Fully converted to using the lel-guecs library externally now.

master
Zed A. Shaw 23 hours ago
parent 7c90eb6da1
commit 74a8599977
  1. 2
      Makefile
  2. 67
      backend.cpp
  3. 19
      backend.hpp
  4. 2
      boss_fight_ui.hpp
  5. 2
      combat_ui.hpp
  6. 1
      components.hpp
  7. 12
      config.cpp
  8. 5
      config.hpp
  9. 4
      dbc.hpp
  10. 2
      debug_ui.hpp
  11. 354
      guecs.cpp
  12. 340
      guecs.hpp
  13. 3
      guecstra.hpp
  14. 117
      lel.cpp
  15. 261
      lel_parser.cpp
  16. 66
      lel_parser.rl
  17. 6
      main.cpp
  18. 2
      main_ui.hpp
  19. 2
      map_view.hpp
  20. 7
      meson.build
  21. 2
      mini_map.hpp
  22. 4
      overlay_ui.hpp
  23. 3
      ritual_ui.cpp
  24. 2
      ritual_ui.hpp
  25. 2
      status_ui.cpp
  26. 2
      status_ui.hpp
  27. 32
      tests/guecs.cpp
  28. 1
      tilemap.cpp
  29. 2
      worldbuilder.hpp
  30. 9
      wraps/lel-guecs.wrap

@ -10,7 +10,7 @@ endif
%.cpp : %.rl
ragel -o $@ $<
build: lel_parser.cpp
build:
meson compile -j 10 -C builddir
release_build:

@ -0,0 +1,67 @@
#include "backend.hpp"
#include "shaders.hpp"
#include "sound.hpp"
#include "textures.hpp"
#include "config.hpp"
namespace sfml {
guecs::SpriteTexture Backend::texture_get(const string& name) {
auto sp = textures::get(name);
return {sp.sprite, sp.texture};
}
Backend::Backend() {
sound::init();
shaders::init();
textures::init();
}
void Backend::sound_play(const string& name) {
sound::play(name);
}
void Backend::sound_stop(const string& name) {
sound::stop(name);
}
std::shared_ptr<sf::Shader> Backend::shader_get(const std::string& name) {
return shaders::get(name);
}
bool Backend::shader_updated() {
if(shaders::updated($shaders_version)) {
$shaders_version = shaders::version();
return true;
} else {
return false;
}
}
guecs::Theme Backend::theme() {
guecs::Theme theme {
.BLACK={0, 0, 0},
.DARK_DARK={10, 10, 10},
.DARK_MID={30, 30, 30},
.DARK_LIGHT={60, 60, 60},
.MID={100, 100, 100},
.LIGHT_DARK={150, 150, 150},
.LIGHT_MID={200, 200, 200},
.LIGHT_LIGHT={230, 230, 230},
.WHITE={255, 255, 255},
.TRANSPARENT = sf::Color::Transparent
};
theme.PADDING = 3;
theme.BORDER_PX = 1;
theme.TEXT_SIZE = 20;
theme.LABEL_SIZE = 20;
theme.FILL_COLOR = theme.DARK_DARK;
theme.TEXT_COLOR = theme.LIGHT_LIGHT;
theme.BG_COLOR = theme.MID;
theme.BORDER_COLOR = theme.LIGHT_DARK;
theme.BG_COLOR_DARK = theme.BLACK;
theme.FONT_FILE_NAME = Config::path_to("assets/text.otf").string();
return theme;
}
}

@ -0,0 +1,19 @@
#include "guecs/ui.hpp"
namespace sfml {
using std::string;
class Backend : public guecs::Backend {
int $shaders_version = 0;
public:
Backend();
guecs::SpriteTexture texture_get(const string& name);
void sound_play(const string& name);
void sound_stop(const string& name);
std::shared_ptr<sf::Shader> shader_get(const std::string& name);
bool shader_updated();
guecs::Theme theme();
};
}

@ -1,7 +1,7 @@
#pragma once
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/Font.hpp>
#include "guecs.hpp"
#include <guecs/ui.hpp>
#include "textures.hpp"
#include "components.hpp"
#include <SFML/System/Clock.hpp>

@ -2,7 +2,7 @@
#include "levelmanager.hpp"
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/Font.hpp>
#include "guecs.hpp"
#include <guecs/ui.hpp>
#include "events.hpp"
namespace gui {

@ -13,6 +13,7 @@
#include "goap.hpp"
namespace components {
using std::string;
using namespace nlohmann;
struct SpriteEffect {

@ -5,8 +5,10 @@
using nlohmann::json;
using fmt::format;
std::filesystem::path Config::BASE_DIR{"."};
Config::Config(const std::string src_path) : $src_path(src_path) {
std::ifstream infile($src_path);
std::ifstream infile(Config::path_to($src_path));
$config = json::parse(infile);
}
@ -33,3 +35,11 @@ std::vector<std::string> Config::keys() {
return the_fucking_keys;
}
void Config::set_base_dir(const char *optarg) {
Config::BASE_DIR.assign(optarg);
}
std::filesystem::path Config::path_to(const std::string& path) {
return Config::BASE_DIR / path;
}

@ -2,8 +2,10 @@
#include <nlohmann/json.hpp>
#include <fstream>
#include <codecvt>
#include <filesystem>
struct Config {
static std::filesystem::path BASE_DIR;
nlohmann::json $config;
std::string $src_path;
@ -16,4 +18,7 @@ struct Config {
nlohmann::json &json() { return $config; };
std::wstring wstring(const std::string main_key, const std::string sub_key);
std::vector<std::string> keys();
static void set_base_dir(const char *optarg);
static std::filesystem::path path_to(const std::string& path);
};

@ -5,9 +5,9 @@
#include <functional>
#include <source_location>
using std::string;
namespace dbc {
using std::string;
class Error {
public:
const string message;

@ -2,7 +2,7 @@
#include "levelmanager.hpp"
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/Font.hpp>
#include "guecs.hpp"
#include <guecs/ui.hpp>
#include "stats.hpp"
namespace gui {

@ -1,354 +0,0 @@
#include "guecs.hpp"
#include "shaders.hpp"
#include "sound.hpp"
#include "textures.hpp"
#include <typeinfo>
namespace guecs {
using std::make_shared;
void Textual::init(lel::Cell &cell, shared_ptr<sf::Font> font_ptr) {
dbc::check(font_ptr != nullptr, "you failed to initialize this WideText");
if(font == nullptr) font = font_ptr;
if(text == nullptr) text = make_shared<sf::Text>(*font, content, size);
text->setFillColor(color);
if(centered) {
auto bounds = text->getLocalBounds();
auto text_cell = lel::center(bounds.size.x, bounds.size.y, cell);
// this stupid / 2 is because SFML renders from baseline rather than from the claimed bounding box
text->setPosition({float(text_cell.x), float(text_cell.y) - text_cell.h / 2});
} else {
text->setPosition({float(cell.x + padding * 2), float(cell.y + padding * 2)});
}
text->setCharacterSize(size);
}
void Textual::update(const wstring& new_content) {
content = new_content;
text->setString(content);
}
void Sprite::update(const 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);
sprite = make_shared<sf::Sprite>(
*sprite_texture.texture,
sprite_texture.sprite->getTextureRect());
sprite->setPosition({
float(cell.x + padding),
float(cell.y + padding)});
auto bounds = sprite->getLocalBounds();
sprite->setScale({
float(cell.w - padding * 2) / bounds.size.x,
float(cell.h - padding * 2) / bounds.size.y});
}
void Rectangle::init(lel::Cell& cell) {
sf::Vector2f size{float(cell.w) - padding * 2, float(cell.h) - padding * 2};
if(shape == nullptr) shape = make_shared<sf::RectangleShape>(size);
shape->setPosition({float(cell.x + padding), float(cell.y + padding)});
shape->setFillColor(color);
shape->setOutlineColor(border_color);
shape->setOutlineThickness(border_px);
}
void Meter::init(lel::Cell& cell) {
bar.init(cell);
}
void Meter::render(lel::Cell& cell) {
float level = std::clamp(percent, 0.0f, 1.0f) * float(cell.w);
// ZED: this 6 is a border width, make it a thing
bar.shape->setSize({std::max(level, 0.0f), float(cell.h - 6)});
}
void Sound::play(bool hover) {
if(!hover) {
sound::play(on_click);
}
}
void Sound::stop(bool hover) {
if(!hover) {
sound::stop(on_click);
}
}
void Background::init() {
sf::Vector2f size{float(w), float(h)};
if(shape == nullptr) shape = make_shared<sf::RectangleShape>(size);
shape->setPosition({float(x), float(y)});
shape->setFillColor(color);
}
void Effect::init(lel::Cell &cell) {
$shader_version = shaders::version();
$shader = shaders::get(name);
$shader->setUniform("u_resolution", sf::Vector2f({float(cell.w), float(cell.h)}));
$clock = std::make_shared<sf::Clock>();
}
void Effect::step() {
sf::Time cur_time = $clock->getElapsedTime();
float u_time = cur_time.asSeconds();
if(u_time < $u_time_end) {
$shader->setUniform("u_duration", duration);
$shader->setUniform("u_time_end", $u_time_end);
$shader->setUniform("u_time", u_time);
} else {
$active = false;
}
}
void Effect::run() {
$active = true;
sf::Time u_time = $clock->getElapsedTime();
$u_time_end = u_time.asSeconds() + duration;
}
shared_ptr<sf::Shader> Effect::checkout_ptr() {
if(shaders::updated($shader_version)) {
$shader = shaders::get(name);
$shader_version = shaders::version();
}
return $shader;
}
void Effect::stop() {
$active = false;
}
UI::UI() {
$font = make_shared<sf::Font>(FONT_FILE_NAME);
}
void UI::position(int x, int y, int width, int height) {
$parser.position(x, y, width, height);
}
sf::Vector2f UI::get_position() {
return {float($parser.grid_x), float($parser.grid_y)};
}
sf::Vector2f UI::get_size() {
return {float($parser.grid_w), float($parser.grid_h)};
}
void UI::layout(const string& grid) {
$grid = grid;
bool good = $parser.parse($grid);
dbc::check(good, "LEL parsing failed.");
for(auto& [name, cell] : $parser.cells) {
auto ent = init_entity(name);
set<lel::Cell>(ent, cell);
}
}
Entity UI::init_entity(const string& name) {
auto ent = entity();
// this lets you look up an entity by name
$name_ents.insert_or_assign(name, ent);
// this makes it easier to get the name during querying
set<CellName>(ent, {name});
return ent;
}
Entity UI::entity(const string& name) {
dbc::check($name_ents.contains(name),
fmt::format("GUECS entity {} does not exist. Mispelled cell name?", name));
return $name_ents.at(name);
}
Entity UI::entity(const string& name, int id) {
return entity(fmt::format("{}{}", name, id));
}
void UI::init() {
query<Background>([](auto, auto& bg) {
bg.init();
});
query<lel::Cell, Rectangle>([](auto, auto& cell, auto& rect) {
rect.init(cell);
});
query<lel::Cell, Effect>([](auto, auto& cell, auto& shader) {
shader.init(cell);
});
query<Rectangle, Meter>([](auto, auto& bg, auto &meter) {
bg.shape->setFillColor(meter.color);
});
query<lel::Cell, Meter>([](auto, auto &cell, auto& meter) {
meter.init(cell);
});
query<lel::Cell, Textual>([this](auto, auto& cell, auto& text) {
text.init(cell, $font);
});
query<lel::Cell, Label>([this](auto, auto& cell, auto& text) {
text.init(cell, $font);
});
query<lel::Cell, Sprite>([&](auto, auto &cell, auto &sprite) {
sprite.init(cell);
});
}
void UI::debug_layout(sf::RenderWindow& window) {
query<lel::Cell>([&](const auto, auto &cell) {
sf::RectangleShape rect{{float(cell.w), float(cell.h)}};
rect.setPosition({float(cell.x), float(cell.y)});
rect.setFillColor(sf::Color::Transparent);
rect.setOutlineColor(sf::Color::Red);
rect.setOutlineThickness(2.0f);
window.draw(rect);
});
}
void UI::render(sf::RenderWindow& window) {
if(auto bg = get_if<Background>(MAIN)) {
window.draw(*(bg->shape));
}
query<Effect>([&](auto, auto& shader) {
if(shader.$active) shader.step();
});
query<Rectangle>([&](auto ent, auto& rect) {
render_helper(window, ent, true, rect.shape);
});
query<lel::Cell, Meter>([&](auto ent, auto& cell, auto &meter) {
meter.render(cell);
render_helper(window, ent, true, meter.bar.shape);
});
query<Sprite>([&](auto ent, auto& sprite) {
render_helper(window, ent, false, sprite.sprite);
});
query<Label>([&](auto ent, auto& text) {
render_helper(window, ent, false, text.text);
});
query<Textual>([&](auto ent, auto& text) {
render_helper(window, ent, true, text.text);
});
}
bool UI::mouse(float x, float y, bool hover) {
int action_count = 0;
query<lel::Cell>([&](auto ent, auto& cell) {
if((x >= cell.x && x <= cell.x + cell.w) &&
(y >= cell.y && y <= cell.y + cell.h))
{
do_if<Effect>(ent, [hover](auto& effect) {
effect.$shader->setUniform("hover", hover);
effect.run();
});
do_if<Sound>(ent, [hover](auto& sound) {
// here set that it played then only play once
sound.play(hover);
});
if(hover) return;
click_on(ent);
action_count++;
} else {
do_if<Effect>(ent, [hover](auto& effect) {
effect.stop();
});
do_if<Sound>(ent, [hover](auto& sound) {
// here set that it played then only play once
sound.stop(hover);
});
}
});
return action_count > 0;
}
void UI::show_sprite(const string& region, const string& sprite_name) {
auto ent = entity(region);
if(auto sprite = get_if<Sprite>(ent)) {
sprite->update(sprite_name);
} else {
set_init<Sprite>(ent, {sprite_name});
}
}
void UI::show_text(const string& region, const wstring& content) {
auto ent = entity(region);
if(auto tc = get_if<Textual>(ent)) {
tc->text->setString(content);
} else {
auto &cell = cell_for(ent);
Textual to_set{content, TEXT_SIZE};
to_set.init(cell, $font);
set<Textual>(ent, to_set);
}
}
void UI::click_on(const string& name, bool required) {
auto ent = entity(name);
if(required) {
dbc::check(has<Clickable>(ent),
fmt::format("click_on required '{}' to exist but it doesn't", name));
}
click_on(ent);
}
void UI::click_on(Entity ent) {
if(auto clicked = get_if<Clickable>(ent)) {
if(auto action_data = get_if<ActionData>(ent)) {
clicked->action(ent, action_data->data);
} else {
clicked->action(ent, {});
}
}
}
void UI::show_label(const string& region, const wstring& content) {
auto ent = entity(region);
if(auto tc = get_if<Label>(ent)) {
tc->text->setString(content);
} else {
auto &cell = cell_for(ent);
Label to_set{content, LABEL_SIZE};
to_set.init(cell, $font);
to_set.text->setFillColor(TEXT_COLOR);
set<Label>(ent, to_set);
}
}
}

@ -1,340 +0,0 @@
#pragma once
#include "dbc.hpp"
#include "color.hpp"
#include "lel.hpp"
#include <string>
#include <memory>
#include <SFML/Graphics.hpp>
#include <functional>
#include "events.hpp"
#include <any>
#include <queue>
#include <typeindex>
#include <unordered_map>
namespace guecs {
constexpr const int PADDING = 3;
constexpr const int BORDER_PX = 1;
constexpr const int TEXT_SIZE = 30;
constexpr const int LABEL_SIZE = 20;
constexpr const sf::Color FILL_COLOR = ColorValue::DARK_MID;
constexpr const sf::Color TEXT_COLOR = ColorValue::LIGHT_LIGHT;
constexpr const sf::Color BG_COLOR = ColorValue::MID;
constexpr const sf::Color BORDER_COLOR = ColorValue::MID;
constexpr const char *FONT_FILE_NAME="assets/text.otf";
using std::shared_ptr, std::wstring, std::string;
using Entity = unsigned long;
using EntityMap = std::unordered_map<Entity, size_t>;
template <typename T>
struct ComponentStorage {
std::vector<T> data;
std::queue<size_t> free_indices;
};
struct Textual {
std::wstring content;
unsigned int size = TEXT_SIZE;
sf::Color color = TEXT_COLOR;
int padding = PADDING;
bool centered = false;
shared_ptr<sf::Font> font = nullptr;
shared_ptr<sf::Text> text = nullptr;
void init(lel::Cell &cell, shared_ptr<sf::Font> font_ptr);
void update(const std::wstring& new_content);
};
struct Label : public Textual {
template<typename... Args>
Label(Args... args) : Textual(args...)
{
centered = true;
size = LABEL_SIZE;
}
Label() {
centered = true;
};
};
struct Clickable {
/* This is actually called by UI::mouse and passed the entity ID of the
* button pressed so you can interact with it in the event handler.
*/
std::function<void(Entity ent, std::any data)> action;
};
struct Sprite {
string name;
int padding = PADDING;
std::shared_ptr<sf::Sprite> sprite = nullptr;
void init(lel::Cell &cell);
void update(const string& new_name);
};
struct Rectangle {
int padding = PADDING;
sf::Color color = FILL_COLOR;
sf::Color border_color = BORDER_COLOR;
int border_px = BORDER_PX;
shared_ptr<sf::RectangleShape> shape = nullptr;
void init(lel::Cell& cell);
};
struct Meter {
float percent = 1.0f;
sf::Color color = ColorValue::BLACK;
Rectangle bar;
void init(lel::Cell& cell);
void render(lel::Cell& cell);
};
struct ActionData {
std::any data;
};
struct CellName {
string name;
};
struct Effect {
float duration = 0.1f;
string name{"ui_shader"};
float $u_time_end = 0.0;
bool $active = false;
std::shared_ptr<sf::Clock> $clock = nullptr;
std::shared_ptr<sf::Shader> $shader = nullptr;
int $shader_version = 0;
void init(lel::Cell &cell);
void run();
void stop();
void step();
shared_ptr<sf::Shader> checkout_ptr();
};
struct Sound {
string on_click{"ui_click"};
void play(bool hover);
void stop(bool hover);
};
struct Background {
float x = 0.0f;
float y = 0.0f;
float w = 0.0f;
float h = 0.0f;
sf::Color color = BG_COLOR;
shared_ptr<sf::RectangleShape> shape = nullptr;
Background(lel::Parser& parser, sf::Color bg_color=BG_COLOR) :
x(parser.grid_x),
y(parser.grid_y),
w(parser.grid_w),
h(parser.grid_h),
color(bg_color)
{}
Background() {}
void init();
};
class UI {
public:
Entity MAIN = 0;
unsigned long entity_count = 1;
std::unordered_map<std::type_index, EntityMap> $components;
std::unordered_map<std::type_index, std::any> $component_storages;
std::unordered_map<string, Entity> $name_ents;
shared_ptr<sf::Font> $font = nullptr;
lel::Parser $parser;
string $grid = "";
UI();
void position(int x, int y, int width, int height);
sf::Vector2f get_position();
sf::Vector2f get_size();
void layout(const string& grid);
Entity init_entity(const string& name);
Entity entity(const string& name);
Entity entity(const string& name, int id);
inline lel::CellMap& cells() {
return $parser.cells;
}
void init();
void render(sf::RenderWindow& window);
bool mouse(float x, float y, bool hover);
void click_on(const string& name, bool required=false);
void click_on(Entity slot_id);
void debug_layout(sf::RenderWindow& window);
Entity entity() { return ++entity_count; }
template <typename Comp>
size_t make_component() {
auto &storage = component_storage_for<Comp>();
size_t index;
if(!storage.free_indices.empty()) {
index = storage.free_indices.front();
storage.free_indices.pop();
} else {
storage.data.emplace_back();
index = storage.data.size() - 1;
}
return index;
}
template <typename Comp>
ComponentStorage<Comp> &component_storage_for() {
auto type_index = std::type_index(typeid(Comp));
$component_storages.try_emplace(type_index, ComponentStorage<Comp>{});
return std::any_cast<ComponentStorage<Comp> &>(
$component_storages.at(type_index));
}
template <typename Comp>
EntityMap &entity_map_for() {
return $components[std::type_index(typeid(Comp))];
}
template <typename Comp>
void set(Entity ent, Comp val) {
EntityMap &map = entity_map_for<Comp>();
if(has<Comp>(ent)) {
get<Comp>(ent) = val;
return;
}
map.insert_or_assign(ent, make_component<Comp>());
get<Comp>(ent) = val;
}
template <typename Comp>
Comp& get(Entity ent) {
EntityMap &map = entity_map_for<Comp>();
auto &storage = component_storage_for<Comp>();
auto index = map.at(ent);
return storage.data[index];
}
template <typename Comp>
Comp* get_if(Entity entity) {
EntityMap &map = entity_map_for<Comp>();
auto &storage = component_storage_for<Comp>();
if(map.contains(entity)) {
auto index = map.at(entity);
return &storage.data[index];
} else {
return nullptr;
}
}
template <typename Comp>
bool has(Entity ent) {
EntityMap &map = entity_map_for<Comp>();
return map.contains(ent);
}
template <typename Comp>
void remove(Entity ent) {
EntityMap &map = entity_map_for<Comp>();
if(map.contains(ent)) {
size_t index = map.at(ent);
component_storage_for<Comp>().free_indices.push(index);
}
map.erase(ent);
}
template <typename Comp>
void query(std::function<void(Entity, Comp &)> cb) {
EntityMap &map = entity_map_for<Comp>();
for(auto &[entity, index] : map) {
cb(entity, get<Comp>(entity));
}
}
template <typename CompA, typename CompB>
void query(std::function<void(Entity, CompA &, CompB &)> cb) {
EntityMap &map_a = entity_map_for<CompA>();
EntityMap &map_b = entity_map_for<CompB>();
for(auto &[entity, index_a] : map_a) {
if(map_b.contains(entity)) {
cb(entity, get<CompA>(entity), get<CompB>(entity));
}
}
}
template <typename Comp>
void set_init(Entity ent, Comp val) {
dbc::check(has<lel::Cell>(ent),"WRONG! slot is missing its cell?!");
auto& cell = get<lel::Cell>(ent);
val.init(cell);
set<Comp>(ent, val);
}
template <typename Comp>
void do_if(Entity ent, std::function<void(Comp &)> cb) {
if(has<Comp>(ent)) {
cb(get<Comp>(ent));
}
}
lel::Cell& cell_for(Entity ent) {
return get<lel::Cell>(ent);
}
lel::Cell& cell_for(const string& name) {
Entity ent = entity(name);
return get<lel::Cell>(ent);
}
// BUG: close could just be remove with overload
template <typename Comp>
void close(string region) {
auto ent = entity(region);
if(has<Comp>(ent)) {
remove<Comp>(ent);
}
}
template<typename T>
void render_helper(sf::RenderWindow& window, Entity ent, bool is_shape, T& target) {
sf::Shader *shader_ptr = nullptr;
if(auto shader = get_if<Effect>(ent)) {
if(shader->$active && !is_shape) {
auto ptr = shader->checkout_ptr();
ptr->setUniform("is_shape", is_shape);
// NOTE: this is needed because SFML doesn't handle shared_ptr
shader_ptr = ptr.get();
}
}
window.draw(*target, shader_ptr);
}
void show_sprite(const string& region, const string& sprite_name);
void show_text(const string& region, const wstring& content);
void show_label(const string& region, const wstring& content);
};
}

@ -1,5 +1,6 @@
#include "components.hpp"
#include "guecs.hpp"
#include "events.hpp"
#include <guecs/ui.hpp>
namespace guecs {
Clickable make_action(DinkyECS::World& target, Events::GUI event);

@ -1,117 +0,0 @@
#include "lel.hpp"
#include <fmt/core.h>
#include "dbc.hpp"
#include <numeric>
#include "lel_parser.cpp"
namespace lel {
Parser::Parser(int x, int y, int width, int height) :
grid_x(x),
grid_y(y),
grid_w(width),
grid_h(height),
cur(0, 0)
{
}
Parser::Parser() : cur(0, 0) { }
void Parser::position(int x, int y, int width, int height) {
grid_x = x;
grid_y = y;
grid_w = width;
grid_h = height;
}
void Parser::id(std::string name) {
if(name != "_") {
dbc::check(!cells.contains(name),
fmt::format("duplicate cell name {}", name));
cells.insert_or_assign(name, cur);
}
cur = {cur.col + 1, cur.row};
auto& row = grid.back();
row.push_back(name);
}
void Parser::finalize() {
size_t rows = grid.size();
int cell_height = grid_h / rows;
for(auto& row : grid) {
size_t columns = row.size();
int cell_width = grid_w / columns;
dbc::check(cell_width > 0, "invalid cell width calc");
dbc::check(cell_height > 0, "invalid cell height calc");
for(auto& name : row) {
if(name == "_") continue;
auto& cell = cells.at(name);
// ZED: getting a bit hairy but this should work
if(cell.percent) {
// when percent mode we have to take unset to 100%
if(cell.max_w == 0) cell.max_w = 100;
if(cell.max_h == 0) cell.max_h = 100;
cell.max_w *= cell_width * 0.01;
cell.max_h *= cell_height * 0.01;
} else {
if(cell.max_w == 0) cell.max_w = cell_width;
if(cell.max_h == 0) cell.max_h = cell_height;
}
cell.w = cell.expand ? std::min(cell.max_w, grid_w) : std::min(cell_width, cell.max_w);
cell.h = cell.expand ? std::min(cell.max_h, grid_h) : std::min(cell_height, cell.max_h);
dbc::check(cell.h > 0, fmt::format("invalid height cell {}", name));
dbc::check(cell.w > 0, fmt::format("invalid width cell {}", name));
cell.x = grid_x + (cell.col * cell_width);
cell.y = grid_y + (cell.row * cell_height);
// keep the midpoint since it is used a lot
cell.mid_x = std::midpoint(cell.x, cell.x + cell.w);
cell.mid_y = std::midpoint(cell.y, cell.y + cell.h);
// perform alignments
if(cell.right) cell.x += cell_width - cell.w;
if(cell.bottom) cell.y += cell_height - cell.h;
if(cell.center) {
cell.x = cell.mid_x - cell.w / 2;
cell.y = cell.mid_y - cell.h / 2;
}
}
}
}
void Parser::reset() {
cur = {0, 0};
grid.clear();
cells.clear();
}
std::optional<std::string> Parser::hit(int x, int y) {
for(auto& [name, cell] : cells) {
if((x >= cell.x && x <= cell.x + cell.w) &&
(y >= cell.y && y <= cell.y + cell.h)) {
return name;
}
}
return std::nullopt;
}
Cell center(int width, int height, Cell &parent) {
Cell copy = parent;
copy.x = parent.mid_x - width / 2;
copy.y = parent.mid_y - height / 2;
copy.w = width;
copy.h = height;
return copy;
}
}

@ -1,261 +0,0 @@
#line 1 "lel_parser.rl"
#include "lel.hpp"
#include <fmt/core.h>
#include <iostream>
namespace lel {
#line 40 "lel_parser.rl"
#line 10 "lel_parser.cpp"
static const char _Parser_actions[] = {
0, 1, 1, 1, 2, 1, 3, 1,
4, 1, 5, 1, 6, 1, 9, 1,
10, 1, 11, 1, 12, 1, 13, 2,
0, 7, 2, 0, 8, 2, 4, 1,
2, 4, 5
};
static const char _Parser_key_offsets[] = {
0, 0, 4, 20, 33, 35, 39, 41,
44, 56, 61
};
static const char _Parser_trans_keys[] = {
32, 91, 9, 13, 32, 37, 40, 42,
46, 61, 94, 95, 9, 13, 60, 62,
65, 90, 97, 122, 37, 40, 42, 46,
61, 94, 95, 60, 62, 65, 90, 97,
122, 48, 57, 41, 44, 48, 57, 48,
57, 41, 48, 57, 32, 93, 95, 124,
9, 13, 48, 57, 65, 90, 97, 122,
32, 93, 124, 9, 13, 32, 91, 9,
13, 0
};
static const char _Parser_single_lengths[] = {
0, 2, 8, 7, 0, 2, 0, 1,
4, 3, 2
};
static const char _Parser_range_lengths[] = {
0, 1, 4, 3, 1, 1, 1, 1,
4, 1, 1
};
static const char _Parser_index_offsets[] = {
0, 0, 4, 17, 28, 30, 34, 36,
39, 48, 53
};
static const char _Parser_indicies[] = {
0, 2, 0, 1, 3, 4, 5, 6,
7, 9, 7, 10, 3, 8, 10, 10,
1, 4, 5, 6, 7, 9, 7, 10,
8, 10, 10, 1, 11, 1, 12, 13,
14, 1, 15, 1, 16, 17, 1, 18,
20, 19, 21, 18, 19, 19, 19, 1,
22, 23, 24, 22, 1, 25, 2, 25,
1, 0
};
static const char _Parser_trans_targs[] = {
1, 0, 2, 2, 3, 4, 3, 3,
3, 3, 8, 5, 3, 6, 5, 7,
3, 7, 9, 8, 10, 2, 9, 10,
2, 10
};
static const char _Parser_trans_actions[] = {
0, 0, 3, 0, 17, 0, 13, 5,
11, 15, 21, 19, 23, 23, 0, 19,
26, 0, 7, 0, 32, 29, 0, 9,
1, 0
};
static const int Parser_start = 1;
static const int Parser_first_final = 10;
static const int Parser_error = 0;
static const int Parser_en_main = 1;
#line 43 "lel_parser.rl"
bool Parser::parse(std::string input) {
reset();
int cs = 0;
const char *start = nullptr;
const char *begin = input.data();
const char *p = input.data();
const char *pe = p + input.size();
std::string tk;
#line 91 "lel_parser.cpp"
{
cs = Parser_start;
}
#line 54 "lel_parser.rl"
#line 94 "lel_parser.cpp"
{
int _klen;
unsigned int _trans;
const char *_acts;
unsigned int _nacts;
const char *_keys;
if ( p == pe )
goto _test_eof;
if ( cs == 0 )
goto _out;
_resume:
_keys = _Parser_trans_keys + _Parser_key_offsets[cs];
_trans = _Parser_index_offsets[cs];
_klen = _Parser_single_lengths[cs];
if ( _klen > 0 ) {
const char *_lower = _keys;
const char *_mid;
const char *_upper = _keys + _klen - 1;
while (1) {
if ( _upper < _lower )
break;
_mid = _lower + ((_upper-_lower) >> 1);
if ( (*p) < *_mid )
_upper = _mid - 1;
else if ( (*p) > *_mid )
_lower = _mid + 1;
else {
_trans += (unsigned int)(_mid - _keys);
goto _match;
}
}
_keys += _klen;
_trans += _klen;
}
_klen = _Parser_range_lengths[cs];
if ( _klen > 0 ) {
const char *_lower = _keys;
const char *_mid;
const char *_upper = _keys + (_klen<<1) - 2;
while (1) {
if ( _upper < _lower )
break;
_mid = _lower + (((_upper-_lower) >> 1) & ~1);
if ( (*p) < _mid[0] )
_upper = _mid - 2;
else if ( (*p) > _mid[1] )
_lower = _mid + 2;
else {
_trans += (unsigned int)((_mid - _keys)>>1);
goto _match;
}
}
_trans += _klen;
}
_match:
_trans = _Parser_indicies[_trans];
cs = _Parser_trans_targs[_trans];
if ( _Parser_trans_actions[_trans] == 0 )
goto _again;
_acts = _Parser_actions + _Parser_trans_actions[_trans];
_nacts = (unsigned int) *_acts++;
while ( _nacts-- > 0 )
{
switch ( *_acts++ )
{
case 0:
#line 11 "lel_parser.rl"
{tk = input.substr(start - begin, p - start); }
break;
case 1:
#line 13 "lel_parser.rl"
{}
break;
case 2:
#line 14 "lel_parser.rl"
{ grid.push_back(Row()); }
break;
case 3:
#line 15 "lel_parser.rl"
{ cur.bottom = (*p) == '.'; }
break;
case 4:
#line 16 "lel_parser.rl"
{ id(input.substr(start - begin, p - start)); }
break;
case 5:
#line 17 "lel_parser.rl"
{ cur.col = 0; cur.row++; }
break;
case 6:
#line 18 "lel_parser.rl"
{ cur.right = (*p) == '>'; }
break;
case 7:
#line 19 "lel_parser.rl"
{cur.max_w = std::stoi(tk); }
break;
case 8:
#line 20 "lel_parser.rl"
{ cur.max_h = std::stoi(tk); }
break;
case 9:
#line 21 "lel_parser.rl"
{ cur.expand = true; }
break;
case 10:
#line 22 "lel_parser.rl"
{ cur.center = true; }
break;
case 11:
#line 23 "lel_parser.rl"
{ cur.percent = true; }
break;
case 12:
#line 33 "lel_parser.rl"
{ start = p; }
break;
case 13:
#line 36 "lel_parser.rl"
{start = p;}
break;
#line 209 "lel_parser.cpp"
}
}
_again:
if ( cs == 0 )
goto _out;
if ( ++p != pe )
goto _resume;
_test_eof: {}
_out: {}
}
#line 55 "lel_parser.rl"
bool good = pe - p == 0;
if(good) {
finalize();
} else {
dbc::log("error at:");
std::cout << p;
}
return good;
}
}

@ -1,66 +0,0 @@
#include "lel.hpp"
#include <fmt/core.h>
#include <iostream>
namespace lel {
%%{
machine Parser;
alphtype char;
action token {tk = input.substr(start - begin, fpc - start); }
action col {}
action ltab { grid.push_back(Row()); }
action valign { cur.bottom = fc == '.'; }
action id { id(input.substr(start - begin, fpc - start)); }
action row { cur.col = 0; cur.row++; }
action align { cur.right = fc == '>'; }
action setwidth {cur.max_w = std::stoi(tk); }
action setheight { cur.max_h = std::stoi(tk); }
action expand { cur.expand = true; }
action center { cur.center = true; }
action percent { cur.percent = true; }
col = "|" $col;
ltab = "[" $ltab;
rtab = "]" $row;
valign = ("^" | ".") $valign;
expand = "*" $expand;
center = "=" $center;
percent = "%" $percent;
halign = ("<" | ">") $align;
number = digit+ >{ start = fpc; } %token;
setw = ("(" number %setwidth ("," number %setheight)? ")") ;
modifiers = (percent | center | expand | valign | halign | setw);
id = modifiers* ((alpha | '_')+ :>> (alnum | '_')*) >{start = fpc;} %id;
row = space* ltab space* id space* (col space* id space*)* space* rtab space*;
main := row+;
}%%
%% write data;
bool Parser::parse(std::string input) {
reset();
int cs = 0;
const char *start = nullptr;
const char *begin = input.data();
const char *p = input.data();
const char *pe = p + input.size();
std::string tk;
%% write init;
%% write exec;
bool good = pe - p == 0;
if(good) {
finalize();
} else {
dbc::log("error at:");
std::cout << p;
}
return good;
}
}

@ -6,14 +6,14 @@
#include "animation.hpp"
#include <iostream>
#include "shaders.hpp"
#include "backend.hpp"
int main(int argc, char* argv[]) {
try {
textures::init();
sound::init();
sfml::Backend backend;
guecs::init(&backend);
ai::init("assets/ai.json");
animation::init();
shaders::init();
if(DEBUG_BUILD) sound::mute(true);

@ -8,7 +8,7 @@
#include "raycaster.hpp"
#include "camera.hpp"
#include <optional>
#include "guecs.hpp"
#include <guecs/ui.hpp>
namespace gui {

@ -1,7 +1,7 @@
#pragma once
#include "levelmanager.hpp"
#include "textures.hpp"
#include "guecs.hpp"
#include <guecs/ui.hpp>
#include "tilemap.hpp"
namespace gui {

@ -68,13 +68,14 @@ sfml_graphics = subproject('sfml').get_variable('sfml_graphics_dep')
sfml_network = subproject('sfml').get_variable('sfml_network_dep')
sfml_system = subproject('sfml').get_variable('sfml_system_dep')
sfml_window = subproject('sfml').get_variable('sfml_window_dep')
lel_guecs = subproject('lel-guecs').get_variable('lel_guecs_dep')
dependencies += [
fmt, json, freetype2,
flac, ogg, vorbis, vorbisfile, vorbisenc,
sfml_audio, sfml_graphics,
sfml_network, sfml_system,
sfml_window
sfml_window, lel_guecs
]
sources = [
@ -83,6 +84,7 @@ sources = [
'animation.cpp',
'animation.cpp',
'autowalker.cpp',
'backend.cpp',
'battle.cpp',
'boss_fight_ui.cpp',
'camera.cpp',
@ -94,11 +96,9 @@ sources = [
'debug_ui.cpp',
'devices.cpp',
'goap.cpp',
'guecs.cpp',
'guecstra.cpp',
'gui_fsm.cpp',
'inventory.cpp',
'lel.cpp',
'levelmanager.cpp',
'lights.cpp',
'main_ui.cpp',
@ -137,7 +137,6 @@ executable('runtests', sources + [
'tests/dinkyecs.cpp',
'tests/easings.cpp',
'tests/fsm.cpp',
'tests/guecs.cpp',
'tests/inventory.cpp',
'tests/lel.cpp',
'tests/levelmanager.cpp',

@ -1,7 +1,7 @@
#pragma once
#include "levelmanager.hpp"
#include "textures.hpp"
#include "guecs.hpp"
#include <guecs/ui.hpp>
#include "tilemap.hpp"
namespace gui {

@ -1,9 +1,11 @@
#pragma once
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/Font.hpp>
#include "guecs.hpp"
#include <guecs/ui.hpp>
namespace gui {
using std::string;
class OverlayUI {
public:
guecs::UI $gui;

@ -1,10 +1,11 @@
#include "ritual_ui.hpp"
#include "components.hpp"
#include "guecs.hpp"
#include <guecs/ui.hpp>
#include "rand.hpp"
#include "animation.hpp"
#include "rand.hpp"
#include "sound.hpp"
#include "events.hpp"
namespace gui {
namespace ritual {

@ -3,7 +3,7 @@
#include "constants.hpp"
#include <deque>
#include "textures.hpp"
#include "guecs.hpp"
#include <guecs/ui.hpp>
#include "rituals.hpp"
#include "fsm.hpp"

@ -2,7 +2,7 @@
#include "components.hpp"
#include "inventory.hpp"
#include "color.hpp"
#include "guecs.hpp"
#include <guecs/ui.hpp>
#include "rand.hpp"
#include <fmt/xchar.h>

@ -3,7 +3,7 @@
#include "constants.hpp"
#include <deque>
#include "textures.hpp"
#include "guecs.hpp"
#include <guecs/ui.hpp>
#include "ritual_ui.hpp"
namespace gui {

@ -1,32 +0,0 @@
#include <catch2/catch_test_macros.hpp>
#include <fmt/core.h>
#include "constants.hpp"
#include "guecs.hpp"
#include "textures.hpp"
#include <fmt/xchar.h>
using namespace guecs;
TEST_CASE("prototype one gui", "[ecs-gui]") {
guecs::UI gui;
textures::init();
gui.position(0, 0, 1000, 500);
gui.layout("[test1|test2|test3][test4|_|test5]");
for(auto& [name, cell] : gui.cells()) {
auto button = gui.entity(name);
gui.set<lel::Cell>(button, cell);
gui.set<Rectangle>(button, {});
gui.set<Clickable>(button, {});
gui.set<Textual>(button, {L"whatever"});
}
gui.init();
// at this point it's mostly ready but I'd need to render it to a window real quick
sf::RenderWindow window;
window.setSize({SCREEN_WIDTH, SCREEN_HEIGHT});
gui.render(window);
window.display();
}

@ -5,6 +5,7 @@
using nlohmann::json;
using components::Tile;
using std::string;
TileMap::TileMap(size_t width, size_t height) :
$config("./assets/tiles.json"),

@ -21,7 +21,7 @@ class WorldBuilder {
void place_rooms();
void tunnel_doors(PointList &holes, Room &src, Room &target);
void update_door(Point &at, int wall_or_space);
void stylize_room(int room, string tile_name, float size);
void stylize_room(int room, std::string tile_name, float size);
void generate_rooms();
void generate_map();

@ -0,0 +1,9 @@
[wrap-git]
directory=lel-guecs-0.2.0
url=https://git.learnjsthehardway.com/learn-code-the-hard-way/lel-guecs.git
revision=HEAD
depth=1
method=meson
[provide]
lel_guecs = lel_guecs_dep
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