A GUI library for games that's so small you won't even know its there.
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lel-guecs/include/guecs.hpp

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7.0 KiB

#pragma once
#include "dbc.hpp"
#include "lel.hpp"
#include <string>
#include <memory>
#include <functional>
#include <any>
#include <queue>
#include <typeindex>
#include <unordered_map>
#include "sfmlbackend/components.hpp"
namespace guecs {
using std::shared_ptr, std::wstring, std::string;
using Entity = unsigned long;
using EntityMap = std::unordered_map<Entity, size_t>;
template <typename T>
struct ComponentStorage {
std::vector<T> data;
std::queue<size_t> free_indices;
};
struct Clickable {
/* This is actually called by UI::mouse and passed the entity ID of the
* button pressed so you can interact with it in the event handler.
*/
std::function<void(Entity ent, std::any data)> action;
};
struct ActionData {
std::any data;
};
struct CellName {
string name;
};
struct SpriteTexture {
std::shared_ptr<sf::Sprite> sprite = nullptr;
std::shared_ptr<sf::Texture> texture = nullptr;
};
class Backend {
public:
virtual SpriteTexture texture_get(const string& name) = 0;
virtual void sound_play(const string& name) = 0;
virtual void sound_stop(const string& name) = 0;
virtual std::shared_ptr<sf::Shader> shader_get(const std::string& name) = 0;
virtual bool shader_updated() = 0;
};
void init(Backend* backend);
class UI {
public:
Entity MAIN = 0;
unsigned long entity_count = 1;
std::unordered_map<std::type_index, EntityMap> $components;
std::unordered_map<std::type_index, std::any> $component_storages;
std::unordered_map<string, Entity> $name_ents;
shared_ptr<sf::Font> $font = nullptr;
lel::Parser $parser;
string $grid = "";
UI();
void position(int x, int y, int width, int height);
sf::Vector2f get_position();
sf::Vector2f get_size();
void layout(const string& grid);
Entity init_entity(const string& name);
Entity entity(const string& name);
Entity entity(const string& name, int id);
inline lel::CellMap& cells() {
return $parser.cells;
}
void init();
void render(sf::RenderWindow& window);
bool mouse(float x, float y, bool hover);
void click_on(const string& name, bool required=false);
void click_on(Entity slot_id);
void debug_layout(sf::RenderWindow& window);
Entity entity() { return ++entity_count; }
template <typename Comp>
size_t make_component() {
auto &storage = component_storage_for<Comp>();
size_t index;
if(!storage.free_indices.empty()) {
index = storage.free_indices.front();
storage.free_indices.pop();
} else {
storage.data.emplace_back();
index = storage.data.size() - 1;
}
return index;
}
template <typename Comp>
ComponentStorage<Comp> &component_storage_for() {
auto type_index = std::type_index(typeid(Comp));
$component_storages.try_emplace(type_index, ComponentStorage<Comp>{});
return std::any_cast<ComponentStorage<Comp> &>(
$component_storages.at(type_index));
}
template <typename Comp>
EntityMap &entity_map_for() {
return $components[std::type_index(typeid(Comp))];
}
template <typename Comp>
void set(Entity ent, Comp val) {
EntityMap &map = entity_map_for<Comp>();
if(has<Comp>(ent)) {
get<Comp>(ent) = val;
return;
}
map.insert_or_assign(ent, make_component<Comp>());
get<Comp>(ent) = val;
}
template <typename Comp>
Comp& get(Entity ent) {
EntityMap &map = entity_map_for<Comp>();
auto &storage = component_storage_for<Comp>();
auto index = map.at(ent);
return storage.data[index];
}
template <typename Comp>
Comp* get_if(Entity entity) {
EntityMap &map = entity_map_for<Comp>();
auto &storage = component_storage_for<Comp>();
if(map.contains(entity)) {
auto index = map.at(entity);
return &storage.data[index];
} else {
return nullptr;
}
}
template <typename Comp>
bool has(Entity ent) {
EntityMap &map = entity_map_for<Comp>();
return map.contains(ent);
}
template <typename Comp>
void remove(Entity ent) {
EntityMap &map = entity_map_for<Comp>();
if(map.contains(ent)) {
size_t index = map.at(ent);
component_storage_for<Comp>().free_indices.push(index);
}
map.erase(ent);
}
template <typename Comp>
void query(std::function<void(Entity, Comp &)> cb) {
EntityMap &map = entity_map_for<Comp>();
for(auto &[entity, index] : map) {
cb(entity, get<Comp>(entity));
}
}
template <typename CompA, typename CompB>
void query(std::function<void(Entity, CompA &, CompB &)> cb) {
EntityMap &map_a = entity_map_for<CompA>();
EntityMap &map_b = entity_map_for<CompB>();
for(auto &[entity, index_a] : map_a) {
if(map_b.contains(entity)) {
cb(entity, get<CompA>(entity), get<CompB>(entity));
}
}
}
template <typename Comp>
void set_init(Entity ent, Comp val) {
dbc::check(has<lel::Cell>(ent),"WRONG! slot is missing its cell?!");
auto& cell = get<lel::Cell>(ent);
val.init(cell);
set<Comp>(ent, val);
}
template <typename Comp>
void do_if(Entity ent, std::function<void(Comp &)> cb) {
if(has<Comp>(ent)) {
cb(get<Comp>(ent));
}
}
lel::Cell& cell_for(Entity ent) {
return get<lel::Cell>(ent);
}
lel::Cell& cell_for(const string& name) {
Entity ent = entity(name);
return get<lel::Cell>(ent);
}
// BUG: close could just be remove with overload
template <typename Comp>
void close(string region) {
auto ent = entity(region);
if(has<Comp>(ent)) {
remove<Comp>(ent);
}
}
template<typename T>
void render_helper(sf::RenderWindow& window, Entity ent, bool is_shape, T& target) {
sf::Shader *shader_ptr = nullptr;
if(auto shader = get_if<Effect>(ent)) {
if(shader->$active && !is_shape) {
auto ptr = shader->checkout_ptr();
ptr->setUniform("is_shape", is_shape);
// NOTE: this is needed because SFML doesn't handle shared_ptr
shader_ptr = ptr.get();
}
}
window.draw(*target, shader_ptr);
}
void show_sprite(const string& region, const string& sprite_name);
void show_text(const string& region, const wstring& content);
void show_label(const string& region, const wstring& content);
};
wstring to_wstring(const string& str);
}