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152 lines
4.3 KiB
152 lines
4.3 KiB
#include "ritual_ui.hpp"
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#include "components.hpp"
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#include "guecs.hpp"
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#include "rand.hpp"
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#include "animation.hpp"
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#include "rand.hpp"
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namespace gui {
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using namespace guecs;
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using std::any, std::any_cast, std::string, std::make_any;
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RitualUI::RitualUI(GameLevel level) :
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$level(level)
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{
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$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
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$gui.layout(
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"[_]"
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"[inv_slot9 | inv_slot10 | inv_slot11| inv_slot12]"
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"[inv_slot13 | inv_slot14 | inv_slot15| inv_slot16]"
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"[inv_slot17 | inv_slot18 | inv_slot19| inv_slot20]"
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"[inv_slot21 | inv_slot22 | inv_slot23| inv_slot24]"
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"[*%(100,600)circle_area]"
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"[_]"
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"[_]"
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"[_]"
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"[_]"
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"[_]"
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"[ ritual_ui ]");
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}
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void RitualUI::init() {
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std::vector<std::string> junk_list{
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{"chess_pawn"},
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{"dirty_kerchief"},
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{"mushroom"},
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{"pocket_watch"},
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{"rusty_nails"},
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{"severed_finger"}
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};
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for(auto& [name, cell] : $gui.cells()) {
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auto button = $gui.entity(name);
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if(name == "circle_area") {
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$gui.set<Sprite>(button, {"the_ritual_circle"});
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$gui.set<Clickable>(button, {
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[&](auto ent, auto){ ritual_circle_clicked(ent); }
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});
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} else if(name.starts_with("inv_slot")) {
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$gui.set<Sprite>(button, {
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fmt::format("{}-64", junk_list[button % junk_list.size()])});
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$gui.set<Clickable>(button, {
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[&](auto ent, auto){ inv_slot_clicked(ent); }
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});
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} else if(name == "ritual_ui") {
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$gui.set<Clickable>(button, {
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[&](auto, auto){ toggle(); }
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});
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}
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}
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$ritual_ui = textures::get("ritual_crafting_area");
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$ritual_ui.sprite->setPosition({0,0});
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$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
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$ritual_state = RitualUIState::CLOSED;
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$ritual_anim = animation::load("ritual_blanket");
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$gui.init();
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}
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bool RitualUI::is_open() {
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return $ritual_state != RitualUIState::CLOSED;
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}
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void RitualUI::inv_slot_clicked(DinkyECS::Entity ent) {
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if($gui.has<Sprite>(ent)) {
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auto& bs = $gui.get<Sprite>(ent);
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auto ritual_circle = $gui.entity("circle_area");
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auto& ritual_cell = $gui.cell_for(ritual_circle);
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dbc::log(fmt::format("inv_slot clicked {}", bs.name));
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int inner_x = ritual_cell.x + ritual_cell.x / 2;
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int inner_y = ritual_cell.y + ritual_cell.y / 2;
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float x = Random::uniform(inner_x, inner_x + ritual_cell.w / 2);
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float y = Random::uniform(inner_y, inner_y + ritual_cell.h / 2);
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bs.sprite->setPosition({float(x), float(y)});
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}
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}
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void RitualUI::reset_inv_positions() {
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auto ritual_circle = $gui.entity("circle_area");
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$gui.world().query<lel::Cell, Sprite>(
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[&](const auto ent, auto &cell, auto &bs) {
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if(ent == ritual_circle) {
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bs.sprite->setColor({255,255,255,255});
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bs.sprite->setRotation(sf::degrees(0.0));
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} else {
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bs.sprite->setPosition({(float)cell.x, (float)cell.y});
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}
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});
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}
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void RitualUI::ritual_circle_clicked(DinkyECS::Entity ent) {
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auto cell = $gui.cell_for(ent);
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auto& bs = $gui.get<Sprite>(ent);
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bs.sprite->setColor({200, 0, 0});
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animation::center(*bs.sprite, {(float)cell.x, (float)cell.y});
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animation::rotate(*bs.sprite, 20.0);
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}
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bool RitualUI::mouse(float x, float y) {
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return $gui.mouse(x, y);
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}
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void RitualUI::toggle() {
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using enum RitualUIState;
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if($ritual_state == OPEN) {
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$ritual_state = CLOSING;
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} else if($ritual_state == CLOSED) {
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$ritual_state = OPENING;
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$ritual_anim.play();
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}
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}
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/* WARNING: This is really not the greatest way to do this.
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* look in status_ui.update_level()
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* */
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void RitualUI::update() {
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dbc::log("RITUAL UPDATE NOT IMPLEMENTED");
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}
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void RitualUI::render(sf::RenderWindow &window) {
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using enum RitualUIState;
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if($ritual_state == OPENING) {
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if(!animation::apply($ritual_anim, $ritual_ui)) {
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$ritual_state = OPEN;
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}
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} else if($ritual_state == CLOSING) {
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reset_inv_positions();
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$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
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$ritual_state = CLOSED;
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}
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window.draw(*$ritual_ui.sprite);
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if($ritual_state == OPEN) $gui.render(window);
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}
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}
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