#include "gui/status_ui.hpp" #include "components.hpp" #include #include "rand.hpp" #include #include "gui/guecstra.hpp" #include "systems.hpp" #include "inventory.hpp" #include "game_level.hpp" namespace gui { using namespace guecs; using std::any, std::any_cast, std::string, std::make_any; StatusUI::StatusUI() { $gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT); $gui.layout( "[ritual_ui]" "[=earring|=armor_head|=amulet]" "[=back|=*%(200,300)character_view|_|=armor_bdy]" "[=hand_r|_|_ |=hand_l]" "[=ring_r|_|_ |=ring_l]" "[=pocket_r|=armor_leg|=pocket_l]"); } void StatusUI::init() { $gui.set($gui.MAIN, {$gui.$parser, }); for(auto& [name, cell] : $gui.cells()) { auto gui_id = $gui.entity(name); if(name == "character_view") { $gui.set(gui_id, {}); $gui.set(gui_id, {"armored_knight"}); } else { $gui.set(gui_id, {}); dbc::log("!!!!!!!!!!!!!!!!! is this used: $gui.set(gui_id, {make_any(name)});"); if(name == "ritual_ui") { $gui.set(gui_id, { [this](auto){ select_ritual(); } }); $gui.set(gui_id, {"pickup"}); } else { $gui.set(gui_id, {guecs::to_wstring(name)}); $gui.set(gui_id, { guecs::make_action(gui_id, Events::GUI::INV_SELECT, {gui_id}) }); $gui.set(gui_id, { .commit=[&, gui_id](DinkyECS::Entity world_target) -> bool { return place_slot(gui_id, world_target); } }); } } } $ritual_ui.event(ritual::Event::STARTED); $gui.init(); update(); } bool StatusUI::mouse(float x, float y, guecs::Modifiers mods) { if($ritual_ui.is_open()) { return $ritual_ui.mouse(x, y, mods); } else { return $gui.mouse(x, y, mods); } } void StatusUI::select_ritual() { $ritual_ui.event(ritual::Event::TOGGLE); } void StatusUI::update() { auto world = GameDB::current_world(); auto player = world->get_the(); auto& inventory = world->get(player.entity); for(const auto& [slot, cell] : $gui.cells()) { if(inventory.has(slot)) { auto gui_id = $gui.entity(slot); auto world_entity = inventory.get(slot); auto& sprite = world->get(world_entity); $gui.set_init(gui_id, {sprite.name}); guecs::GrabSource grabber{ world_entity, [&, gui_id]() { return remove_slot(gui_id); }}; grabber.setSprite($gui, gui_id); $gui.set(gui_id, grabber); } else { auto gui_id = $gui.entity(slot); if($gui.has(gui_id)) { $gui.remove(gui_id); $gui.remove(gui_id); } } } } void StatusUI::render(sf::RenderWindow &window) { $gui.render(window); // $gui.debug_layout(window); $ritual_ui.render(window); } void StatusUI::update_level() { init(); } bool StatusUI::place_slot(guecs::Entity gui_id, DinkyECS::Entity world_entity) { auto& level = GameDB::current_level(); auto& slot_name = $gui.name_for(gui_id); auto& inventory = level.world->get(level.player); if(inventory.add(slot_name, world_entity)) { level.world->make_constant(world_entity); update(); return true; } else { dbc::log("there's something there already"); return false; } } void StatusUI::drop_item(DinkyECS::Entity item_id) { System::drop_item(item_id); update(); } // NOTE: do I need this or how does it relate to drop_item? void StatusUI::remove_slot(guecs::Entity slot_id) { auto player = GameDB::the_player(); auto& slot_name = $gui.name_for(slot_id); System::remove_from_container(player, slot_name); update(); } void StatusUI::swap(guecs::Entity gui_a, guecs::Entity gui_b) { if(gui_a != gui_b) { auto player = GameDB::the_player(); auto& a_name = $gui.name_for(gui_a); auto& b_name = $gui.name_for(gui_b); System::inventory_swap(player, a_name, b_name); } update(); } bool StatusUI::occupied(guecs::Entity slot) { auto player = GameDB::the_player(); return System::inventory_occupied(player, $gui.name_for(slot)); } }