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@ -5,10 +5,11 @@ |
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#include <deque> |
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#include <deque> |
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#include <iostream> |
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#include <iostream> |
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constexpr const int WINDOW_WIDTH=1280; |
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constexpr const int SCREEN_WIDTH=1280; |
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constexpr const int WINDOW_HEIGHT=720; |
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constexpr const int SCREEN_HEIGHT=720; |
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constexpr const int FRAME_LIMIT=60; |
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constexpr const int FRAME_LIMIT=60; |
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constexpr const bool VSYNC=true; |
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constexpr const bool VSYNC=true; |
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bool GO_TO_WORK = false; |
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using std::string, std::wstring; |
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using std::string, std::wstring; |
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@ -71,13 +72,13 @@ struct ClickerUI { |
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guecs::Entity $clicker; |
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guecs::Entity $clicker; |
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ClickerUI() { |
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ClickerUI() { |
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$gui.position(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); |
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$gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); |
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$gui.layout( |
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$gui.layout( |
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"[_|*%(300,400)clicker|_|_|_]" |
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"[FoodBowl|_|*%(300,400)clicker|_|_|_]" |
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"[_|_ |_|_|_]" |
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"[WaterBowl|_|_ |_|_|_]" |
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"[_|_ |_|_|_]" |
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"[Mood|_|_ |_|_|_]" |
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"[_|_ |_|_|_]" |
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"[_|_|_ |_|_|_]" |
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"[a1|a2|a3|a4|a5]"); |
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"[Treat|Food|Water|Pet|Work]"); |
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} |
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} |
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void init() { |
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void init() { |
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@ -88,11 +89,18 @@ struct ClickerUI { |
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if(name != "clicker") { |
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if(name != "clicker") { |
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$gui.set<guecs::Rectangle>(id, {}); |
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$gui.set<guecs::Rectangle>(id, {}); |
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$gui.set<guecs::Effect>(id, {}); |
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$gui.set<guecs::Effect>(id, {}); |
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$gui.set<guecs::Sprite>(id, { "clicker_treat_bone" }); |
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$gui.set<guecs::Label>(id, { guecs::to_wstring(name) }); |
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fmt::println("button dim: {},{}", cell.w, cell.h); |
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$gui.set<guecs::Clickable>(id, { |
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if(name == "Work") { |
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[&](auto, auto) { handle_button(Event::A_BUTTON); } |
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$gui.set<guecs::Clickable>(id, { [&](auto, auto) { |
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}); |
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GO_TO_WORK = true; |
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fmt::println("Going to Work!"); |
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} }); |
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} else { |
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$gui.set<guecs::Clickable>(id, { |
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[&](auto, auto) { handle_button(Event::A_BUTTON); } |
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}); |
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} |
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} |
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} |
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} |
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} |
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@ -146,17 +154,51 @@ struct ClickerUI { |
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} |
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} |
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}; |
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}; |
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struct WorkComputerUI { |
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guecs::UI $gui; |
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WorkComputerUI() { |
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$gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); |
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$gui.layout("[_|*%(300)computer|_|_|_]"); |
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} |
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void init() { |
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auto computer = $gui.entity("computer"); |
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$gui.set<guecs::Sprite>(computer, {"work_computer"}); |
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$gui.set<guecs::Label>(computer, {L"Work Computer"}); |
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$gui.set<guecs::Clickable>(computer, { [&](auto, auto) { |
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GO_TO_WORK = false; |
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fmt::println("Leaving Work!"); |
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} }); |
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$gui.init(); |
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} |
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void render(sf::RenderWindow& window) { |
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$gui.render(window); |
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} |
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void mouse(float x, float y, bool hover) { |
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$gui.mouse(x, y, hover); |
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} |
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}; |
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int main() { |
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int main() { |
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sfml::Backend backend; |
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sfml::Backend backend; |
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guecs::init(&backend); |
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guecs::init(&backend); |
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sf::RenderWindow window(sf::VideoMode({WINDOW_WIDTH, WINDOW_HEIGHT}), "Clicker the Dog"); |
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sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Clicker the Dog"); |
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window.setFramerateLimit(FRAME_LIMIT); |
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window.setFramerateLimit(FRAME_LIMIT); |
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window.setVerticalSyncEnabled(VSYNC); |
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window.setVerticalSyncEnabled(VSYNC); |
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ClickerUI clicker; |
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ClickerUI clicker; |
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clicker.init(); |
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clicker.init(); |
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WorkComputerUI computer; |
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computer.init(); |
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while(window.isOpen()) { |
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while(window.isOpen()) { |
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while (const auto event = window.pollEvent()) { |
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while (const auto event = window.pollEvent()) { |
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if(event->is<sf::Event::Closed>()) { |
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if(event->is<sf::Event::Closed>()) { |
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@ -166,12 +208,21 @@ int main() { |
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if(const auto* mouse = event->getIf<sf::Event::MouseButtonPressed>()) { |
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if(const auto* mouse = event->getIf<sf::Event::MouseButtonPressed>()) { |
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if(mouse->button == sf::Mouse::Button::Left) { |
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if(mouse->button == sf::Mouse::Button::Left) { |
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sf::Vector2f pos = window.mapPixelToCoords(mouse->position); |
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sf::Vector2f pos = window.mapPixelToCoords(mouse->position); |
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clicker.mouse(pos.x, pos.y, false); |
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if(GO_TO_WORK) { |
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computer.mouse(pos.x, pos.y, false); |
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} else { |
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clicker.mouse(pos.x, pos.y, false); |
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} |
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} |
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} |
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} |
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} |
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} |
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} |
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clicker.render(window); |
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if(GO_TO_WORK) { |
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window.clear(); |
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computer.render(window); |
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} else { |
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clicker.render(window); |
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} |
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window.display(); |
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window.display(); |
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} |
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} |
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} |
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} |
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