Clean up more of the FSM so that it's almost nothing.Now I'll try to make a stand-alone 'dnd' state machine to handle drag and drop functionality.

master
Zed A. Shaw 6 days ago
parent 06a843f169
commit 1ab708c4eb
  1. 74
      gui/fsm.cpp
  2. 13
      gui/uisystems.cpp
  3. 6
      gui/uisystems.hpp

@ -133,23 +133,17 @@ namespace gui {
$loot_ui.active = false;
state(State::IDLE);
break;
case LOOT_SELECT: {
auto gui_id = std::any_cast<guecs::Entity>(data);
$grab_source = UISystem::loot_grab($loot_ui.$gui, gui_id);
if(!$grab_source) state(State::LOOTING);
} break;
case INV_SELECT: {
if($grab_source) {
auto gui_id = std::any_cast<guecs::Entity>(data);
bool dropped = UISystem::loot_drop(
$loot_ui.$gui, $status_ui.$gui,
*$grab_source, gui_id);
if(dropped) {
state(State::LOOTING);
}
}
} break;
case LOOT_SELECT:
$grab_source = UISystem::loot_grab($loot_ui.$gui, data);
if($grab_source) state(State::LOOTING);
break;
case INV_SELECT:
if(UISystem::loot_drop($loot_ui.$gui,
$status_ui.$gui, $grab_source, data))
{
state(State::LOOTING);
}
break;
case MOUSE_CLICK:
mouse_action(false);
break;
@ -183,23 +177,17 @@ namespace gui {
$loot_ui.active = false;
state(State::IDLE);
break;
case LOOT_SELECT: {
if($grab_source) {
auto gui_id = std::any_cast<guecs::Entity>(data);
bool dropped = UISystem::loot_drop(
$status_ui.$gui, $loot_ui.$gui,
*$grab_source, gui_id);
if(dropped) {
state(State::LOOTING);
}
}
} break;
case INV_SELECT: {
auto gui_id = std::any_cast<DinkyECS::Entity>(data);
$grab_source = UISystem::loot_grab($status_ui.$gui, gui_id);
if(!$grab_source) state(State::LOOTING);
} break;
case LOOT_SELECT:
if(UISystem::loot_drop($status_ui.$gui,
$loot_ui.$gui, $grab_source, data))
{
state(State::LOOTING);
}
break;
case INV_SELECT:
$grab_source = UISystem::loot_grab($status_ui.$gui, data);
state(State::LOOTING);
break;
case MOUSE_CLICK:
mouse_action(false);
break;
@ -230,16 +218,14 @@ namespace gui {
$loot_ui.active = false;
state(State::IDLE);
break;
case LOOT_SELECT: {
auto gui_id = std::any_cast<guecs::Entity>(data);
$grab_source = UISystem::loot_grab($loot_ui.$gui, gui_id);
if($grab_source) state(State::LOOT_GRAB);
} break;
case INV_SELECT: {
auto gui_id = std::any_cast<DinkyECS::Entity>(data);
$grab_source = UISystem::loot_grab($status_ui.$gui, gui_id);
if($grab_source) state(State::INV_GRAB);
} break;
case LOOT_SELECT:
$grab_source = UISystem::loot_grab($loot_ui.$gui, data);
if($grab_source) state(State::LOOT_GRAB);
break;
case INV_SELECT:
$grab_source = UISystem::loot_grab($status_ui.$gui, data);
if($grab_source) state(State::INV_GRAB);
break;
case MOUSE_DRAG_START:
case MOUSE_CLICK:
mouse_action(false);

@ -2,7 +2,9 @@
#include "gui/guecstra.hpp"
namespace UISystem {
std::optional<guecs::Entity> loot_grab(guecs::UI& gui, guecs::Entity gui_id) {
std::optional<guecs::Entity> loot_grab(guecs::UI& gui, std::any data) {
auto gui_id = std::any_cast<guecs::Entity>(data);
if(auto source = gui.get_if<guecs::GrabSource>(gui_id)) {
source->grab();
return gui_id;
@ -11,9 +13,14 @@ namespace UISystem {
}
}
bool loot_drop(guecs::UI& source, guecs::UI& target, guecs::Entity source_id, guecs::Entity target_id) {
bool loot_drop(guecs::UI& source, guecs::UI& target,
std::optional<guecs::Entity> source_id, std::any data)
{
if(!source_id) return false;
auto target_id = std::any_cast<guecs::Entity>(data);
auto& drop = target.get<guecs::DropTarget>(target_id);
auto& grab = source.get<guecs::GrabSource>(source_id);
auto& grab = source.get<guecs::GrabSource>(*source_id);
if(drop.commit(grab.world_entity)) {
grab.commit();

@ -3,8 +3,8 @@
#include <optional>
namespace UISystem {
std::optional<guecs::Entity> loot_grab(guecs::UI& gui, guecs::Entity gui_id);
std::optional<guecs::Entity> loot_grab(guecs::UI& gui, std::any data);
bool loot_drop(guecs::UI& source, guecs::UI& target, guecs::Entity grab_source, guecs::Entity target_id);
bool loot_drop(guecs::UI& source, guecs::UI& target,
std::optional<guecs::Entity> source_id, std::any data);
}

Loading…
Cancel
Save