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#include "combat_ui.hpp"
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#include "constants.hpp"
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#include "color.hpp"
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namespace gui {
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CombatUI::CombatUI(GameLevel level) :
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$layout(RAY_VIEW_X, RAY_VIEW_HEIGHT,
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RAY_VIEW_WIDTH, SCREEN_HEIGHT - RAY_VIEW_HEIGHT),
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$level(level),
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$font{FONT_FILE_NAME}
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{
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bool good = $layout.parse($grid);
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dbc::check(good, "failed to parse combat layout");
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render();
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}
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void CombatUI::render() {
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for(auto& [name, cell] : $layout.cells) {
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sf::RectangleShape shape;
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shape.setPosition({float(cell.x + 3), float(cell.y + 3)});
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shape.setSize({float(cell.w - 6), float(cell.h - 6)});
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shape.setFillColor({100, 100, 100});
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if(name.starts_with("button_")) {
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shape.setOutlineColor({200, 200, 200});
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shape.setOutlineThickness(1);
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sf::Text label($font, name);
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auto bounds = label.getLocalBounds();
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auto label_cell = lel::center(bounds.size.x, bounds.size.y, cell);
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// this stupid / 2 is because SFML renders from baseline rather than from the claimed bounding box
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label.setPosition({float(label_cell.x), float(label_cell.y) - label_cell.h / 2});
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$labels.push_back(label);
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}
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$shapes.insert_or_assign(name, shape);
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}
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}
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void CombatUI::draw(sf::RenderWindow& window) {
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for(auto& [name, shape] : $shapes) {
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window.draw(shape);
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}
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for(auto& [name, shape] : $label_boxes) {
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window.draw(shape);
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}
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for(auto& label : $labels) {
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window.draw(label);
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}
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}
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void CombatUI::click(int x, int y) {
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if(auto name = $layout.hit(x, y)) {
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if((*name).starts_with("button_")) {
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auto& shape = $shapes.at(*name);
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shape.setFillColor({100, 0, 0});
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}
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}
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}
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}
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