#include "guecs/sfml/backend.hpp" #include "guecs/sfml/components.hpp" #include "guecs/ui.hpp" #include #include #include constexpr const int WINDOW_WIDTH=1280; constexpr const int WINDOW_HEIGHT=720; constexpr const int FRAME_LIMIT=60; constexpr const bool VSYNC=true; using std::string, std::wstring; enum class Event { CLICKER, A_BUTTON }; struct Shake { float scale_factor = 0.05f; int frames = 10; float ease_rate = 0.1f; bool playing = false; int current = 0; float x=0.0; float y=0.0; float w=0.0; float h=0.0; sf::Vector2f initial_scale; float ease() { float tick = float(frames) / float(current) * ease_rate; return (std::sin(tick) + 1.0) / 2.0; } void init(lel::Cell& cell) { x = cell.x; y = cell.y; w = cell.w; h = cell.h; } void play(guecs::Sprite& sprite) { if(!playing) { playing = true; current = 0; initial_scale = sprite.sprite->getScale(); } } void render(guecs::Sprite& sprite) { current++; if(playing && current < frames) { float tick = ease(); sf::Vector2f scale{ std::lerp(initial_scale.x, initial_scale.x + scale_factor, tick), std::lerp(initial_scale.y, initial_scale.y + scale_factor, tick)}; sprite.sprite->setScale(scale); } else { playing = false; current = 0; sprite.sprite->setScale(initial_scale); } } }; struct ClickerUI { guecs::UI $gui; guecs::Entity $clicker; ClickerUI() { $gui.position(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); $gui.layout( "[_|*%(300,400)clicker|_|_|_]" "[_|_ |_|_|_]" "[_|_ |_|_|_]" "[_|_ |_|_|_]" "[a1|a2|a3|a4|a5]"); } void init() { $gui.set($gui.MAIN, {$gui.$parser, {0, 0, 0, 255}}); for(auto& [name, cell] : $gui.cells()) { auto id = $gui.entity(name); if(name != "clicker") { $gui.set(id, {}); $gui.set(id, {}); $gui.set(id, { "clicker_treat_bone" }); fmt::println("button dim: {},{}", cell.w, cell.h); $gui.set(id, { [&](auto, auto) { handle_button(Event::A_BUTTON); } }); } } $clicker = $gui.entity("clicker"); $gui.set($clicker, {"clicker_the_dog"}); $gui.set($clicker, {"clicker_bark"}); $gui.set($clicker, { [&](auto, auto) { handle_button(Event::CLICKER); } }); // custom components need to be initialized manually $gui.set_init($clicker, {}); $gui.init(); } void render(sf::RenderWindow& window) { auto& shaker = $gui.get($clicker); if(shaker.playing) { auto& sprite = $gui.get($clicker); shaker.render(sprite); window.clear(); } $gui.render(window); // $gui.debug_layout(window); } void mouse(float x, float y, bool hover) { $gui.mouse(x, y, hover); } void handle_button(Event ev) { using enum Event; switch(ev) { case CLICKER: { auto& shaker = $gui.get($clicker); auto& sprite = $gui.get($clicker); shaker.play(sprite); fmt::println("CLICKER LOVES YOU!"); } break; case A_BUTTON: fmt::println("a button clicked"); break; default: assert(false && "invalid event"); } } }; int main() { sfml::Backend backend; guecs::init(&backend); sf::RenderWindow window(sf::VideoMode({WINDOW_WIDTH, WINDOW_HEIGHT}), "Clicker the Dog"); window.setFramerateLimit(FRAME_LIMIT); window.setVerticalSyncEnabled(VSYNC); ClickerUI clicker; clicker.init(); while(window.isOpen()) { while (const auto event = window.pollEvent()) { if(event->is()) { window.close(); } if(const auto* mouse = event->getIf()) { if(mouse->button == sf::Mouse::Button::Left) { sf::Vector2f pos = window.mapPixelToCoords(mouse->position); clicker.mouse(pos.x, pos.y, false); } } } clicker.render(window); window.display(); } }