Initially implemented 'ritual blanket' UI for the crafting of rituals in combat.

master
Zed A. Shaw 2 weeks ago
parent 263b7741f6
commit 65c9e4b0c6
  1. 2
      gui_fsm.cpp
  2. 56
      ritual_ui.cpp
  3. 4
      ritual_ui.hpp
  4. 18
      status_ui.cpp
  5. 6
      status_ui.hpp

@ -250,7 +250,7 @@ namespace gui {
}
} else {
$combat_ui.$gui.mouse(pos.x, pos.y);
$status_ui.$gui.mouse(pos.x, pos.y);
$status_ui.mouse(pos.x, pos.y);
$main_ui.mouse(pos.x, pos.y);
}
}

@ -12,31 +12,40 @@ namespace gui {
{
$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
$gui.layout(
"[ ritual_ui ]"
"[inv_slot1 | inv_slot2 | inv_slot3]"
"[inv_slot4 | inv_slot5 | inv_slot6]"
"[*%(100,300)circle_area]"
"[_]"
"[_]");
"[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| inv_slot24]"
"[*%(100,500)circle_area]"
"[_]"
"[_]"
"[_]"
"[_]"
"[ ritual_ui ]");
}
void RitualUI::init() {
$gui.world().set_the<Background>({$gui.$parser});
// $gui.world().set_the<Background>({$gui.$parser});
for(auto& [name, cell] : $gui.cells()) {
auto button = $gui.entity(name);
if(name == "circle_area") {
dbc::log("circle area not setup...");
} else {
auto button = $gui.entity(name);
$gui.set<Rectangle>(button, {});
$gui.set<Textual>(button, {""});
$gui.set<ActionData>(button, {make_any<string>(name)});
if(name == "ritual_ui") {
$gui.set<Clickable>(button, {
[this](auto, auto){ select_ritual(); }
});
}
// $gui.set<Rectangle>(button, {});
$gui.set<Clickable>(button, {
[this](auto, auto){ dbc::log("circle clicked"); }
});
} else if(name.starts_with("inv_slot")) {
// $gui.set<Rectangle>(button, {});
$gui.set<Clickable>(button, {
[this, name](auto, auto){ dbc::log(fmt::format("inv_slot {}", name)); }
});
} else if(name == "ritual_ui") {
$gui.set<Clickable>(button, {
[this](auto, auto){ toggle(); }
});
}
}
@ -55,7 +64,15 @@ namespace gui {
$gui.init();
}
void RitualUI::select_ritual() {
bool RitualUI::is_open() {
return $ritual_state != RitualUIState::CLOSED;
}
bool RitualUI::mouse(float x, float y) {
return $gui.mouse(x, y);
}
void RitualUI::toggle() {
using enum RitualUIState;
switch($ritual_state) {
@ -117,5 +134,6 @@ namespace gui {
$ritual_ui.sprite->setScale(scale);
window.draw(*$ritual_ui.sprite);
if($ritual_state == OPEN) $gui.render(window);
}
}

@ -24,7 +24,9 @@ namespace gui {
GameLevel $level;
RitualUI(GameLevel level);
void select_ritual();
bool mouse(float x, float y);
void toggle();
bool is_open();
void init();
void render(sf::RenderWindow &window);
void update();

@ -10,7 +10,7 @@ namespace gui {
using std::any, std::any_cast, std::string, std::make_any;
StatusUI::StatusUI(GameLevel level) :
$level(level)
$level(level), $ritual_ui(level)
{
$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
$gui.layout(
@ -55,14 +55,20 @@ namespace gui {
}
}
$ritual_ui = textures::get("ritual_crafting_area");
$ritual_ui.sprite->setPosition({0,0});
$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
$ritual_ui.init();
$gui.init();
}
bool StatusUI::mouse(float x, float y) {
if($ritual_ui.is_open()) {
return $ritual_ui.mouse(x, y);
} else {
return $gui.mouse(x, y);
}
}
void StatusUI::select_ritual() {
dbc::log("ritual selected but no way to trigger it yet");
$ritual_ui.toggle();
}
void StatusUI::select_slot(DinkyECS::Entity ent, any slot_name) {
@ -128,7 +134,7 @@ namespace gui {
void StatusUI::render(sf::RenderWindow &window) {
$gui.render(window);
window.draw(*$ritual_ui.sprite);
$ritual_ui.render(window);
}
void StatusUI::log(string msg) {

@ -4,23 +4,23 @@
#include <deque>
#include "textures.hpp"
#include "guecs.hpp"
#include "ritual_ui.hpp"
namespace gui {
class StatusUI {
public:
sf::IntRect $ritual_closed_rect{{0,0},{380,720}};
textures::SpriteTexture $ritual_ui;
components::Animation $ritual_anim;
guecs::UI $gui;
DinkyECS::Entity $log_to;
std::map<std::string, size_t> $slots;
std::deque<std::string> $messages;
GameLevel $level;
RitualUI $ritual_ui;
StatusUI(GameLevel level);
void select_slot(DinkyECS::Entity ent, std::any data);
void select_ritual();
void update_level(GameLevel &level);
bool mouse(float x, float y);
void log(std::string msg);
void init();
void render(sf::RenderWindow &window);

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