#include "guecs.hpp" namespace guecs { UI::UI() { $font = make_shared<sf::Font>(FONT_FILE_NAME); } void UI::position(int x, int y, int width, int height) { $parser.position(x, y, width, height); } void UI::layout(std::string grid) { $grid = grid; $parser.parse($grid); for(auto& [name, cell] : $parser.cells) { auto ent = entity(name); $world.set<lel::Cell>(ent, cell); } } DinkyECS::Entity UI::entity(std::string name) { if($name_ents.contains(name)) { // already exists so just return it return $name_ents.at(name); } else { auto entity = $world.entity(); // this lets you look up an entity by name $name_ents.insert_or_assign(name, entity); // this makes it easier to get the name during querying $world.set<CellName>(entity, {name}); return entity; } } void UI::init() { if($world.has_the<Background>()) { auto& bg = $world.get_the<Background>(); bg.init(); } $world.query<Background>([](auto, auto& bg) { bg.init(); }); $world.query<lel::Cell, Rectangle>([](auto, auto& cell, auto& rect) { rect.init(cell); }); $world.query<Rectangle, Meter>([](auto, auto& bg, auto &) { bg.shape->setFillColor(ColorValue::BLACK); }); $world.query<lel::Cell, Meter>([](auto, auto &cell, auto& meter) { meter.init(cell); }); $world.query<lel::Cell, Textual>([this](auto, auto& cell, auto& text) { text.init(cell, $font); }); $world.query<lel::Cell, Label>([this](auto, auto& cell, auto& text) { text.init(cell, $font); }); $world.query<lel::Cell, Sprite>([&](auto, auto &cell, auto &sprite) { sprite.init(cell); }); } void UI::render(sf::RenderWindow& window) { if($world.has_the<Background>()) { auto& bg = $world.get_the<Background>(); window.draw(*bg.shape); } $world.query<Rectangle>([&](auto, auto& rect) { window.draw(*rect.shape); }); $world.query<lel::Cell, Meter>([&](auto, auto& cell, const auto &meter) { float level = std::clamp(meter.percent, 0.0f, 1.0f) * float(cell.w); // ZED: this 6 is a border width, make it a thing meter.bar.shape->setSize({std::max(level, 0.0f), float(cell.h - 6)}); window.draw(*meter.bar.shape); }); $world.query<Sprite>([&](auto, auto& sprite) { window.draw(*sprite.sprite); }); $world.query<Label>([&](auto, auto& text) { window.draw(*text.text); }); $world.query<Textual>([&](auto, auto& text) { window.draw(*text.text); }); } bool UI::mouse(float x, float y) { int action_count = 0; $world.query<lel::Cell, Clickable>([&](auto ent, auto& cell, auto &clicked) { if((x >= cell.x && x <= cell.x + cell.w) && (y >= cell.y && y <= cell.y + cell.h)) { if(auto action_data = get_if<ActionData>(ent)) { clicked.action(ent, action_data->data); } else { clicked.action(ent, {}); } action_count++; } }); return action_count > 0; } void UI::show_sprite(string region, string sprite_name) { auto ent = entity(region); if(!has<Sprite>(ent)) { Sprite to_show{sprite_name}; auto& cell = cell_for(ent); to_show.init(cell); set<guecs::Sprite>(ent, to_show); } } void UI::show_text(string region, string content) { auto ent = entity(region); if(auto text = get_if<Textual>(ent)) { text->text->setString(content); } else { auto &cell = cell_for(ent); Textual to_set{content, 20}; to_set.init(cell, $font); to_set.text->setFillColor(ColorValue::LIGHT_MID); set<Textual>(ent, to_set); } } void UI::show_label(string region, string content) { auto ent = entity(region); if(auto text = get_if<Label>(ent)) { text->text->setString(content); } else { auto &cell = cell_for(ent); Label to_set{content, 20}; to_set.init(cell, $font); to_set.text->setFillColor(ColorValue::LIGHT_MID); set<Label>(ent, to_set); } } Clickable make_action(DinkyECS::World& target, Events::GUI event) { return {[&, event](auto ent, auto data){ // remember that ent is passed in from the UI::mouse handler target.send<Events::GUI>(event, ent, data); }}; } }