#include "gui/loot_ui.hpp" #include "constants.hpp" #include #include "gui/guecstra.hpp" namespace gui { using namespace guecs; LootUI::LootUI(GameLevel level) : $level(level) { $gui.position(RAY_VIEW_X+RAY_VIEW_WIDTH/2-200, RAY_VIEW_Y+RAY_VIEW_HEIGHT/2-200, 400, 400); $gui.layout( "[item_0 | item_1 |item_2 | item_3 ]" "[item_4 | item_5 |item_6 | item_7 ]" "[item_8 | item_9 |item_10| item_11]" "[item_12| item_13|item_14|item_15 ]" "[_ | %(100,50)close| _]" ); } void LootUI::init() { using guecs::THEME; auto bg_color = THEME.DARK_LIGHT; bg_color.a = 140; $gui.set($gui.MAIN, {$gui.$parser, bg_color}); auto close = $gui.entity("close"); $gui.set(close, {}); $gui.set(close, {L"CLOSE"}); $gui.set(close, guecs::make_action(*$level.world, Events::GUI::LOOT_CLOSE)); for(int i = 0; i < INV_SLOTS; i++) { auto id = $gui.entity("item_", i); $gui.set(id, {THEME.PADDING, THEME.TRANSPARENT, THEME.LIGHT_MID }); $gui.set(id, {0.4f, "ui_shader"}); $gui.set(id, { guecs::make_action(*$level.world, Events::GUI::LOOT_SELECT, {i}) }); } $gui.init(); update(); } std::optional LootUI::select_slot(int slot_id) { if(size_t(slot_id) < contents.size()) { return contents.at(slot_id); } else { return std::nullopt; } } void LootUI::remove_slot(int slot_id) { dbc::check(size_t(slot_id) < contents.size(), fmt::format("invalid slot id {} give, contents.size={}", slot_id, contents.size())); contents.erase(contents.begin() + slot_id); update(); } void LootUI::update() { dbc::check(contents.size() < INV_SLOTS, "too many items in loot contents, must be < 16"); for(size_t i = 0; i < INV_SLOTS; i++) { auto id = $gui.entity("item_", int(i)); fmt::println("checking for sprite at {}", id); if($gui.has(id)) { fmt::println("REMOVING SPRITE {}", id); $gui.remove(id); } else { fmt::println("nothing at {}", id); } if(i < contents.size()) { auto item = contents.at(i); auto& sprite = $level.world->get(item); fmt::println("NEW SPRITE SPRITE {}", sprite.name); $gui.set_init(id, {sprite.name}); } } } void LootUI::render(sf::RenderWindow& window) { $gui.render(window); } void LootUI::update_level(GameLevel &level) { $level = level; init(); } bool LootUI::mouse(float x, float y, bool hover) { return $gui.mouse(x, y, hover); } }