#include "ritual_ui.hpp" #include "components.hpp" #include "guecs.hpp" #include "rand.hpp" #include "animation.hpp" #include "rand.hpp" namespace gui { using namespace guecs; using std::any, std::any_cast, std::string, std::make_any; RitualUI::RitualUI(GameLevel level) : $level(level) { $gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT); $gui.layout( "[_]" "[inv_slot9 | inv_slot10 | inv_slot11| inv_slot12]" "[inv_slot13 | inv_slot14 | inv_slot15| inv_slot16]" "[inv_slot17 | inv_slot18 | inv_slot19| inv_slot20]" "[inv_slot21 | inv_slot22 | inv_slot23| inv_slot24]" "[*%(100,600)circle_area]" "[_]" "[_]" "[_]" "[_]" "[_]" "[ ritual_ui ]"); } void RitualUI::init() { for(auto& [name, cell] : $gui.cells()) { auto button = $gui.entity(name); if(name == "circle_area") { $gui.set(button, {"the_ritual_circle"}); $gui.set(button, { [&](auto ent, auto){ ritual_circle_clicked(ent); } }); } else if(name.starts_with("inv_slot")) { if(button % 5 == 0) { $gui.set(button, {"cinqueda"}); } else if(button % 9 == 0) { $gui.set(button, {"healing_potion_small"}); } else if(button % 3 == 0) { $gui.set(button, {"torch_horizontal_floor"}); } $gui.set(button, { [&](auto ent, auto){ inv_slot_clicked(ent); } }); } else if(name == "ritual_ui") { $gui.set(button, { [&](auto, auto){ toggle(); } }); } } $ritual_ui = textures::get("ritual_crafting_area"); $ritual_ui.sprite->setPosition({0,0}); $ritual_ui.sprite->setTextureRect($ritual_closed_rect); $ritual_state = RitualUIState::CLOSED; $ritual_anim = animation::load("ritual_blanket"); $gui.init(); } bool RitualUI::is_open() { return $ritual_state != RitualUIState::CLOSED; } void RitualUI::inv_slot_clicked(DinkyECS::Entity ent) { if($gui.has(ent)) { auto& bs = $gui.get(ent); auto ritual_circle = $gui.entity("circle_area"); auto& ritual_cell = $gui.cell_for(ritual_circle); dbc::log(fmt::format("inv_slot clicked {}", bs.name)); int inner_x = ritual_cell.x + ritual_cell.x / 2; int inner_y = ritual_cell.y + ritual_cell.y / 2; float x = Random::uniform(inner_x, inner_x + ritual_cell.w / 2); float y = Random::uniform(inner_y, inner_y + ritual_cell.h / 2); bs.sprite->setPosition({float(x), float(y)}); } } void RitualUI::reset_inv_positions() { auto ritual_circle = $gui.entity("circle_area"); $gui.world().query( [&](const auto ent, auto &cell, auto &bs) { if(ent == ritual_circle) { bs.sprite->setColor({255,255,255,255}); bs.sprite->setRotation(sf::degrees(0.0)); } else { bs.sprite->setPosition({(float)cell.x, (float)cell.y}); } }); } void RitualUI::ritual_circle_clicked(DinkyECS::Entity ent) { auto cell = $gui.cell_for(ent); auto& bs = $gui.get(ent); bs.sprite->setColor({200, 0, 0}); animation::center(*bs.sprite, {(float)cell.x, (float)cell.y}); animation::rotate(*bs.sprite, 20.0); } bool RitualUI::mouse(float x, float y) { return $gui.mouse(x, y); } void RitualUI::toggle() { using enum RitualUIState; if($ritual_state == OPEN) { $ritual_state = CLOSING; } else if($ritual_state == CLOSED) { $ritual_state = OPENING; $ritual_anim.play(); } } /* WARNING: This is really not the greatest way to do this. * look in status_ui.update_level() * */ void RitualUI::update() { dbc::log("RITUAL UPDATE NOT IMPLEMENTED"); } void RitualUI::render(sf::RenderWindow &window) { using enum RitualUIState; if($ritual_state == OPENING) { if(!animation::apply($ritual_anim, $ritual_ui)) { $ritual_state = OPEN; } } else if($ritual_state == CLOSING) { reset_inv_positions(); $ritual_ui.sprite->setTextureRect($ritual_closed_rect); $ritual_state = CLOSED; } window.draw(*$ritual_ui.sprite); if($ritual_state == OPEN) $gui.render(window); } }