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

64 lines
1.7 KiB

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