There's a UISystem now for to compliment the entities and components in GUECS. I now use that to do the drag/drop transfers instead of raw code right in the FSM.
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e01e697535
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#include "gui/uisystems.hpp" |
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#include "gui/guecstra.hpp" |
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namespace UISystem { |
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std::optional<guecs::Entity> loot_grab(guecs::UI& gui, guecs::Entity gui_id) { |
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if(auto source = gui.get_if<guecs::GrabSource>(gui_id)) { |
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source->grab(); |
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return gui_id; |
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} else { |
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return std::nullopt; |
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} |
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} |
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bool loot_drop(guecs::UI& source, guecs::UI& target, guecs::Entity source_id, guecs::Entity target_id) { |
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auto& drop = target.get<guecs::DropTarget>(target_id); |
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auto& grab = source.get<guecs::GrabSource>(source_id); |
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if(drop.commit(grab.world_entity)) { |
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grab.commit(); |
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return true; |
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} else { |
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return false; |
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} |
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} |
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} |
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#pragma once |
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#include <guecs/ui.hpp> |
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#include <optional> |
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namespace UISystem { |
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std::optional<guecs::Entity> loot_grab(guecs::UI& gui, guecs::Entity gui_id); |
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bool loot_drop(guecs::UI& source, guecs::UI& target, guecs::Entity grab_source, guecs::Entity target_id); |
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} |
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