#include "ritual_ui.hpp" #include "components.hpp" #include "guecs.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_slot5 | inv_slot6 | inv_slot7| inv_slot8]" "[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]" "[*%(100,500)circle_area]" "[_]" "[_]" "[_]" "[_]" "[ ritual_ui ]"); } void RitualUI::init() { // $gui.world().set_the({$gui.$parser}); for(auto& [name, cell] : $gui.cells()) { auto button = $gui.entity(name); if(name == "circle_area") { // $gui.set(button, {}); $gui.set(button, { [this](auto, auto){ dbc::log("circle clicked"); } }); } else if(name.starts_with("inv_slot")) { // $gui.set(button, {}); $gui.set(button, { [this, name](auto, auto){ dbc::log(fmt::format("inv_slot {}", name)); } }); } else if(name == "ritual_ui") { $gui.set(button, { [this](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.simple = false; $ritual_anim.looped = false; $ritual_anim.easing = ease::NONE; $ritual_anim.stationary = true; $ritual_anim.texture_width = 380; $ritual_anim.frames = 3; $ritual_anim.speed = 0.2f; $gui.init(); } bool RitualUI::is_open() { return $ritual_state != RitualUIState::CLOSED; } bool RitualUI::mouse(float x, float y) { return $gui.mouse(x, y); } void RitualUI::toggle() { using enum RitualUIState; switch($ritual_state) { case OPEN: $ritual_state = CLOSING; break; case CLOSED: $ritual_state = OPENING; $ritual_anim.play(); break; case OPENING: // ignored break; case CLOSING: // ignored break; default: dbc::sentinel("INVALID RitualUIState"); } } /* WARNING: This is really not the greatest way to do this. */ void RitualUI::update() { dbc::log("RITUAL UPDATE NOT IMPLEMENTED"); } void RitualUI::render(sf::RenderWindow &window) { sf::IntRect rect; sf::Vector2f scale{1.0, 1.0}; sf::Vector2f pos{0, 0}; using enum RitualUIState; switch($ritual_state) { case OPEN: { rect = $ritual_open_rect; } break; case CLOSED: { rect = $ritual_closed_rect; } break; case OPENING: { if($ritual_anim.playing) { rect = $ritual_closed_rect; $ritual_anim.step(scale, pos, rect); } else { $ritual_state = OPEN; rect = $ritual_open_rect; } } break; case CLOSING: { rect = $ritual_closed_rect; $ritual_state = CLOSED; } break; default: dbc::sentinel("INVALID RitualUIState"); } $ritual_ui.sprite->setTextureRect(rect); $ritual_ui.sprite->setPosition(pos); $ritual_ui.sprite->setScale(scale); window.draw(*$ritual_ui.sprite); if($ritual_state == OPEN) $gui.render(window); } }