Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/guecs.cpp

168 lines
4.3 KiB

#include "guecs.hpp"
namespace guecs {
UI::UI() {
$font = make_shared<sf::Font>(FONT_FILE_NAME);
}
void UI::position(int x, int y, int width, int height) {
$parser.position(x, y, width, height);
}
void UI::layout(std::string grid) {
$grid = grid;
$parser.parse($grid);
for(auto& [name, cell] : $parser.cells) {
auto ent = entity(name);
$world.set<lel::Cell>(ent, cell);
}
}
DinkyECS::Entity UI::entity(std::string name) {
if($name_ents.contains(name)) {
// already exists so just return it
return $name_ents.at(name);
} else {
auto entity = $world.entity();
// this lets you look up an entity by name
$name_ents.insert_or_assign(name, entity);
// this makes it easier to get the name during querying
$world.set<CellName>(entity, {name});
return entity;
}
}
void UI::init() {
if($world.has_the<Background>()) {
auto& bg = $world.get_the<Background>();
bg.init();
}
$world.query<Background>([](auto, auto& bg) {
bg.init();
});
$world.query<lel::Cell, Rectangle>([](auto, auto& cell, auto& rect) {
rect.init(cell);
});
$world.query<Rectangle, Meter>([](auto, auto& bg, auto &) {
bg.shape->setFillColor(ColorValue::BLACK);
});
$world.query<lel::Cell, Meter>([](auto, auto &cell, auto& meter) {
meter.init(cell);
});
$world.query<lel::Cell, Textual>([this](auto, auto& cell, auto& text) {
text.init(cell, $font);
});
$world.query<lel::Cell, Label>([this](auto, auto& cell, auto& text) {
text.init(cell, $font);
});
$world.query<lel::Cell, Sprite>([&](auto, auto &cell, auto &sprite) {
sprite.init(cell);
});
}
void UI::render(sf::RenderWindow& window) {
if($world.has_the<Background>()) {
auto& bg = $world.get_the<Background>();
window.draw(*bg.shape);
}
$world.query<Rectangle>([&](auto, auto& rect) {
window.draw(*rect.shape);
});
$world.query<lel::Cell, Meter>([&](auto, auto& cell, const auto &meter) {
float level = std::clamp(meter.percent, 0.0f, 1.0f) * float(cell.w);
// ZED: this 6 is a border width, make it a thing
meter.bar.shape->setSize({std::max(level, 0.0f), float(cell.h - 6)});
window.draw(*meter.bar.shape);
});
$world.query<Sprite>([&](auto, auto& sprite) {
window.draw(*sprite.sprite);
});
$world.query<Label>([&](auto, auto& text) {
window.draw(*text.text);
});
$world.query<Textual>([&](auto, auto& text) {
window.draw(*text.text);
});
}
bool UI::mouse(float x, float y) {
int action_count = 0;
$world.query<lel::Cell, Clickable>([&](auto ent, auto& cell, auto &clicked) {
if((x >= cell.x && x <= cell.x + cell.w) &&
(y >= cell.y && y <= cell.y + cell.h))
{
if(auto action_data = get_if<ActionData>(ent)) {
clicked.action(ent, action_data->data);
} else {
clicked.action(ent, {});
}
action_count++;
}
});
return action_count > 0;
}
void UI::show_sprite(string region, string sprite_name) {
auto ent = entity(region);
if(!has<Sprite>(ent)) {
Sprite to_show{sprite_name};
auto& cell = cell_for(ent);
to_show.init(cell);
set<guecs::Sprite>(ent, to_show);
}
}
void UI::show_text(string region, string content) {
auto ent = entity(region);
if(auto text = get_if<Textual>(ent)) {
text->text->setString(content);
} else {
auto &cell = cell_for(ent);
Textual to_set{content, 20};
to_set.init(cell, $font);
to_set.text->setFillColor(ColorValue::LIGHT_MID);
set<Textual>(ent, to_set);
}
}
void UI::show_label(string region, string content) {
auto ent = entity(region);
if(auto text = get_if<Label>(ent)) {
text->text->setString(content);
} else {
auto &cell = cell_for(ent);
Label to_set{content, 20};
to_set.init(cell, $font);
to_set.text->setFillColor(ColorValue::LIGHT_MID);
set<Label>(ent, to_set);
}
}
Clickable make_action(DinkyECS::World& target, Events::GUI event) {
return {[&, event](auto ent, auto data){
// remember that ent is passed in from the UI::mouse handler
target.send<Events::GUI>(event, ent, data);
}};
}
}