Taking things from the LootUI to the StatusUI works way better now and there's a DropTarget to match the GrabSource.

master
Zed A. Shaw 2 weeks ago
parent 842aac3127
commit 461ad03d27
  1. 2
      gui/event_router.cpp
  2. 54
      gui/fsm.cpp
  3. 14
      gui/guecstra.cpp
  4. 15
      gui/guecstra.hpp
  5. 31
      gui/loot_ui.cpp
  6. 7
      gui/loot_ui.hpp
  7. 23
      gui/status_ui.cpp
  8. 7
      gui/status_ui.hpp

@ -65,7 +65,7 @@ namespace gui {
set_event(gui::Event::KEY_PRESS);
break;
default:
dbc::sentinel("invalid event");
dbc::sentinel(fmt::format("invalid event: {}", int(ev)));
}
}

@ -27,6 +27,7 @@ namespace gui {
$loot_ui($level),
$font{FONT_FILE_NAME}
{
$window.setPosition({0,0});
}
void FSM::event(Event ev) {
@ -132,31 +133,42 @@ namespace gui {
state(State::IDLE);
break;
case LOOT_SELECT: {
int slot_id = std::any_cast<int>(data);
$grab_source = std::any_cast<DinkyECS::Entity>(data);
if(auto world_entity = $loot_ui.select_slot(slot_id)) {
$grab_source = $loot_ui.$gui.entity("item_", slot_id);
if(auto world_entity = $loot_ui.select_slot(*$grab_source)) {
auto& source = $loot_ui.get_grabber(*$grab_source);
source.grab($window);
source.move($router.position);
$status_ui.select_slot(slot_id, *world_entity);
$status_ui.select_slot(*world_entity);
} else {
// BUG: need a cancel operation here
$window.setMouseCursorVisible(true);
$grab_source = std::nullopt;
}
} break;
case INV_SELECT: {
std::string slot_name = std::any_cast<std::string>(data);
int slot_id = $status_ui.place_slot(slot_name);
dbc::check(slot_id != -1, "status_ui is trying to place -1 slot_id");
if(slot_id != -1) {
$loot_ui.remove_slot(slot_id);
auto gui_id = std::any_cast<DinkyECS::Entity>(data);
dbc::log(fmt::format("INV_SELECT $grab_source null? {} gui_id {}",
$grab_source == std::nullopt, gui_id));
if($grab_source) {
auto& drop = $status_ui.$gui.get<guecs::DropTarget>(gui_id);
if(drop.action()) {
$loot_ui.remove_slot(*$grab_source);
$grab_source = std::nullopt;
}
$window.setMouseCursorVisible(true);
dbc::log("INV_SELECT back to looting");
state(State::LOOTING);
}
} break;
case MOUSE_CLICK:
mouse_action(false);
break;
case MOUSE_DRAG:
case MOUSE_MOVE: {
if($grab_source) {
auto& source = $loot_ui.get_grabber(*$grab_source);
@ -164,16 +176,9 @@ namespace gui {
}
mouse_action(true);
} break;
case MOUSE_DRAG_START: {
mouse_action(false);
} break;
case MOUSE_DRAG: {
if($grab_source) {
auto& source = $loot_ui.get_grabber(*$grab_source);
source.move($router.position);
}
mouse_action(true);
} break;
case MOUSE_DRAG_START:
dbc::check(false, "DRAG START IN LOOT GRAB");
break;
case MOUSE_DROP:
mouse_action(false);
break;
@ -186,6 +191,10 @@ namespace gui {
}
void FSM::INV_GRAB(Event ev, std::any data) {
dbc::log("INV_SELECT NOT IMPlEMENTED");
state(State::LOOTING);
return;
using enum Event;
(void)data;
@ -297,9 +306,12 @@ namespace gui {
auto& data = items["TORCH_BAD"];
for(int i = 0; $loot_ui.contents.size() < 10; i++) {
auto gui_id = $loot_ui.$gui.entity("item_", i);
if(!$loot_ui.contents.contains(gui_id)) {
auto torch = $level.world->entity();
components::configure_entity(*$level.world, torch, data["components"]);
$loot_ui.contents.push_back(torch);
$loot_ui.contents.try_emplace(gui_id, torch);
}
}
$loot_ui.update();

@ -19,4 +19,18 @@ namespace guecs {
target.send<Events::GUI>(event, ent, data);
}};
}
void GrabSource::grab(sf::RenderWindow& window) {
window.setMouseCursorVisible(false);
sprite->setOrigin({128, 128});
}
void GrabSource::move(sf::Vector2i position) {
sprite->setPosition({
float(position.x),
float(position.y)
});
}
}

@ -9,20 +9,11 @@ namespace guecs {
Clickable make_action(DinkyECS::World& target, Events::GUI event, std::any data);
struct GrabSource : public Sprite {
void grab(sf::RenderWindow& window) {
window.setMouseCursorVisible(false);
sprite->setOrigin({128, 128});
}
void move(sf::Vector2i position) {
sprite->setPosition({
float(position.x),
float(position.y)
});
}
void grab(sf::RenderWindow& window);
void move(sf::Vector2i position);
};
struct DropTarget {
std::function<bool()> action;
};
}

@ -38,7 +38,7 @@ namespace gui {
THEME.TRANSPARENT, THEME.LIGHT_MID });
$gui.set<guecs::Effect>(id, {0.4f, "ui_shader"});
$gui.set<guecs::Clickable>(id, {
guecs::make_action(*$level.world, Events::GUI::LOOT_SELECT, {i})
guecs::make_action(*$level.world, Events::GUI::LOOT_SELECT, {id})
});
}
@ -46,20 +46,16 @@ namespace gui {
update();
}
std::optional<DinkyECS::Entity> LootUI::select_slot(int slot_id) {
if(slot_id >= 0 && size_t(slot_id) < contents.size()) {
std::optional<DinkyECS::Entity> LootUI::select_slot(DinkyECS::Entity slot_id) {
if(contents.contains(slot_id)) {
return contents.at(slot_id);
} else {
return std::nullopt;
}
}
void LootUI::remove_slot(int slot_id) {
dbc::check(size_t(slot_id) < contents.size(),
fmt::format("invalid slot id {} give, contents.size={}",
slot_id, contents.size()));
contents.erase(contents.begin() + slot_id);
void LootUI::remove_slot(DinkyECS::Entity slot_id) {
contents.erase(slot_id);
update();
}
@ -73,8 +69,10 @@ namespace gui {
$gui.remove<guecs::Sprite>(id);
}
if(i < contents.size()) {
auto item = contents.at(i);
if(contents.contains(id)) {
auto item = contents.at(id);
dbc::check($level.world->has<components::Sprite>(item),
"item in inventory UI doesn't exist in world. New level?");
auto& sprite = $level.world->get<components::Sprite>(item);
guecs::GrabSource grabber{sprite.name};
$gui.set_init<guecs::Sprite>(id, grabber);
@ -82,8 +80,14 @@ namespace gui {
}
}
guecs::GrabSource& LootUI::get_grabber(DinkyECS::Entity entity) {
return static_cast<guecs::GrabSource&>($gui.get<guecs::Sprite>(entity));
bool LootUI::has_grabber(DinkyECS::Entity gui_id) {
return $gui.has<guecs::Sprite>(gui_id);
}
guecs::GrabSource& LootUI::get_grabber(DinkyECS::Entity gui_id) {
dbc::check(has_grabber(gui_id), "invalid GrabSource requested, entity isn't in the GUI.");
return static_cast<guecs::GrabSource&>($gui.get<guecs::Sprite>(gui_id));
}
void LootUI::render(sf::RenderWindow& window) {
@ -92,6 +96,7 @@ namespace gui {
void LootUI::update_level(GameLevel &level) {
$level = level;
contents.clear();
init();
}

@ -12,7 +12,7 @@ namespace gui {
bool active = false;
guecs::UI $gui;
GameLevel $level;
std::vector<DinkyECS::Entity> contents;
std::unordered_map<DinkyECS::Entity, DinkyECS::Entity> contents;
LootUI(GameLevel level);
@ -21,8 +21,9 @@ namespace gui {
void render(sf::RenderWindow& window);
void update_level(GameLevel &level);
bool mouse(float x, float y, bool hover);
std::optional<DinkyECS::Entity> select_slot(int slot);
void remove_slot(int slot_id);
std::optional<DinkyECS::Entity> select_slot(DinkyECS::Entity slot);
void remove_slot(DinkyECS::Entity slot_id);
guecs::GrabSource& get_grabber(DinkyECS::Entity entity);
bool has_grabber(DinkyECS::Entity gui_id);
};
}

@ -43,7 +43,10 @@ namespace gui {
} else {
$gui.set<Textual>(button, {guecs::to_wstring(name)});
$gui.set<Clickable>(button, {
guecs::make_action(*$level.world, Events::GUI::INV_SELECT, {name})
guecs::make_action(*$level.world, Events::GUI::INV_SELECT, {button})
});
$gui.set<DropTarget>(button, {
[&, button]() -> bool { return place_slot(button); }
});
}
}
@ -80,22 +83,20 @@ namespace gui {
init();
}
void StatusUI::select_slot(int slot_id, DinkyECS::Entity entity) {
$selected_slot = slot_id;
void StatusUI::select_slot(DinkyECS::Entity entity) {
$selected_entity = entity;
}
int StatusUI::place_slot(const std::string &name) {
fmt::println("LOOT slot={}, entity={} PLACE into slot={}",
$selected_slot, $selected_entity, name);
bool StatusUI::place_slot(DinkyECS::Entity gui_id) {
if($level.world->has<components::Sprite>($selected_entity)) {
auto& sprite = $level.world->get<components::Sprite>($selected_entity);
auto gui_id = $gui.entity(name);
$gui.set_init<guecs::Sprite>(gui_id, {sprite.name});
$slots.insert_or_assign(name, $selected_entity);
}
return $selected_slot;
$slots.insert_or_assign(gui_id, $selected_entity);
return true;
} else {
return false;
}
}
}

@ -10,10 +10,9 @@ namespace gui {
class StatusUI {
public:
guecs::UI $gui;
std::unordered_map<std::string, DinkyECS::Entity> $slots;
std::unordered_map<DinkyECS::Entity, DinkyECS::Entity> $slots;
GameLevel $level;
ritual::UI $ritual_ui;
int $selected_slot = -1;
DinkyECS::Entity $selected_entity;
StatusUI(GameLevel level);
@ -23,7 +22,7 @@ namespace gui {
void init();
void render(sf::RenderWindow &window);
void update();
void select_slot(int slot_id, DinkyECS::Entity entity);
int place_slot(const std::string &name);
void select_slot(DinkyECS::Entity entity);
bool place_slot(DinkyECS::Entity gui_id);
};
}

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