Drag now show the icon while you're dragging, so now need to work out all of the edge cases for each action.

master
Zed A. Shaw 1 day ago
parent ca74b817e5
commit 029a0f86ae
  1. 17
      gui/dnd_loot.cpp
  2. 2
      gui/dnd_loot.hpp
  3. 1
      gui/fsm.cpp

@ -115,6 +115,8 @@ namespace gui {
if(UISystem::loot_drop($loot_ui.$gui,
$status_ui.$gui, $grab_source, data))
{
$grab_source = std::nullopt;
$grab_sprite = nullptr;
state(DNDState::END);
}
break;
@ -134,11 +136,19 @@ namespace gui {
// NOTE: if > 1 items, go to LOOT_OPEN instead
auto gui_id = $loot_ui.$gui.entity("item_0");
$grab_source = UISystem::loot_grab($loot_ui.$gui, gui_id);
if($grab_source) state(DNDState::ITEM_PICKUP);
if($grab_source) {
auto& source = $loot_ui.$gui.get<guecs::GrabSource>(*$grab_source);
$grab_sprite = source.sprite;
// call this once to properly position the sprite
handle_mouse(Event::MOUSE_MOVE, $loot_ui.$gui);
state(DNDState::ITEM_PICKUP);
}
} break;
case LOOT_OPEN:
$loot_ui.active = true;
$grab_source = std::nullopt;
$grab_sprite = nullptr;
state(DNDState::LOOTING);
break;
default:
@ -183,4 +193,9 @@ namespace gui {
}
}
void DNDLoot::render() {
if($grab_source && $grab_sprite) {
$window.draw(*$grab_sprite);
}
}
}

@ -18,6 +18,7 @@ namespace gui {
class DNDLoot : public DeadSimpleFSM<DNDState, Event> {
public:
std::optional<guecs::Entity> $grab_source = std::nullopt;
std::shared_ptr<sf::Sprite> $grab_sprite = nullptr;
StatusUI& $status_ui;
LootUI& $loot_ui;
sf::RenderWindow& $window;
@ -37,6 +38,7 @@ namespace gui {
void ITEM_PICKUP(Event ev, std::any data);
void handle_mouse(Event ev, guecs::UI& gui);
void mouse_action(bool hover);
void render();
sf::Vector2f mouse_position();
};
}

@ -366,6 +366,7 @@ namespace gui {
$combat_ui.render($window);
if($loot_ui.active) $loot_ui.render($window);
$dnd_loot.render();
if($map_open) {
$map_ui.render($window, $main_ui.$compass_dir);

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