#include "combat_ui.hpp" #include "constants.hpp" #include "color.hpp" namespace gui { using namespace guecs; CombatUI::CombatUI(GameLevel level) : $level(level) { $gui.position(COMBAT_UI_X, COMBAT_UI_Y, COMBAT_UI_WIDTH, COMBAT_UI_HEIGHT); $gui.layout( "[*%(100,150)button_attack | *%(100,150)button_block | *%(100,150)button_evade | *%(100,150)button_heal]"); } void CombatUI::make_button(std::string name, std::wstring label, Events::GUI event, int action) { auto button = $gui.entity(name); $gui.set<Sprite>(button, {"leather_pouch-128"}); $gui.set<Rectangle>(button, {}); $gui.set<Sound>(button, {"ui_click"}); $gui.set<Label>(button, {label}); $gui.set<Effect>(button, {.duration=0.1f}); $gui.set<Clickable>(button, guecs::make_action(*$level.world, event, {action})); } void CombatUI::init() { $gui.world().set_the<Background>({$gui.$parser, ColorValue::DARK_MID}); make_button("button_attack", L"Attack", Events::GUI::ATTACK, 1); make_button("button_block", L"Block", Events::GUI::ATTACK, 2); make_button("button_evade", L"Evade", Events::GUI::EVADE, 0); make_button("button_heal", L"Heal", Events::GUI::HEAL, 0); $gui.init(); } void CombatUI::render(sf::RenderWindow& window) { $gui.render(window); } void CombatUI::update_level(GameLevel &level) { $level = level; init(); } bool CombatUI::mouse(float x, float y, bool hover) { return $gui.mouse(x, y, hover); } }