#include "ritual_ui.hpp" #include "components.hpp" #include "guecs.hpp" #include "rand.hpp" #include "animation.hpp" #include "rand.hpp" #include "sound.hpp" namespace gui { namespace ritual { using namespace guecs; using std::any, std::any_cast, std::string, std::make_any; UI::UI(GameLevel level) : $level(level), $blanket($level.world->get_the<::ritual::Blanket>()) { $gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT); $gui.layout( "[_]" "[inv_slot0 | inv_slot1 | inv_slot2| inv_slot3]" "[inv_slot4 | inv_slot5 | inv_slot6| inv_slot7]" "[inv_slot8 | inv_slot9 | inv_slot10| inv_slot11]" "[inv_slot12 | inv_slot13 | inv_slot14| inv_slot15]" "[inv_slot16 | inv_slot17 | inv_slot18| inv_slot19]" "[reset |*%(200,400)result_text|_]" "[*%(100,200)result_image|_ |_]" "[_|_|_]" "[combine|_|_]" "[_]" "[ ritual_ui ]"); } void UI::event(Event ev, std::any data) { switch($state) { FSM_STATE(State, START, ev); FSM_STATE(State, OPENED, ev, data); FSM_STATE(State, CRAFTING, ev, data); FSM_STATE(State, CLOSED, ev); FSM_STATE(State, OPENING, ev); FSM_STATE(State, CLOSING, ev); } } void UI::START(Event) { $ritual_ui = textures::get("ritual_crafting_area"); $ritual_ui.sprite->setPosition($gui.get_position()); $ritual_ui.sprite->setTextureRect($ritual_closed_rect); state(State::CLOSED); $ritual_anim = animation::load("ritual_blanket"); auto open_close_toggle = $gui.entity("ritual_ui"); $gui.set(open_close_toggle, { [&](auto, auto){ event(Event::TOGGLE); } }); $craft_state = $ritual_engine.start(); $gui.init(); state(State::CLOSED); } void UI::OPENED(Event ev, std::any data) { if(ev == Event::TOGGLE) { clear_blanket(); state(State::CLOSING); } else if(ev == Event::SELECT) { // do this before transitioning state(State::CRAFTING); UI::CRAFTING(ev, data); } } void UI::CRAFTING(Event ev, std::any data) { if(ev == Event::TOGGLE) { clear_blanket(); state(State::CLOSING); } else if(ev == Event::COMBINE) { complete_combine(); } else if(ev == Event::SELECT) { dbc::check(data.has_value(), "OPENED state given SELECT with no data"); auto pair = std::any_cast(data); select_item(pair); update_selection_state(); } } void UI::CLOSED(Event ev) { if(ev == Event::TOGGLE) { $ritual_anim.play(); load_blanket(); state(State::OPENING); } } void UI::OPENING(Event ev) { if(ev == Event::TICK) { if(!animation::apply($ritual_anim, $ritual_ui)) { state(State::OPENED); } } } void UI::CLOSING(Event ev) { if(ev == Event::TICK) { $ritual_ui.sprite->setTextureRect($ritual_closed_rect); state(State::CLOSED); } } bool UI::mouse(float x, float y, bool hover) { return $gui.mouse(x, y, hover); } bool UI::is_open() { return !in_state(State::CLOSED); } void UI::render(sf::RenderWindow &window) { event(Event::TICK); window.draw(*$ritual_ui.sprite); if(in_state(State::OPENED) || in_state(State::CRAFTING)) { $gui.render(window); // $gui.debug_layout(window); } } void UI::clear_blanket() { for(int i = 0; i < INV_SLOTS; i++) { auto slot_id = $gui.entity("inv_slot", i); if($gui.has(slot_id)) { $gui.remove(slot_id); $gui.remove(slot_id); } } $blanket.reset(); } void UI::select_item(SelectedItem pair) { auto& sprite = $gui.get(pair.slot_id); if($blanket.is_selected(pair.item_id)) { $blanket.deselect(pair.item_id); sprite.sprite->setColor({255, 255, 255, 255}); } else { $blanket.select(pair.item_id); sprite.sprite->setColor({255, 200, 200, 200}); } } void UI::update_selection_state() { if($blanket.no_selections()) { clear_craft_result(); state(State::OPENED); } else { run_crafting_engine(); show_craft_result(); } } void UI::load_blanket() { // update the list of available items int i = 0; for(auto& [item_id, item] : $blanket.contents) { auto slot_id = $gui.entity("inv_slot", i++); auto icon_name = fmt::format("{}-64", item); $gui.set_init(slot_id, {icon_name}); $gui.set(slot_id, { [&, slot_id, item_id](auto, auto) { auto data = std::make_any(slot_id, item_id); event(Event::SELECT, data); } }); } for(; i < INV_SLOTS; i++) { auto slot_id = $gui.entity("inv_slot", i); $gui.remove(slot_id); $gui.remove(slot_id); } } void UI::complete_combine() { if($craft_state.is_combined()) { auto ritual = $ritual_engine.finalize($craft_state); auto& belt = $level.world->get_the<::ritual::Belt>(); belt.equip(belt.next(), ritual); $level.world->send(Events::GUI::NEW_RITUAL, $level.player, {}); $blanket.consume_crafting(); clear_craft_result(); load_blanket(); state(State::OPENED); } } void UI::run_crafting_engine() { $craft_state.reset(); for(auto [item_id, setting] : $blanket.selected) { auto& item = $blanket.get(item_id); $ritual_engine.load_junk($craft_state, item); } $ritual_engine.plan($craft_state); } void UI::show_craft_result() { using enum ::ritual::Element; auto ritual = $ritual_engine.finalize($craft_state); auto combine = $gui.entity("result_image"); if($craft_state.is_combined()) { $gui.show_label("result_text", L"This might work..."); switch(ritual.element) { case FIRE: $gui.show_sprite("result_image", "broken_yoyo-64"); break; case LIGHTNING: $gui.show_sprite("result_image", "pocket_watch-64"); break; default: $gui.show_sprite("result_image", "severed_finger-64"); } $gui.set(combine, { [&](auto, auto){ event(Event::COMBINE); } }); } else { $gui.show_label("result_text", L"That won't work."); $gui.show_sprite("result_image", "dubious_combination-128"); $gui.remove(combine); return; } } void UI::clear_craft_result() { $blanket.reset(); $gui.close