Initial loot UI works to load an item by its world entity ID.

master
Zed A. Shaw 4 days ago
parent f208ca946e
commit 4b34de2109
  1. 4
      Makefile
  2. 15
      gui/fsm.cpp
  3. 42
      gui/loot_ui.cpp
  4. 2
      gui/loot_ui.hpp
  5. 3
      meson.build
  6. 21
      tests/loot.cpp

@ -26,7 +26,7 @@ tracy_build:
meson compile -j 10 -C builddir
test: build
./builddir/runtests
./builddir/runtests "[loot]"
run: build test
ifeq '$(OS)' 'Windows_NT'
@ -49,7 +49,7 @@ clean:
meson compile --clean -C builddir
debug_test: build
gdb --nx -x .gdbinit --ex run --args builddir/runtests -e
gdb --nx -x .gdbinit --ex run --args builddir/runtests -e "[loot]"
win_installer:
powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp'

@ -177,10 +177,19 @@ namespace gui {
case TICK:
// do nothing
break;
case LOOT_OPEN:
case LOOT_OPEN: {
dbc::log("IDLE LOOT OPEN!");
Config items("assets/items.json");
auto& data = items["TORCH_BAD"];
auto torch = $level.world->entity();
components::configure_entity(*$level.world, torch, data["components"]);
$loot_ui.contents.push_back(torch);
$loot_ui.update();
$loot_ui.active = true;
state(State::LOOTING);
break;
} break;
default:
dbc::sentinel("unhandled event in IDLE");
}
@ -384,7 +393,7 @@ namespace gui {
System::collision($level);
System::motion($level);
System::lighting($level);
System::death($level, $levels.$components);
System::death($level);
}
bool FSM::active() {

@ -27,20 +27,6 @@ namespace gui {
bg_color.a = 140;
$gui.set<Background>($gui.MAIN, {$gui.$parser, bg_color});
// fill in 4 slots for prototype
for(int i = 0; i < 4; i++) {
auto id = $gui.entity("item_", i);
$gui.set<guecs::Rectangle>(id, {THEME.PADDING,
THEME.TRANSPARENT, THEME.LIGHT_MID });
$gui.set<guecs::Effect>(id, {0.4f, "ui_shader"});
$gui.set<guecs::Clickable>(id, {
[=](auto, auto) { fmt::println("clicked button_{}", i); }
});
$gui.set<guecs::Sprite>(id, {"broken_yoyo"});
}
auto close = $gui.entity("close");
$gui.set<guecs::Rectangle>(close, {});
$gui.set<guecs::Label>(close, {L"CLOSE"});
@ -48,6 +34,34 @@ namespace gui {
guecs::make_action(*$level.world, Events::GUI::LOOT_CLOSE));
$gui.init();
update();
}
void LootUI::update() {
dbc::check(contents.size() < 16, "too many items in loot contents, must be < 16");
for(int i = 0; i < 16; i++) {
auto id = $gui.entity("item_", i);
if($gui.has<guecs::Rectangle>(id)) {
$gui.remove<guecs::Rectangle>(id);
$gui.remove<guecs::Effect>(id);
$gui.remove<guecs::Clickable>(id);
$gui.remove<guecs::Sprite>(id);
}
}
for(size_t item_i = 0; item_i < contents.size(); item_i++) {
auto id = $gui.entity("item_", int(item_i));
$gui.set_init<guecs::Rectangle>(id, {THEME.PADDING,
THEME.TRANSPARENT, THEME.LIGHT_MID });
$gui.set_init<guecs::Effect>(id, {0.4f, "ui_shader"});
$gui.set<guecs::Clickable>(id, {
[=](auto, auto) { fmt::println("clicked button"); }
});
auto item = contents.at(item_i);
auto& sprite = $level.world->get<components::Sprite>(item);
$gui.set_init<guecs::Sprite>(id, {sprite.name});
}
}
void LootUI::render(sf::RenderWindow& window) {

@ -11,10 +11,12 @@ namespace gui {
bool active = false;
guecs::UI $gui;
GameLevel $level;
std::vector<DinkyECS::Entity> contents;
LootUI(GameLevel level);
void init();
void update();
void render(sf::RenderWindow& window);
void update_level(GameLevel &level);
bool mouse(float x, float y, bool hover);

@ -138,8 +138,10 @@ executable('runtests', sources + [
'tests/fsm.cpp',
'tests/levelmanager.cpp',
'tests/lighting.cpp',
'tests/loot.cpp',
'tests/map.cpp',
'tests/matrix.cpp',
'tests/mazes.cpp',
'tests/pathing.cpp',
'tests/rituals.cpp',
'tests/shaders.cpp',
@ -147,7 +149,6 @@ executable('runtests', sources + [
'tests/spatialmap.cpp',
'tests/stats.cpp',
'tests/textures.cpp',
'tests/mazes.cpp',
],
cpp_args: cpp_args,
link_args: link_args,

@ -0,0 +1,21 @@
#include <catch2/catch_test_macros.hpp>
#include <fmt/core.h>
#include <string>
#include "components.hpp"
#include "dinkyecs.hpp"
using namespace fmt;
using namespace components;
TEST_CASE("test the loot ui", "[loot]") {
Config items("assets/items.json");
DinkyECS::World world;
auto torch = world.entity();
auto& data = items["TORCH_BAD"];
components::init();
components::configure_entity(world, torch, data["components"]);
auto& torch_sprite = world.get<Sprite>(torch);
REQUIRE(torch_sprite.name == "torch_horizontal_floor");
}
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