#include "guecs.hpp" namespace guecs { UI::UI() { $font = make_shared(FONT_FILE_NAME); } void UI::position(int x, int y, int width, int height) { $parser.position(x, y, width, height); } void UI::layout(std::string grid) { $grid = grid; $parser.parse($grid); for(auto& [name, cell] : $parser.cells) { auto ent = entity(name); $world.set(ent, cell); } } DinkyECS::Entity UI::entity(std::string name) { if($name_ents.contains(name)) { // already exists so just return it return $name_ents.at(name); } else { auto entity = $world.entity(); // this lets you look up an entity by name $name_ents.insert_or_assign(name, entity); // this makes it easier to get the name during querying $world.set(entity, {name}); return entity; } } void UI::init() { if($world.has_the()) { auto& bg = $world.get_the(); bg.init(); } $world.query([](auto, auto& bg) { bg.init(); }); $world.query([](auto, auto& cell, auto& rect) { rect.init(cell); }); $world.query([](auto, auto& bg, auto &) { bg.shape->setFillColor(ColorValue::BLACK); }); $world.query([](auto, auto &cell, auto& meter) { meter.init(cell); }); $world.query([this](auto, auto& cell, auto& text) { text.init(cell, $font); }); $world.query([this](auto, auto& cell, auto& text) { text.init(cell, $font); }); $world.query([&](auto, auto &cell, auto &sprite) { sprite.init(cell); }); } void UI::render(sf::RenderWindow& window) { if($world.has_the()) { auto& bg = $world.get_the(); window.draw(*bg.shape); } $world.query([&](auto, auto& rect) { window.draw(*rect.shape); }); $world.query([&](auto, auto& cell, const auto &meter) { float level = std::clamp(meter.percent, 0.0f, 1.0f) * float(cell.w); // ZED: this 6 is a border width, make it a thing meter.bar.shape->setSize({std::max(level, 0.0f), float(cell.h - 6)}); window.draw(*meter.bar.shape); }); $world.query([&](auto, auto& sprite) { window.draw(*sprite.sprite); }); $world.query