RitualUI is now ritual::UI and uses a FSM to coordinate its activities.

master
Zed A. Shaw 6 days ago
parent d1bd6b7c45
commit 8a1f42c0f1
  1. 8
      guecs.cpp
  2. 2
      guecs.hpp
  3. 240
      ritual_ui.cpp
  4. 52
      ritual_ui.hpp
  5. 4
      status_ui.cpp
  6. 2
      status_ui.hpp

@ -125,6 +125,14 @@ namespace guecs {
$parser.position(x, y, width, 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(std::string grid) { void UI::layout(std::string grid) {
$grid = grid; $grid = grid;
bool good = $parser.parse($grid); bool good = $parser.parse($grid);

@ -136,6 +136,8 @@ namespace guecs {
UI(); UI();
void position(int x, int y, int width, int height); void position(int x, int y, int width, int height);
sf::Vector2f get_position();
sf::Vector2f get_size();
void layout(std::string grid); void layout(std::string grid);
DinkyECS::Entity init_entity(std::string name); DinkyECS::Entity init_entity(std::string name);
DinkyECS::Entity entity(std::string name); DinkyECS::Entity entity(std::string name);

@ -7,217 +7,109 @@
#include "sound.hpp" #include "sound.hpp"
namespace gui { namespace gui {
namespace ritual {
using namespace guecs; using namespace guecs;
using std::any, std::any_cast, std::string, std::make_any; using std::any, std::any_cast, std::string, std::make_any;
RitualUI::RitualUI(GameLevel level) : void UI::event(Event ev) {
$level(level) switch($state) {
{ FSM_STATE(State, START, ev);
$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT); FSM_STATE(State, OPENED, ev);
$gui.layout( FSM_STATE(State, CLOSED, ev);
"[_]" FSM_STATE(State, OPENING, ev);
"[inv_slot0 | inv_slot1 | inv_slot2| inv_slot3]" FSM_STATE(State, CLOSING, ev);
"[inv_slot4 | inv_slot5 | inv_slot6| inv_slot7]" }
"[inv_slot8 | inv_slot9 | inv_slot10| inv_slot11]"
"[inv_slot12 | inv_slot13 | inv_slot14| inv_slot15]"
"[reset |*%(200,400)result_text|_]"
"[*%(100,200)result_image|_ |_]"
"[_|_|_]"
"[combine|_|_]"
"[_|craft0|craft1|craft2|craft3|_]"
"[_|craft4|craft5|craft6|craft7|_]"
"[ ritual_ui ]");
} }
void RitualUI::init() { void UI::START(Event) {
update_items();
auto combine = $gui.entity("combine");
$gui.set<Effect>(combine, {0.4f});
$gui.set<Sprite>(combine, {"the_ritual_circle"});
$gui.set<Clickable>(combine, {
[&](auto ent, auto){ combine_clicked(ent); }
});
auto result_image = $gui.entity("result_image");
$gui.set<Sprite>(result_image, {"severed_finger-128"});
$gui.set<Rectangle>(result_image, {10, {60, 60, 60, 30}});
auto result_text = $gui.entity("result_text");
$gui.set<Rectangle>(result_text, {15, {60, 60, 60, 30}});
$gui.set<Textual>(result_text, {
L"Celiac migas\nunicorn hexagon.\nBrooklyn williamsburg\ntruffaut pickled\nchillwave raclette\nchurch-key sus.", 16, ColorValue::LIGHT_LIGHT, 10});
auto reset = $gui.entity("reset");
$gui.set<Rectangle>(reset, {5, {60, 60, 60, 30}});
$gui.set<Label>(reset, L"reset");
$gui.set<Clickable>(reset, {
[&](auto, auto){ reset_inv_positions(); }
});
auto open_close_toggle = $gui.entity("ritual_ui");
$gui.set<Clickable>(open_close_toggle, {[&](auto, auto){ toggle(); }});
$gui.set<Sound>(open_close_toggle, {"pickup"});
$ritual_ui = textures::get("ritual_crafting_area"); $ritual_ui = textures::get("ritual_crafting_area");
$ritual_ui.sprite->setPosition({0,0}); $ritual_ui.sprite->setPosition($gui.get_position());
$ritual_ui.sprite->setTextureRect($ritual_closed_rect); $ritual_ui.sprite->setTextureRect($ritual_closed_rect);
$ritual_state = RitualUIState::CLOSED; state(State::CLOSED);
$ritual_anim = animation::load("ritual_blanket"); $ritual_anim = animation::load("ritual_blanket");
$gui.init(); for(auto& [name, cell] : $gui.cells()) {
} auto button = $gui.entity(name);
$gui.set<Rectangle>(button, {GUECS_PADDING, {50, 50, 50, 150}});
bool RitualUI::is_open() { $gui.set<Clickable>(button, {
return $ritual_state != RitualUIState::CLOSED; [](auto ent, auto) { fmt::println("clicked {}", ent); }
});
} }
void RitualUI::inv_slot_clicked(DinkyECS::Entity ent, DinkyECS::Entity item_id) { auto open_close_toggle = $gui.entity("ritual_ui");
$selected.insert_or_assign(ent, item_id); $gui.set<Clickable>(open_close_toggle, {
[&](auto, auto){ event(Event::TOGGLE); }
auto& blanket = $level.world->get_the<ritual::Blanket>(); });
blanket.select(item_id);
attempt_combine();
// display the possible outcome here $gui.init();
if($craft_state.is_combined()) {
auto ritual = $engine.finalize($craft_state);
using enum ritual::Element;
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");
}
} else {
$gui.close<Sprite>("result_image");
}
update_items(); state(State::CLOSED);
} }
void RitualUI::reset_inv_positions() { void UI::OPENED(Event ev) {
auto& blanket = $level.world->get_the<ritual::Blanket>(); if(ev == Event::TOGGLE) {
blanket.reset(); state(State::CLOSING);
std::array<std::string, 8> temp_names{
"craft0","craft1","craft2","craft3",
"craft4","craft5","craft6","craft7"
};
for(const auto& name : temp_names) {
$gui.close<Sprite>(name);
} }
update_items();
} }
void RitualUI::attempt_combine() { void UI::CLOSED(Event ev) {
auto& blanket = $level.world->get_the<ritual::Blanket>(); if(ev == Event::TOGGLE) {
$craft_state = $engine.start(); $ritual_anim.play();
state(State::OPENING);
for(auto [ent, yes] : blanket.selected) {
$engine.load_junk($craft_state, blanket.get(ent));
} }
// finalize here ritual here
$engine.plan($craft_state);
} }
void RitualUI::combine_clicked(DinkyECS::Entity ent) { void UI::OPENING(Event ev) {
// auto cell = $gui.cell_for(ent); if(ev == Event::TICK) {
auto& bs = $gui.get<Sprite>(ent); if(!animation::apply($ritual_anim, $ritual_ui)) {
bs.sprite->setColor({200, 0, 0}); state(State::OPENED);
attempt_combine();
if($craft_state.is_combined()) {
// add it to the belt
auto ritual = $engine.finalize($craft_state);
// remove the items from the blanket now
auto& the_belt = $level.world->get_the<ritual::Belt>();
the_belt.equip(the_belt.next(), ritual);
$level.world->send<Events::GUI>(Events::GUI::NEW_RITUAL, $level.player, {});
reset_inv_positions();
} else {
fmt::println("Failed to combine!");
reset_inv_positions();
sound::play("ui_click");
} }
} }
bool RitualUI::mouse(float x, float y, bool hover) {
return $gui.mouse(x, y, hover);
} }
void RitualUI::update_items() { void UI::CLOSING(Event ev) {
auto& blanket = $level.world->get_the<ritual::Blanket>(); if(ev == Event::TICK) {
int i = 0; $ritual_ui.sprite->setTextureRect($ritual_closed_rect);
int j = 0; state(State::CLOSED);
for(auto& [item_id, item] : blanket.contents) {
auto button = $gui.entity("inv_slot", i++);
std::string sprite_name = fmt::format("{}-64", item);
if(blanket.is_selected(item_id)) {
auto selector = $gui.entity("craft", j++);
$gui.set_init<Sprite>(selector, {sprite_name});
} else if($gui.has<Clickable>(button)) {
$gui.set_init<Sprite>(button, {sprite_name});
} else {
$gui.set_init<Sprite>(button, {sprite_name});
$gui.set_init<Effect>(button, {0.4f});
$gui.set<Sound>(button, {"ui_click"});
$gui.set<Clickable>(button, {
[&, item_id](auto ent, auto){ inv_slot_clicked(ent, item_id); }
});
}
} }
} }
void RitualUI::toggle() { UI::UI(GameLevel level) :
using enum RitualUIState; $level(level)
{
if($ritual_state == OPEN) { $gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
$ritual_state = CLOSING; $gui.layout(
} else if($ritual_state == CLOSED) { "[_]"
update_items(); "[inv_slot0 | inv_slot1 | inv_slot2| inv_slot3]"
$craft_state = $engine.start(); "[inv_slot4 | inv_slot5 | inv_slot6| inv_slot7]"
$ritual_state = OPENING; "[inv_slot8 | inv_slot9 | inv_slot10| inv_slot11]"
$ritual_anim.play(); "[inv_slot12 | inv_slot13 | inv_slot14| inv_slot15]"
} "[reset |*%(200,400)result_text|_]"
"[*%(100,200)result_image|_ |_]"
"[_|_|_]"
"[combine|_|_]"
"[_|craft0|craft1|craft2|craft3|_]"
"[_|craft4|craft5|craft6|craft7|_]"
"[ ritual_ui ]");
} }
void RitualUI::update() { bool UI::mouse(float x, float y, bool hover) {
dbc::log("RITUAL UPDATE NOT IMPLEMENTED"); return $gui.mouse(x, y, hover);
} }
void RitualUI::render(sf::RenderWindow &window) { bool UI::is_open() {
using enum RitualUIState; return !in_state(State::CLOSED);
if($ritual_state == OPENING) {
if(!animation::apply($ritual_anim, $ritual_ui)) {
$ritual_state = OPEN;
}
} else if($ritual_state == CLOSING) {
reset_inv_positions();
$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
$ritual_state = CLOSED;
} }
void UI::render(sf::RenderWindow &window) {
event(Event::TICK);
window.draw(*$ritual_ui.sprite); window.draw(*$ritual_ui.sprite);
if($ritual_state == OPEN) { if(in_state(State::OPENED)) {
$gui.render(window); $gui.render(window);
// $gui.debug_layout(window); $gui.debug_layout(window);
}
} }
} }
} }

@ -5,40 +5,48 @@
#include "textures.hpp" #include "textures.hpp"
#include "guecs.hpp" #include "guecs.hpp"
#include "rituals.hpp" #include "rituals.hpp"
#include "fsm.hpp"
namespace gui { namespace gui {
enum class RitualUIState {
OPEN=0, namespace ritual {
CLOSED=1, enum class State {
OPENING=2, START=0,
CLOSING=3 OPENED=1,
CLOSED=2,
OPENING=3,
CLOSING=4
};
enum class Event {
STARTED=0,
TOGGLE=1,
TICK=2
}; };
class RitualUI { class UI : public DeadSimpleFSM<State, Event>{
public: public:
sf::IntRect $ritual_closed_rect{{0,0},{380,720}}; sf::IntRect $ritual_closed_rect{{0,0},{380,720}};
sf::IntRect $ritual_open_rect{{380 * 2,0},{380,720}}; sf::IntRect $ritual_open_rect{{380 * 2,0},{380,720}};
ritual::Engine $engine;
ritual::CraftingState $craft_state;
RitualUIState $ritual_state = RitualUIState::CLOSED;
textures::SpriteTexture $ritual_ui;
components::Animation $ritual_anim; components::Animation $ritual_anim;
guecs::UI $gui; guecs::UI $gui;
GameLevel $level; GameLevel $level;
std::unordered_map<DinkyECS::Entity, DinkyECS::Entity> $selected; textures::SpriteTexture $ritual_ui;
UI(GameLevel level);
void event(Event ev);
void START(Event);
void OPENED(Event);
void CLOSED(Event);
void OPENING(Event);
void CLOSING(Event);
RitualUI(GameLevel level);
bool mouse(float x, float y, bool hover); bool mouse(float x, float y, bool hover);
void toggle();
bool is_open();
void init();
void render(sf::RenderWindow &window); void render(sf::RenderWindow &window);
void update(); bool is_open();
void attempt_combine();
void update_items();
void combine_clicked(DinkyECS::Entity ent);
void inv_slot_clicked(DinkyECS::Entity ent, DinkyECS::Entity item_id);
void reset_inv_positions();
}; };
}
} }

@ -57,7 +57,7 @@ namespace gui {
} }
} }
$ritual_ui.init(); $ritual_ui.event(ritual::Event::STARTED);
$gui.init(); $gui.init();
} }
@ -70,7 +70,7 @@ namespace gui {
} }
void StatusUI::select_ritual() { void StatusUI::select_ritual() {
$ritual_ui.toggle(); $ritual_ui.event(ritual::Event::TOGGLE);
} }
void StatusUI::select_slot(DinkyECS::Entity ent, any slot_name) { void StatusUI::select_slot(DinkyECS::Entity ent, any slot_name) {

@ -14,7 +14,7 @@ namespace gui {
std::map<std::string, size_t> $slots; std::map<std::string, size_t> $slots;
std::deque<std::wstring> $messages; std::deque<std::wstring> $messages;
GameLevel $level; GameLevel $level;
RitualUI $ritual_ui; ritual::UI $ritual_ui;
StatusUI(GameLevel level); StatusUI(GameLevel level);
void select_slot(DinkyECS::Entity ent, std::any data); void select_slot(DinkyECS::Entity ent, std::any data);

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