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

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2.2 KiB

#pragma once
#include "color.hpp"
#include "dinkyecs.hpp"
#include "lel.hpp"
#include <string>
#include <memory>
#include <SFML/Graphics.hpp>
#include "texture.hpp"
namespace guecs {
using std::shared_ptr, std::make_shared;
struct Textual {
std::string label;
shared_ptr<sf::Font> font = nullptr;
shared_ptr<sf::Text> text = nullptr;
void init(lel::Cell &cell, shared_ptr<sf::Font> font_ptr) {
font = font_ptr;
text = make_shared<sf::Text>(*font, label);
auto bounds = text->getLocalBounds();
auto text_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
text->setPosition({float(text_cell.x), float(text_cell.y) - text_cell.h / 2});
}
};
struct Clickable {
int event = 0;
};
struct Sprite {
std::string name;
std::shared_ptr<sf::Sprite> sprite = nullptr;
std::shared_ptr<sf::Texture> texture = nullptr;
};
struct Rectangle {
shared_ptr<sf::RectangleShape> shape = nullptr;
void init(lel::Cell& cell) {
sf::Vector2f size{(float)cell.w, (float)cell.h};
if(shape == nullptr) shape = make_shared<sf::RectangleShape>(size);
shape->setPosition({float(cell.x + 3), float(cell.y + 3)});
shape->setSize({float(cell.w - 6), float(cell.h - 6)});
shape->setFillColor(ColorValue::DARK_MID);
shape->setOutlineColor(ColorValue::MID);
shape->setOutlineThickness(1);
}
};
struct Meter {
float percent = 1.0f;
Rectangle bar;
void init(lel::Cell& cell) {
bar.init(cell);
}
};
struct CellName {
std::string name;
};
class UI {
public:
DinkyECS::World $world;
shared_ptr<sf::Font> $font = nullptr;
lel::Parser $parser;
std::string $grid = "";
UI();
void position(int x, int y, int width, int height);
void layout(std::string grid);
DinkyECS::Entity entity(std::string name);
inline lel::CellMap& cells() {
return $parser.cells;
}
inline DinkyECS::World& world() {
return $world;
}
void init(TexturePack& textures);
void render(sf::RenderWindow& window);
void mouse(sf::RenderWindow &window);
};
}