Make a function to access overlay cells Closes #35.

master
Zed A. Shaw 2 days ago
parent f668ff6b7a
commit fcd1bc589c
  1. 1
      amt/raycaster.cpp
  2. 1
      gui/dnd_loot.cpp
  3. 2
      gui/fsm.cpp
  4. 5
      gui/main_ui.cpp
  5. 1
      gui/main_ui.hpp
  6. 1
      gui/overlay_ui.cpp
  7. 2
      gui/ritual_ui.cpp
  8. 1
      rituals.cpp

@ -68,7 +68,6 @@ void Raycaster::position_camera(float player_x, float player_y) {
void Raycaster::draw_pixel_buffer() { void Raycaster::draw_pixel_buffer() {
view_texture.update(pixels.to_raw_buf(), {(unsigned int)$width, (unsigned int)$height}, {0, 0}); view_texture.update(pixels.to_raw_buf(), {(unsigned int)$width, (unsigned int)$height}, {0, 0});
// BUG: can I do this once and just update it?
$window.draw(view_sprite); $window.draw(view_sprite);
} }

@ -185,7 +185,6 @@ namespace gui {
} }
} }
// BUG: should I do this in the commit_ functions or in the FSM?
void DNDLoot::clear_grab() { void DNDLoot::clear_grab() {
$grab_source = std::nullopt; $grab_source = std::nullopt;
$grab_sprite = nullptr; $grab_sprite = nullptr;

@ -54,7 +54,7 @@ namespace gui {
$loot_ui.init(); $loot_ui.init();
// BUG: maybe this is a function on main_ui? // BUG: maybe this is a function on main_ui?
auto cell = $main_ui.$overlay_ui.$gui.cell_for("left"); auto cell = $main_ui.overlay_cell("left");
$debug_ui.init(cell); $debug_ui.init(cell);
$combat_ui.init(); $combat_ui.init();

@ -53,6 +53,11 @@ namespace gui {
$overlay_ui.show_sprite("middle", "blood_splatter"); $overlay_ui.show_sprite("middle", "blood_splatter");
} }
lel::Cell MainUI::overlay_cell(const std::string& name) {
return $overlay_ui.$gui.cell_for(name);
}
bool MainUI::play_rotate() { bool MainUI::play_rotate() {
bool done = $camera.play_rotate(); bool done = $camera.play_rotate();
$needs_render = !done; $needs_render = !done;

@ -40,6 +40,7 @@ namespace gui {
void init(); void init();
void render(); void render();
void dirty(); void dirty();
lel::Cell overlay_cell(const std::string& name);
void health_low(); void health_low();
void dead_entity(DinkyECS::Entity entity); void dead_entity(DinkyECS::Entity entity);

@ -64,6 +64,5 @@ namespace gui {
void OverlayUI::update_level(GameLevel level) { void OverlayUI::update_level(GameLevel level) {
$level = level; $level = level;
// BUG: I think I have to redo the clickable
} }
} }

@ -47,8 +47,6 @@ namespace gui {
$ritual_ui = textures::get("ritual_crafting_area"); $ritual_ui = textures::get("ritual_crafting_area");
$ritual_ui.sprite->setPosition($gui.get_position()); $ritual_ui.sprite->setPosition($gui.get_position());
$ritual_ui.sprite->setTextureRect($ritual_closed_rect); $ritual_ui.sprite->setTextureRect($ritual_closed_rect);
// BUG: why am I doing this twice?
state(State::CLOSED);
$ritual_anim = animation::load("ritual_blanket"); $ritual_anim = animation::load("ritual_blanket");
auto open_close_toggle = $gui.entity("ritual_ui"); auto open_close_toggle = $gui.entity("ritual_ui");

@ -88,7 +88,6 @@ namespace ritual {
return result; return result;
} }
// BUG: maybe this should be called CraftingState instead?
void CraftingState::dump() { void CraftingState::dump() {
ai::dump_script(script, start, plan.script); ai::dump_script(script, start, plan.script);
} }

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