Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed.

Zed A. Shaw 3 weeks ago
parent 7c1f05c801
commit 8d9c2d8c05
  1. 2
      Makefile
  2. 2
      assets/config.json
  3. 56
      combat_ui.cpp
  4. 7
      combat_ui.hpp
  5. 75
      gui_gadgets.hpp

@ -22,7 +22,7 @@ tracy_build:
meson compile -j 10 -C builddir
test: build
./builddir/runtests "[lel]"
./builddir/runtests
run: build test
powershell "cp ./builddir/zedcaster.exe ."

@ -26,7 +26,7 @@
"player": {
},
"worldgen": {
"enemy_probability": 20,
"enemy_probability": 40,
"empty_room_probability": 10,
"device_probability": 20
}

@ -20,65 +20,45 @@ namespace gui {
$background.setFillColor({0, 0, 0});
for(auto& [name, cell] : $layout.cells) {
sf::RectangleShape shape;
shape.setPosition({float(cell.x + 3), float(cell.y + 3)});
shape.setSize({float(cell.w - 6), float(cell.h - 6)});
shape.setFillColor(ColorValue::DARK_MID);
shape.setOutlineColor(ColorValue::MID);
shape.setOutlineThickness(1);
if(name.starts_with("button_")) {
sf::Text label($font, name);
auto bounds = label.getLocalBounds();
auto label_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
label.setPosition({float(label_cell.x), float(label_cell.y) - label_cell.h / 2});
$labels.push_back(label);
} else if(name == "bar_hp") {
shape.setFillColor({150, 30, 30});
if(name == "bar_hp") {
$meters.try_emplace(name, cell);
} else if(name == "label_hp") {
sf::Text label($font, "hp:");
label.scale({0.8, 0.8});
auto bounds = label.getGlobalBounds();
auto label_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
label.setPosition({float(label_cell.x), float(label_cell.y + bounds.size.y)});
$labels.push_back(label);
gui::Label label(cell, "hp:", $font);
$labels.emplace_back(cell, "hp:", $font);
} else if(name.starts_with("button_")) {
$buttons.try_emplace(name, cell, name, $font);
}
$shapes.insert_or_assign(name, shape);
}
}
void CombatUI::draw(sf::RenderWindow& window) {
window.draw($background);
auto &player = $level.world->get_the<components::Player>();
auto &combat = $level.world->get<components::Combat>(player.entity);
auto &hp_shape = $shapes.at("bar_hp");
auto &hp_cell = $layout.cells.at("bar_hp");
float hp_now = float(combat.hp) / float(combat.max_hp) * float(hp_cell.w);
hp_shape.setSize({std::max(hp_now, 0.0f), float(hp_cell.h - 6)});
float hp_now = float(combat.hp) / float(combat.max_hp);
auto& bar_hp = $meters.at("bar_hp");
bar_hp.set_percent(hp_now);
window.draw($background);
for(auto& [name, shape] : $shapes) {
window.draw(shape);
for(auto& [name, button] : $buttons) {
button.draw(window);
}
for(auto& [name, shape] : $label_boxes) {
window.draw(shape);
for(auto& [name, meter] : $meters) {
meter.draw(window);
}
for(auto& label : $labels) {
window.draw(label);
label.draw(window);
}
}
void CombatUI::click(int x, int y) {
if(auto name = $layout.hit(x, y)) {
if((*name).starts_with("button_")) {
auto& shape = $shapes.at(*name);
shape.setFillColor({100, 0, 0});
auto& button = $buttons.at(*name);
button.shape.setFillColor({100, 0, 0});
}
}
}

@ -6,6 +6,7 @@
#include <SFML/Graphics/Font.hpp>
#include <SFML/Graphics/Text.hpp>
#include "lel.hpp"
#include "gui_gadgets.hpp"
namespace gui {
class CombatUI {
@ -17,9 +18,9 @@ namespace gui {
GameLevel $level;
sf::Font $font;
sf::RectangleShape $background;
std::unordered_map<std::string, sf::RectangleShape> $shapes;
std::unordered_map<std::string, sf::RectangleShape> $label_boxes;
std::vector<sf::Text> $labels;
std::unordered_map<std::string, gui::Button> $buttons;
std::vector<gui::Label> $labels;
std::unordered_map<std::string, gui::Meter> $meters;
CombatUI(GameLevel level);
void render();

@ -0,0 +1,75 @@
#pragma once
#include <SFML/Graphics/RectangleShape.hpp>
#include <SFML/Graphics/Font.hpp>
#include <SFML/Graphics/Text.hpp>
#include "lel.hpp"
namespace gui {
struct Label {
sf::Font &font;
sf::Text text;
lel::Cell& cell;
Label(lel::Cell& cell, std::string label_text, sf::Font &font) :
font(font),
text(font, label_text),
cell(cell)
{
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});
}
void draw(sf::RenderWindow& window) {
window.draw(text);
}
};
struct Button {
Label label;
lel::Cell& cell;
sf::RectangleShape shape;
Button(lel::Cell& cell, std::string label_text, sf::Font &font) :
label(cell, label_text, font),
cell(cell)
{
shape.setPosition({float(cell.x + 3), float(cell.y + 3)});
shape.setSize({float(cell.w - 6), float(cell.h - 6)});
shape.setFillColor(ColorValue::DARK_MID);
shape.setOutlineColor(ColorValue::MID);
shape.setOutlineThickness(1);
}
void draw(sf::RenderWindow& window) {
window.draw(shape);
label.draw(window);
}
};
struct Meter {
sf::RectangleShape shape;
lel::Cell& cell;
Meter(lel::Cell& cell) :
cell(cell)
{
shape.setPosition({float(cell.x + 3), float(cell.y + 3)});
shape.setSize({float(cell.w - 6), float(cell.h - 6)});
shape.setFillColor(ColorValue::DARK_MID);
shape.setOutlineColor(ColorValue::MID);
shape.setOutlineThickness(1);
}
void draw(sf::RenderWindow& window) {
window.draw(shape);
}
void set_percent(float percent) {
float level = percent * float(cell.w);
// ZED: this 6 is a border to make it a thing
shape.setSize({std::max(level, 0.0f), float(cell.h - 6)});
}
};
}
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