The ritual UI is now a lot better using a FSM to control everything. Probably one more session to work out the remaining functionality.

master
Zed A. Shaw 2 days ago
parent 8a1f42c0f1
commit 6269d10807
  1. 1
      constants.hpp
  2. 9
      guecs.cpp
  3. 1
      guecs.hpp
  4. 161
      ritual_ui.cpp
  5. 32
      ritual_ui.hpp
  6. 4
      rituals.cpp
  7. 1
      rituals.hpp

@ -4,6 +4,7 @@
#include "color.hpp"
#include <array>
constexpr const int INV_SLOTS=24;
constexpr const int TEXTURE_WIDTH=256;
constexpr const int TEXTURE_HEIGHT=256;
constexpr const int RAY_VIEW_WIDTH=900;

@ -27,6 +27,15 @@ namespace guecs {
text->setString(content);
}
void Sprite::update(const std::string& new_name) {
if(new_name != name) {
name = new_name;
auto sprite_texture = textures::get(name);
sprite->setTexture(*sprite_texture.texture);
sprite->setTextureRect(sprite_texture.sprite->getTextureRect());
}
}
void Sprite::init(lel::Cell &cell) {
auto sprite_texture = textures::get(name);

@ -55,6 +55,7 @@ namespace guecs {
std::shared_ptr<sf::Texture> texture = nullptr;
void init(lel::Cell &cell);
void update(const std::string& new_name);
};
struct Rectangle {

@ -11,10 +11,11 @@ namespace gui {
using namespace guecs;
using std::any, std::any_cast, std::string, std::make_any;
void UI::event(Event ev) {
void UI::event(Event ev, std::any data) {
switch($state) {
FSM_STATE(State, START, ev);
FSM_STATE(State, OPENED, ev);
FSM_STATE(State, OPENED, ev, data);
FSM_STATE(State, CRAFTING, ev, data);
FSM_STATE(State, CLOSED, ev);
FSM_STATE(State, OPENING, ev);
FSM_STATE(State, CLOSING, ev);
@ -28,17 +29,16 @@ namespace gui {
state(State::CLOSED);
$ritual_anim = animation::load("ritual_blanket");
for(auto& [name, cell] : $gui.cells()) {
auto button = $gui.entity(name);
$gui.set<Rectangle>(button, {GUECS_PADDING, {50, 50, 50, 150}});
$gui.set<Clickable>(button, {
[](auto ent, auto) { fmt::println("clicked {}", ent); }
});
}
auto open_close_toggle = $gui.entity("ritual_ui");
$gui.set<Clickable>(open_close_toggle, {
[&](auto, auto){ event(Event::TOGGLE); }
[&](auto, auto){ event(Event::TOGGLE); }
});
auto combine = $gui.entity("combine");
$gui.set<Rectangle>(combine, {});
$gui.set<Label>(combine, {L"combine"});
$gui.set<Clickable>(combine, {
[&](auto, auto){ event(Event::COMBINE); }
});
$gui.init();
@ -46,15 +46,99 @@ namespace gui {
state(State::CLOSED);
}
void UI::OPENED(Event ev) {
void UI::OPENED(Event ev, std::any data) {
if(ev == Event::TOGGLE) {
clear_blanket();
state(State::CLOSING);
} else if(ev == Event::SELECT) {
// do this before transitioning
$craft_state = $ritual_engine.start();
state(State::CRAFTING);
UI::CRAFTING(ev, data);
}
}
void UI::CRAFTING(Event ev, std::any data) {
if(ev == Event::TOGGLE) {
clear_blanket();
state(State::CLOSING);
} else if(ev == Event::COMBINE) {
if($craft_state.is_combined()) {
auto ritual = $ritual_engine.finalize($craft_state);
auto& belt = $level.world->get_the<::ritual::Belt>();
belt.equip(belt.next(), ritual);
$level.world->send<Events::GUI>(Events::GUI::NEW_RITUAL, $level.player, {});
clear_craft_result();
$blanket.reset();
// BUG: need a way to clear selections
load_blanket();
$craft_state.reset();
state(State::OPENED);
}
} else if(ev == Event::SELECT) {
dbc::check(data.has_value(), "OPENED state given SELECT with no data");
auto pair = std::any_cast<SelectedItem>(data);
select_item(pair);
if($blanket.no_selections()) {
$craft_state.reset();
clear_craft_result();
state(State::OPENED);
} else {
run_crafting_engine();
if(!$craft_state.is_combined()) {
show_craft_failure();
} else {
show_craft_result();
}
}
}
}
void UI::run_crafting_engine() {
$craft_state.reset();
for(auto [item_id, setting] : $blanket.selected) {
auto& item = $blanket.get(item_id);
$ritual_engine.load_junk($craft_state, item);
}
$ritual_engine.plan($craft_state);
}
void UI::show_craft_result() {
using enum ::ritual::Element;
auto ritual = $ritual_engine.finalize($craft_state);
switch(ritual.element) {
case FIRE:
$gui.show_sprite("result_image", "broken_yoyo-64");
break;
case LIGHTNING:
$gui.show_sprite("result_image", "pocket_watch-64");
break;
default:
$gui.show_sprite("result_image", "severed_finger-64");
}
$gui.show_label("result_text", L"CRAFTING");
}
void UI::clear_craft_result() {
$gui.close<Label>("result_text");
$gui.close<Sprite>("result_image");
}
void UI::show_craft_failure() {
$gui.close<Sprite>("result_image");
$gui.show_label("result_text", L"FAILED!");
}
void UI::CLOSED(Event ev) {
if(ev == Event::TOGGLE) {
$ritual_anim.play();
load_blanket();
state(State::OPENING);
}
}
@ -75,7 +159,8 @@ namespace gui {
}
UI::UI(GameLevel level) :
$level(level)
$level(level),
$blanket($level.world->get_the<::ritual::Blanket>())
{
$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
$gui.layout(
@ -84,12 +169,12 @@ namespace gui {
"[inv_slot4 | inv_slot5 | inv_slot6| inv_slot7]"
"[inv_slot8 | inv_slot9 | inv_slot10| inv_slot11]"
"[inv_slot12 | inv_slot13 | inv_slot14| inv_slot15]"
"[inv_slot16 | inv_slot17 | inv_slot18| inv_slot19]"
"[inv_slot20 | inv_slot21 | inv_slot22| inv_slot23]"
"[reset |*%(200,400)result_text|_]"
"[*%(100,200)result_image|_ |_]"
"[_|_|_]"
"[combine|_|_]"
"[_|craft0|craft1|craft2|craft3|_]"
"[_|craft4|craft5|craft6|craft7|_]"
"[ ritual_ui ]");
}
@ -106,9 +191,51 @@ namespace gui {
window.draw(*$ritual_ui.sprite);
if(in_state(State::OPENED)) {
if(in_state(State::OPENED) || in_state(State::CRAFTING)) {
$gui.render(window);
$gui.debug_layout(window);
// $gui.debug_layout(window);
}
}
void UI::clear_blanket() {
for(int i = 0; i < INV_SLOTS; i++) {
auto slot_id = $gui.entity("inv_slot", i);
if($gui.has<Sprite>(slot_id)) {
$gui.remove<Sprite>(slot_id);
$gui.remove<Clickable>(slot_id);
}
}
$blanket.reset();
}
void UI::select_item(SelectedItem pair) {
auto& sprite = $gui.get<Sprite>(pair.slot_id);
if($blanket.is_selected(pair.item_id)) {
$blanket.deselect(pair.item_id);
sprite.sprite->setColor({255, 255, 255, 255});
} else {
$blanket.select(pair.item_id);
sprite.sprite->setColor({255, 200, 200, 200});
}
}
void UI::load_blanket() {
// update the list of available items
int i = 0;
for(auto& [item_id, item] : $blanket.contents) {
auto slot_id = $gui.entity("inv_slot", i++);
auto icon_name = fmt::format("{}-64", item);
$gui.set_init<Sprite>(slot_id, {icon_name});
$gui.set<Clickable>(slot_id, {
[&, slot_id, item_id](auto, auto) {
auto data = std::make_any<SelectedItem>(slot_id, item_id);
event(Event::SELECT, data);
}
});
}
}
}

@ -8,24 +8,30 @@
#include "fsm.hpp"
namespace gui {
namespace ritual {
enum class State {
START=0,
OPENED=1,
CLOSED=2,
OPENING=3,
CLOSING=4
CLOSING=4,
CRAFTING=5
};
enum class Event {
STARTED=0,
TOGGLE=1,
TICK=2
TICK=2,
SELECT=3,
COMBINE=4
};
class UI : public DeadSimpleFSM<State, Event>{
struct SelectedItem {
DinkyECS::Entity slot_id;
DinkyECS::Entity item_id;
};
class UI : public DeadSimpleFSM<State, Event> {
public:
sf::IntRect $ritual_closed_rect{{0,0},{380,720}};
sf::IntRect $ritual_open_rect{{380 * 2,0},{380,720}};
@ -33,12 +39,16 @@ namespace gui {
guecs::UI $gui;
GameLevel $level;
textures::SpriteTexture $ritual_ui;
::ritual::Blanket& $blanket;
::ritual::Engine $ritual_engine;
::ritual::CraftingState $craft_state;
UI(GameLevel level);
void event(Event ev);
void event(Event ev, std::any data={});
void START(Event);
void OPENED(Event);
void OPENED(Event, std::any data={});
void CRAFTING(Event, std::any data={});
void CLOSED(Event);
void OPENING(Event);
void CLOSING(Event);
@ -46,7 +56,13 @@ namespace gui {
bool mouse(float x, float y, bool hover);
void render(sf::RenderWindow &window);
bool is_open();
void load_blanket();
void clear_blanket();
void select_item(SelectedItem pair);
void show_craft_result();
void clear_craft_result();
void show_craft_failure();
void run_crafting_engine();
};
}
}

@ -188,4 +188,8 @@ namespace ritual {
void Blanket::reset() {
selected.clear();
}
bool Blanket::no_selections() {
return selected.size() == 0;
}
}

@ -93,5 +93,6 @@ namespace ritual {
void deselect(DinkyECS::Entity ent);
void reset();
bool is_selected(DinkyECS::Entity ent);
bool no_selections();
};
}

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