#include "gui/loot_ui.hpp" #include "constants.hpp" #include #include "gui/guecstra.hpp" namespace gui { using namespace guecs; LootUI::LootUI(GameLevel level) : $level(level) { $gui.position(RAY_VIEW_X+RAY_VIEW_WIDTH/2-200, RAY_VIEW_Y+RAY_VIEW_HEIGHT/2-200, 400, 400); $gui.layout( "[item_0 | item_1|item_2 | item_3]" "[item_4 | item_5|item_6 | item_7]" "[item_8 | item_9|item_10 | item_11]" "[button_12|button_13|button_14|button_15]" "[_ | *%(200)close|_ | _]" ); } void LootUI::init() { using guecs::THEME; auto bg_color = THEME.DARK_LIGHT; bg_color.a = 140; $gui.set($gui.MAIN, {$gui.$parser, bg_color}); // fill in 4 slots for prototype for(int i = 0; i < 4; i++) { auto id = $gui.entity("item_", i); $gui.set(id, {THEME.PADDING, THEME.TRANSPARENT, THEME.LIGHT_MID }); $gui.set(id, {0.4f, "ui_shader"}); $gui.set(id, { [=](auto, auto) { fmt::println("clicked button_{}", i); } }); $gui.set(id, {"broken_yoyo-64"}); } auto close = $gui.entity("close"); $gui.set(close, {}); $gui.set(close, {L"CLOSE"}); $gui.set(close, guecs::make_action(*$level.world, Events::GUI::LOOT_CLOSE)); $gui.init(); } void LootUI::render(sf::RenderWindow& window) { $gui.render(window); } void LootUI::update_level(GameLevel &level) { $level = level; init(); } bool LootUI::mouse(float x, float y, bool hover) { return $gui.mouse(x, y, hover); } }