More of the drag/drop is handled by the GrabSource/DropTarget components.

master
Zed A. Shaw 1 week ago
parent 7a551cf83a
commit 570b70ab0c
  1. 26
      gui/fsm.cpp
  2. 12
      gui/guecstra.cpp
  3. 8
      gui/guecstra.hpp
  4. 28
      gui/loot_ui.cpp
  5. 5
      gui/loot_ui.hpp
  6. 32
      gui/status_ui.cpp
  7. 6
      gui/status_ui.hpp

@ -134,22 +134,17 @@ namespace gui {
break;
case LOOT_SELECT: {
$grab_source = std::any_cast<DinkyECS::Entity>(data);
if(auto world_entity = $loot_ui.begin_grab(*$grab_source)) {
$status_ui.begin_drop(*world_entity);
} else {
// BUG: need a cancel operation here
$grab_source = std::nullopt;
state(State::LOOTING);
}
auto& source = $loot_ui.get_grab_source(*$grab_source);
source.grab();
} break;
case INV_SELECT: {
auto gui_id = std::any_cast<DinkyECS::Entity>(data);
if($grab_source) {
auto& drop = $status_ui.get_drop_target(gui_id);
auto& grab = $loot_ui.get_grab_source(*$grab_source);
if(drop.commit()) {
if(drop.commit(grab.world_entity)) {
$loot_ui.commit_grab(*$grab_source);
$grab_source = std::nullopt;
}
@ -195,8 +190,9 @@ namespace gui {
if($grab_source) {
auto& drop = $loot_ui.get_drop_target(gui_id);
auto& grab = $status_ui.get_grab_source(*$grab_source);
if(drop.commit()) {
if(drop.commit(grab.world_entity)) {
$status_ui.commit_grab(*$grab_source);
$grab_source = std::nullopt;
}
@ -206,14 +202,8 @@ namespace gui {
} break;
case INV_SELECT: {
$grab_source = std::any_cast<DinkyECS::Entity>(data);
if(auto world_entity = $status_ui.begin_grab(*$grab_source)) {
$loot_ui.begin_drop(*world_entity);
} else {
// BUG: need a cancel operation here
$grab_source = std::nullopt;
state(State::LOOTING);
}
auto& source = $status_ui.get_grab_source(*$grab_source);
source.grab();
} break;
case MOUSE_CLICK:
mouse_action(false);

@ -20,16 +20,12 @@ namespace guecs {
}};
}
void GrabSource::grab() {
sprite->setOrigin({128, 128});
DinkyECS::Entity GrabSource::grab() {
fmt::println("grab! {}", world_entity);
return world_entity;
}
void GrabSource::move(sf::Vector2i position) {
sprite->setPosition({
float(position.x),
float(position.y)
});
fmt::println("move! {} to {},{}", world_entity, position.x, position.y);
}
}

@ -8,12 +8,14 @@ namespace guecs {
Clickable make_action(DinkyECS::World& target, Events::GUI event);
Clickable make_action(DinkyECS::World& target, Events::GUI event, std::any data);
struct GrabSource : public Sprite {
void grab();
struct GrabSource {
DinkyECS::Entity world_entity = 0;
DinkyECS::Entity grab();
void move(sf::Vector2i position);
};
struct DropTarget {
std::function<bool()> commit;
std::function<bool(DinkyECS::Entity entity)> commit;
};
}

@ -46,16 +46,6 @@ namespace gui {
update();
}
std::optional<DinkyECS::Entity> LootUI::begin_grab(DinkyECS::Entity slot_id) {
if(contents.contains(slot_id)) {
auto& source = get_grab_source(slot_id);
source.grab();
return contents.at(slot_id);
} else {
return std::nullopt;
}
}
void LootUI::commit_grab(DinkyECS::Entity slot_id) {
contents.erase(slot_id);
update();
@ -76,20 +66,19 @@ namespace gui {
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);
$gui.set_init<guecs::Sprite>(id, {sprite.name});
$gui.set<guecs::GrabSource>(id, {item});
} else {
$gui.set<guecs::DropTarget>(id, {
[&, id]() -> bool { return place_slot(id); }
[&, id](DinkyECS::Entity world_entity) -> bool { return place_slot(id, world_entity); }
});
}
}
}
bool LootUI::place_slot(DinkyECS::Entity id) {
bool LootUI::place_slot(DinkyECS::Entity id, DinkyECS::Entity world_entity) {
if(contents.size() < INV_SLOTS && !contents.contains(id)) {
contents.try_emplace(id, $selected_entity);
dbc::log(fmt::format("adding entity {}", id));
contents.try_emplace(id, world_entity);
update();
return true;
} else {
@ -100,7 +89,7 @@ namespace gui {
guecs::GrabSource& LootUI::get_grab_source(DinkyECS::Entity gui_id) {
dbc::check($gui.has<guecs::Sprite>(gui_id), "invalid GrabSource requested, entity isn't in the GUI.");
return static_cast<guecs::GrabSource&>($gui.get<guecs::Sprite>(gui_id));
return $gui.get<guecs::GrabSource>(gui_id);
}
void LootUI::render(sf::RenderWindow& window) {
@ -120,9 +109,4 @@ namespace gui {
guecs::DropTarget& LootUI::get_drop_target(DinkyECS::Entity gui_id) {
return $gui.get<guecs::DropTarget>(gui_id);
}
void LootUI::begin_drop(DinkyECS::Entity world_entity) {
dbc::log("begin the loot drop");
$selected_entity = world_entity;
}
}

@ -13,7 +13,6 @@ namespace gui {
guecs::UI $gui;
GameLevel $level;
std::unordered_map<DinkyECS::Entity, DinkyECS::Entity> contents;
DinkyECS::Entity $selected_entity;
LootUI(GameLevel level);
void init();
@ -27,9 +26,7 @@ namespace gui {
std::optional<DinkyECS::Entity> begin_grab(DinkyECS::Entity slot);
void commit_grab(DinkyECS::Entity slot_id);
guecs::DropTarget& get_drop_target(DinkyECS::Entity gui_id);
void begin_drop(DinkyECS::Entity world_entity);
bool place_slot(DinkyECS::Entity id);
bool place_slot(DinkyECS::Entity gui_id, DinkyECS::Entity world_entity);
};
}

@ -46,7 +46,9 @@ namespace gui {
guecs::make_action(*$level.world, Events::GUI::INV_SELECT, {button})
});
$gui.set<DropTarget>(button, {
.commit=[&, button]() -> bool { return place_slot(button); }
.commit=[&, button](DinkyECS::Entity world_target) -> bool {
return place_slot(button, world_target);
}
});
}
}
@ -83,13 +85,12 @@ namespace gui {
init();
}
bool StatusUI::place_slot(DinkyECS::Entity gui_id) {
if($level.world->has<components::Sprite>($selected_entity)) {
auto& sprite = $level.world->get<components::Sprite>($selected_entity);
bool StatusUI::place_slot(DinkyECS::Entity gui_id, DinkyECS::Entity world_entity) {
if($level.world->has<components::Sprite>(world_entity)) {
auto& sprite = $level.world->get<components::Sprite>(world_entity);
$gui.set_init<guecs::Sprite>(gui_id, {sprite.name});
contents.insert_or_assign(gui_id, $selected_entity);
$gui.set<guecs::GrabSource>(gui_id, {world_entity});
contents.insert_or_assign(gui_id, world_entity);
return true;
} else {
return false;
@ -100,26 +101,15 @@ namespace gui {
return $gui.get<guecs::DropTarget>(gui_id);
}
void StatusUI::begin_drop(DinkyECS::Entity world_entity) {
$selected_entity = world_entity;
}
guecs::GrabSource& StatusUI::get_grab_source(DinkyECS::Entity gui_id) {
dbc::check($gui.has<guecs::Sprite>(gui_id), "invalid GrabSource requested, entity isn't in the GUI.");
return static_cast<guecs::GrabSource&>($gui.get<guecs::Sprite>(gui_id));
}
std::optional<DinkyECS::Entity> StatusUI::begin_grab(DinkyECS::Entity slot_id) {
if(!contents.contains(slot_id)) return std::nullopt;
dbc::check($gui.has<guecs::GrabSource>(gui_id), "invalid GrabSource requested, entity isn't in the GUI.");
auto& source = get_grab_source(slot_id);
source.grab();
return contents.at(slot_id);
return $gui.get<guecs::GrabSource>(gui_id);
}
void StatusUI::commit_grab(DinkyECS::Entity slot_id) {
contents.erase(slot_id);
$gui.remove<guecs::GrabSource>(slot_id);
$gui.remove<guecs::Sprite>(slot_id);
}
}

@ -13,7 +13,6 @@ namespace gui {
guecs::UI $gui;
GameLevel $level;
std::unordered_map<DinkyECS::Entity, DinkyECS::Entity> contents;
DinkyECS::Entity $selected_entity;
ritual::UI $ritual_ui;
StatusUI(GameLevel level);
@ -26,12 +25,9 @@ namespace gui {
guecs::GrabSource& get_grab_source(DinkyECS::Entity entity);
std::optional<DinkyECS::Entity> begin_grab(DinkyECS::Entity slot);
void commit_grab(DinkyECS::Entity slot_id);
guecs::DropTarget& get_drop_target(DinkyECS::Entity gui_id);
void begin_drop(DinkyECS::Entity world_entity);
bool place_slot(DinkyECS::Entity gui_id);
bool place_slot(DinkyECS::Entity gui_id, DinkyECS::Entity world_entity);
};
}

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