Move now works better, and the API is a lot cleaner. Now just need to make it not crash.

master
Zed A. Shaw 1 week ago
parent be7b86a913
commit e01e697535
  1. 8
      gui/fsm.cpp
  2. 15
      gui/guecstra.cpp
  3. 4
      gui/guecstra.hpp
  4. 7
      gui/loot_ui.cpp
  5. 7
      gui/status_ui.cpp

@ -208,6 +208,7 @@ namespace gui {
case MOUSE_CLICK: case MOUSE_CLICK:
mouse_action(false); mouse_action(false);
break; break;
case MOUSE_DRAG:
case MOUSE_MOVE: { case MOUSE_MOVE: {
if($grab_source) { if($grab_source) {
auto& source = $status_ui.get_grab_source(*$grab_source); auto& source = $status_ui.get_grab_source(*$grab_source);
@ -218,13 +219,6 @@ namespace gui {
case MOUSE_DRAG_START: { case MOUSE_DRAG_START: {
mouse_action(false); mouse_action(false);
} break; } break;
case MOUSE_DRAG: {
if($grab_source) {
auto& source = $status_ui.get_grab_source(*$grab_source);
source.move($router.position);
}
mouse_action(true);
} break;
case MOUSE_DROP: case MOUSE_DROP:
mouse_action(false); mouse_action(false);
break; break;

@ -21,11 +21,20 @@ namespace guecs {
} }
DinkyECS::Entity GrabSource::grab() { DinkyECS::Entity GrabSource::grab() {
fmt::println("grab! {}", world_entity);
return world_entity; return world_entity;
} }
void GrabSource::move(sf::Vector2i position) { void GrabSource::setSprite(guecs::UI& gui, DinkyECS::Entity gui_id) {
fmt::println("move! {} to {},{}", world_entity, position.x, position.y); dbc::check(gui.has<guecs::Sprite>(gui_id), "GrabSource given sprite gui_id that doesn't exist");
auto& sp = gui.get<guecs::Sprite>(gui_id);
sprite = sp.sprite;
}
void GrabSource::move(sf::Vector2i pos) {
if(sprite) {
sprite->setPosition({
float(pos.x), float(pos.y)});
}
} }
} }

@ -11,9 +11,11 @@ namespace guecs {
struct GrabSource { struct GrabSource {
DinkyECS::Entity world_entity; DinkyECS::Entity world_entity;
std::function<void()> commit; std::function<void()> commit;
std::shared_ptr<sf::Sprite> sprite = nullptr;
DinkyECS::Entity grab(); DinkyECS::Entity grab();
void move(sf::Vector2i position); void setSprite(guecs::UI& gui, DinkyECS::Entity gui_id);
void move(sf::Vector2i pos);
}; };
struct DropTarget { struct DropTarget {

@ -67,8 +67,11 @@ namespace gui {
"item in inventory UI doesn't exist in world. New level?"); "item in inventory UI doesn't exist in world. New level?");
auto& sprite = $level.world->get<components::Sprite>(item); auto& sprite = $level.world->get<components::Sprite>(item);
$gui.set_init<guecs::Sprite>(id, {sprite.name}); $gui.set_init<guecs::Sprite>(id, {sprite.name});
$gui.set<guecs::GrabSource>(id, {
item, [&, id]() { return remove_slot(id); }}); guecs::GrabSource grabber{
item, [&, id]() { return remove_slot(id); }};
grabber.setSprite($gui, id);
$gui.set<guecs::GrabSource>(id, grabber);
} else { } else {
$gui.set<guecs::DropTarget>(id, { $gui.set<guecs::DropTarget>(id, {
[&, id](DinkyECS::Entity world_entity) -> bool { return place_slot(id, world_entity); } [&, id](DinkyECS::Entity world_entity) -> bool { return place_slot(id, world_entity); }

@ -89,8 +89,11 @@ namespace gui {
if($level.world->has<components::Sprite>(world_entity)) { if($level.world->has<components::Sprite>(world_entity)) {
auto& sprite = $level.world->get<components::Sprite>(world_entity); auto& sprite = $level.world->get<components::Sprite>(world_entity);
$gui.set_init<guecs::Sprite>(gui_id, {sprite.name}); $gui.set_init<guecs::Sprite>(gui_id, {sprite.name});
$gui.set<guecs::GrabSource>(gui_id, {world_entity, guecs::GrabSource grabber{ world_entity,
[&, gui_id]() { return remove_slot(gui_id); }}); [&, gui_id]() { return remove_slot(gui_id); }};
grabber.setSprite($gui, gui_id);
$gui.set<guecs::GrabSource>(gui_id, grabber);
contents.insert_or_assign(gui_id, world_entity); contents.insert_or_assign(gui_id, world_entity);
return true; return true;
} else { } else {

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