master
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1ab708c4eb
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#define FSM_DEBUG 1 |
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#include "gui/guecstra.hpp" |
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#include "gui/dnd_loot.hpp" |
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#include "gui/uisystems.hpp" |
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namespace gui { |
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DNDLoot::DNDLoot(StatusUI status_ui, LootUI loot_ui, sf::RenderWindow &window, routing::Router& router) : |
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$status_ui(status_ui), |
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$loot_ui(loot_ui), |
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$window(window), |
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$router(router) |
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{ |
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} |
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bool DNDLoot::event(Event ev, std::any data) { |
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switch($state) { |
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FSM_STATE(DNDState, START, ev); |
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FSM_STATE(DNDState, LOOTING, ev, data); |
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FSM_STATE(DNDState, LOOT_GRAB, ev, data); |
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FSM_STATE(DNDState, INV_GRAB, ev, data); |
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FSM_STATE(DNDState, END, ev); |
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default: |
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dbc::log(fmt::format("event received with data but state={} is not handled", int($state))); |
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} |
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return in_state(DNDState::END); |
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} |
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void DNDLoot::START(Event ev) { |
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dbc::check(ev == Event::STARTED, "START not given a STARTED event."); |
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state(DNDState::LOOTING); |
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} |
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void DNDLoot::LOOTING(Event ev, std::any data) { |
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using enum Event; |
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switch(ev) { |
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case LOOT_OPEN: |
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$loot_ui.active = false; |
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state(DNDState::END); |
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break; |
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case LOOT_SELECT: |
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$grab_source = UISystem::loot_grab($loot_ui.$gui, data); |
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if($grab_source) state(DNDState::LOOT_GRAB); |
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break; |
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case INV_SELECT: |
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$grab_source = UISystem::loot_grab($status_ui.$gui, data); |
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if($grab_source) state(DNDState::INV_GRAB); |
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break; |
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case MOUSE_DRAG_START: |
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case MOUSE_CLICK: |
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mouse_action(false); |
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break; |
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default: |
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state(DNDState::LOOTING); |
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} |
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} |
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void DNDLoot::LOOT_GRAB(Event ev, std::any data) { |
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using enum Event; |
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switch(ev) { |
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case LOOT_OPEN: |
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$loot_ui.active = false; |
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state(DNDState::END); |
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break; |
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case LOOT_SELECT: |
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$grab_source = UISystem::loot_grab($loot_ui.$gui, data); |
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if($grab_source) state(DNDState::LOOTING); |
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break; |
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case INV_SELECT: |
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if(UISystem::loot_drop($loot_ui.$gui, |
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$status_ui.$gui, $grab_source, data)) |
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{ |
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state(DNDState::LOOTING); |
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} |
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break; |
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case MOUSE_CLICK: |
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mouse_action(false); |
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break; |
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case MOUSE_DRAG: |
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case MOUSE_MOVE: { |
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if($grab_source) { |
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auto& source = $loot_ui.$gui.get<guecs::GrabSource>(*$grab_source); |
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source.move($window.mapPixelToCoords($router.position)); |
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} |
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mouse_action(true); |
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} break; |
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case MOUSE_DRAG_START: |
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mouse_action(false); |
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break; |
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case MOUSE_DROP: |
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mouse_action(false); |
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break; |
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case TICK: |
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// do nothing
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break; |
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default: |
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state(DNDState::LOOT_GRAB); |
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} |
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} |
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void DNDLoot::INV_GRAB(Event ev, std::any data) { |
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using enum Event; |
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switch(ev) { |
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case LOOT_OPEN: |
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$loot_ui.active = false; |
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state(DNDState::END); |
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break; |
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case LOOT_SELECT: |
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if(UISystem::loot_drop($status_ui.$gui, |
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$loot_ui.$gui, $grab_source, data)) |
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{ |
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state(DNDState::LOOTING); |
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} |
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break; |
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case INV_SELECT: |
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$grab_source = UISystem::loot_grab($status_ui.$gui, data); |
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state(DNDState::LOOTING); |
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break; |
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case MOUSE_CLICK: |
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mouse_action(false); |
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break; |
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case MOUSE_DRAG: |
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case MOUSE_MOVE: { |
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if($grab_source) { |
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auto& source = $status_ui.$gui.get<guecs::GrabSource>(*$grab_source); |
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source.move($window.mapPixelToCoords($router.position)); |
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} |
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mouse_action(true); |
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} break; |
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case MOUSE_DRAG_START: { |
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mouse_action(false); |
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} break; |
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case MOUSE_DROP: |
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mouse_action(false); |
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break; |
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default: |
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state(DNDState::INV_GRAB); |
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} |
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} |
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void DNDLoot::END(Event ev) { |
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dbc::check(ev == Event::STARTED, "END not given a STARTED event."); |
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$grab_source = std::nullopt; |
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state(DNDState::LOOTING); |
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} |
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sf::Vector2f DNDLoot::mouse_position() { |
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return $window.mapPixelToCoords($router.position); |
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} |
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void DNDLoot::mouse_action(bool hover) { |
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sf::Vector2f pos = mouse_position(); |
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$status_ui.mouse(pos.x, pos.y, hover); |
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if($loot_ui.active) $loot_ui.mouse(pos.x, pos.y, hover); |
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} |
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} |
@ -0,0 +1,39 @@ |
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#pragma once |
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#include "simplefsm.hpp" |
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#include <guecs/ui.hpp> |
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#include "gui/status_ui.hpp" |
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#include "gui/loot_ui.hpp" |
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#include "gui/event_router.hpp" |
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namespace gui { |
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enum class DNDState { |
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START=0, |
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LOOTING=1, |
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LOOT_GRAB=2, |
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INV_GRAB=3, |
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END=4 |
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}; |
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class DNDLoot : public DeadSimpleFSM<DNDState, Event> { |
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public: |
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std::optional<guecs::Entity> $grab_source = std::nullopt; |
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StatusUI& $status_ui; |
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LootUI& $loot_ui; |
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sf::RenderWindow& $window; |
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routing::Router& $router; |
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DNDLoot(StatusUI status_ui, |
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LootUI loot_ui, sf::RenderWindow& window, |
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routing::Router& router); |
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bool event(Event ev, std::any data={}); |
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void START(Event ev); |
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void LOOTING(Event ev, std::any data); |
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void LOOT_GRAB(Event ev, std::any data); |
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void INV_GRAB(Event ev, std::any data); |
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void END(Event ev); |
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void mouse_action(bool hover); |
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sf::Vector2f mouse_position(); |
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}; |
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} |
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