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@ -15,17 +15,35 @@ namespace gui { |
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"[*%(100,150)button_0 | *%(100,150)button_1 | *%(100,150)button_2 | *%(100,150)button_3]"); |
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} |
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void CombatUI::make_button(std::string name, std::wstring label, Events::GUI event, int action) { |
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void CombatUI::make_button(std::string name, std::wstring label, Events::GUI event, int action, const std::string &icon_name) { |
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(void)label; |
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auto button = $gui.entity(name); |
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$gui.set<Sprite>(button, {"leather_pouch-128"}); |
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$gui.set<Rectangle>(button, {}); |
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$gui.set<Sprite>(button, {icon_name}); |
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// $gui.set<Rectangle>(button, {});
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$gui.set<Sound>(button, {"ui_click"}); |
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$gui.set<Label>(button, {label}); |
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// $gui.set<Label>(button, {label});
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$gui.set<Effect>(button, {.duration=0.1f}); |
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$gui.set<Clickable>(button, |
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guecs::make_action(*$level.world, event, {action})); |
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} |
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inline std::string temp_pick_icon_for_element(combat::RitualAction& ritual) { |
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using enum combat::RitualElement; |
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switch(ritual.element) { |
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case FIRE: |
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return "broken_yoyo-64"; |
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break; |
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case LIGHTNING: |
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return "stone_doll_cursed-64"; |
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break; |
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default: |
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return "severed_finger-64"; |
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} |
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} |
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void CombatUI::init() { |
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$gui.world().set_the<Background>({$gui.$parser, ColorValue::DARK_MID}); |
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auto& the_belt = $level.world->get<combat::RitualBelt>($level.player); |
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@ -34,7 +52,9 @@ namespace gui { |
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if(the_belt.has(slot)) { |
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std::string name = fmt::format("button_{}", slot); |
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std::wstring label = fmt::format(L"Attack {}", slot+1); |
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make_button(name, label, Events::GUI::ATTACK, slot); |
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auto& ritual = the_belt.get(slot); |
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make_button(name, label, Events::GUI::ATTACK, slot, |
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temp_pick_icon_for_element(ritual)); |
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} |
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} |
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