#include "combat_ui.hpp" #include "constants.hpp" #include "color.hpp" #include "rituals.hpp" #include <fmt/xchar.h> 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_0 | *%(100,150)button_1 | *%(100,150)button_2 | *%(100,150)button_3]"); } DinkyECS::Entity CombatUI::make_button(std::string name, std::wstring label, Events::GUI event, int action, const std::string &icon_name, const std::string &sound, const std::string &effect_name) { (void)label; auto button = $gui.entity(name); $gui.set<Sprite>(button, {icon_name}); // $gui.set<Rectangle>(button, {}); // $gui.set<Label>(button, {label}); $gui.set<Sound>(button, {sound}); $gui.set<Effect>(button, {.duration=1.0f, .name=effect_name}); $gui.set<Clickable>(button, guecs::make_action(*$level.world, event, {action})); return button; } void CombatUI::init() { $gui.world().set_the<Background>({$gui.$parser, ColorValue::DARK_MID}); auto& the_belt = $level.world->get<combat::RitualBelt>($level.player); for(int slot = 0; slot < 4; slot++) { if(the_belt.has(slot)) { std::string name = fmt::format("button_{}", slot); std::wstring label = fmt::format(L"Attack {}", slot+1); auto& ritual = the_belt.get(slot); using enum combat::RitualElement; switch(ritual.element) { case FIRE: make_button(name, label, Events::GUI::ATTACK, slot, "broken_yoyo-64", "fireball_01", "flame"); break; case LIGHTNING: make_button(name, label, Events::GUI::ATTACK, slot, "stone_doll_cursed-64", "electric_shock_01", "lightning"); break; default: make_button(name, label, Events::GUI::ATTACK, slot, "severed_finger-64", "punch_cartoony", "ui_shader"); } } } $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); } }