Clean things up before solving the move problem.

master
Zed A. Shaw 1 day ago
parent 6576164fad
commit 8c8d6dc9e7
  1. 29
      gui/dnd_loot.cpp
  2. 2
      gui/dnd_loot.hpp
  3. 1
      gui/loot_ui.cpp
  4. 2
      gui/status_ui.cpp

@ -62,8 +62,9 @@ namespace gui {
END(CLOSE); END(CLOSE);
break; break;
case LOOT_SELECT: case LOOT_SELECT:
commit_move($loot_ui.$gui, $grab_source, data); if(commit_move($loot_ui.$gui, $grab_source, data)) {
state(DNDState::LOOTING); state(DNDState::LOOTING);
}
break; break;
case INV_SELECT: case INV_SELECT:
if(commit_drop($loot_ui.$gui, if(commit_drop($loot_ui.$gui,
@ -92,9 +93,9 @@ namespace gui {
} }
break; break;
case INV_SELECT: case INV_SELECT:
// BUG: should I do a bool here and not transition? if(commit_move($status_ui.$gui, $grab_source, data)) {
commit_move($status_ui.$gui, $grab_source, data); state(DNDState::LOOTING);
state(DNDState::LOOTING); }
break; break;
default: default:
handle_mouse(ev, $status_ui.$gui); handle_mouse(ev, $status_ui.$gui);
@ -111,8 +112,9 @@ namespace gui {
END(CLOSE); END(CLOSE);
} break; } break;
case INV_SELECT: case INV_SELECT:
commit_move($status_ui.$gui, $grab_source, data); if(commit_move($status_ui.$gui, $grab_source, data)) {
END(CLOSE); END(CLOSE);
}
break; break;
default: default:
handle_mouse(ev, $status_ui.$gui); handle_mouse(ev, $status_ui.$gui);
@ -228,8 +230,8 @@ namespace gui {
dbc::check(source.has<guecs::GrabSource>(*source_id), dbc::check(source.has<guecs::GrabSource>(*source_id),
"gui does not have a GrabSource at that slot"); "gui does not have a GrabSource at that slot");
auto& drop = target.get<guecs::DropTarget>(target_id);
auto& grab = source.get<guecs::GrabSource>(*source_id); auto& grab = source.get<guecs::GrabSource>(*source_id);
auto& drop = target.get<guecs::DropTarget>(target_id);
if(drop.commit(grab.world_entity)) { if(drop.commit(grab.world_entity)) {
grab.commit(); grab.commit();
@ -240,8 +242,9 @@ namespace gui {
} }
} }
void DNDLoot::commit_move(guecs::UI& gui, std::optional<guecs::Entity> source_id, std::any data) { bool DNDLoot::commit_move(guecs::UI& gui, std::optional<guecs::Entity> source_id, std::any data) {
dbc::check(source_id != std::nullopt, "source_id must exist"); dbc::check(source_id != std::nullopt, "source_id must exist");
auto& grab = gui.get<guecs::GrabSource>(*source_id); auto& grab = gui.get<guecs::GrabSource>(*source_id);
grab.commit(); grab.commit();
@ -250,13 +253,11 @@ namespace gui {
if(drop.commit(grab.world_entity)) { if(drop.commit(grab.world_entity)) {
clear_grab(); clear_grab();
return true;
} else { } else {
dbc::log("commit drop didn't happen"); // swap with the target instead
return false;
} }
// BUG: if the drop fails then need to put the grab back?
// How to confirm the drop will work before doing it?
// Or, maybe save the commit?
} }
bool DNDLoot::hold_world_item() { bool DNDLoot::hold_world_item() {

@ -49,7 +49,7 @@ namespace gui {
bool commit_drop(guecs::UI& source, guecs::UI& target, bool commit_drop(guecs::UI& source, guecs::UI& target,
std::optional<guecs::Entity> source_id, std::any data); std::optional<guecs::Entity> source_id, std::any data);
void commit_move(guecs::UI& gui, bool commit_move(guecs::UI& gui,
std::optional<guecs::Entity> source_id, std::any data); std::optional<guecs::Entity> source_id, std::any data);
bool hold_world_item(); bool hold_world_item();

@ -131,5 +131,4 @@ namespace gui {
return $gui.mouse(x, y, hover); return $gui.mouse(x, y, hover);
} }
} }

@ -104,8 +104,6 @@ namespace gui {
auto& slot_name = $slot_to_name.at(gui_id); auto& slot_name = $slot_to_name.at(gui_id);
auto& inventory = $level.world->get_the<inventory::Model>(); auto& inventory = $level.world->get_the<inventory::Model>();
inventory.dump();
if(inventory.add(slot_name, world_entity)) { if(inventory.add(slot_name, world_entity)) {
$level.world->make_constant(world_entity); $level.world->make_constant(world_entity);
update(); update();

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