Just had to grab the sprite, duh. Closes #3.

master
Zed A. Shaw 23 hours ago
parent 1baf90a776
commit af3568154a
  1. 1
      gui/dnd_loot.cpp
  2. 8
      gui/fsm.cpp

@ -219,6 +219,7 @@ namespace gui {
auto gui_id = std::any_cast<guecs::Entity>(data);
if(auto source = gui.get_if<guecs::GrabSource>(gui_id)) {
$grab_sprite = source->sprite;
source->grab();
return gui_id;
} else {

@ -136,12 +136,6 @@ namespace gui {
void FSM::IDLE(Event ev, std::any data) {
using enum Event;
auto& player_pos = System::player_position($level);
fmt::println("AIMING AT: {},{}; POS: {},{}",
player_pos.aiming_at.x, player_pos.aiming_at.y,
player_pos.location.x, player_pos.location.y);
sound::stop("walk");
switch(ev) {
@ -387,8 +381,6 @@ namespace gui {
$status_ui.render($window);
$combat_ui.render($window);
// BUG: no matter how I order this the dnd sprite renders behind the loot ui
if($loot_ui.active) $loot_ui.render($window);
if(in_state(State::LOOTING)) $dnd_loot.render();

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