9 |*%(300,300)computer|_|_|_]"
"[a15 |a16|_ |_|_|*%(100,200)postit2]"
"[*%(100,200)coffee |a23|_ |_|_|_]"
"[_ |a50|a51|a52|a53|a54]");
} }
void init() { void init() {
guecs::Background bg{$gui.$parser}; guecs::Background bg{$gui.$parser};
bg.set_sprite("work_computer"); bg.set_sprite("work_computer");
$gui.set<guecs::Background>($gui.MAIN, bg); $gui.set<guecs::Background>($gui.MAIN, bg);
auto computer = $gui.entity("computer");
$gui.set<guecs::Label>(computer, {L"Work Computer"});
$gui.set<guecs::Clickable>(computer, { [&](auto, auto) {
GO_TO_WORK = false;
fmt::println("Leaving Work!");
} });
$gui.init(); $gui.init();
} }
void render(sf::RenderWindow& window) { void render(sf::RenderWindow& window) {
$gui.render(window); $gui.render(window);
$gui.debug_layout(window);
} }
void mouse(float x, float y, bool hover) { void mouse(float x, float y, bool hover) {
@ -213,7 +266,7 @@ int main() {
if(const auto* mouse = event->getIf<sf::Event::MouseButtonPressed>()) { if(const auto* mouse = event->getIf<sf::Event::MouseButtonPressed>()) {
if(mouse->button == sf::Mouse::Button::Left) { if(mouse->button == sf::Mouse::Button::Left) {
sf::Vector2f pos = window.mapPixelToCoords(mouse->position); sf::Vector2f pos = window.mapPixelToCoords(mouse->position);
if(GO_TO_WORK) { if(GAME.at_work) {
computer.mouse(pos.x, pos.y, false); computer.mouse(pos.x, pos.y, false);
} else { } else {
clicker.mouse(pos.x, pos.y, false); clicker.mouse(pos.x, pos.y, false);
@ -222,7 +275,7 @@ int main() {
} }
} }
if(GO_TO_WORK) { if(GAME.at_work) {
window.clear(); window.clear();
computer.render(window); computer.render(window);
} else { } else {

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