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116 lines
3.2 KiB
116 lines
3.2 KiB
#include "status_ui.hpp"
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#include "components.hpp"
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#include "inventory.hpp"
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#include "color.hpp"
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#include "guecs.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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StatusUI::StatusUI(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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"[slot1 | slot2 | slot3]"
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"[slot4 | slot5 | slot6]"
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"[slot7 | slot8 | slot9]"
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"[*%(100,300)log_view]"
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"[_]"
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"[_]");
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}
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void StatusUI::render() {
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for(auto& [name, cell] : $gui.cells()) {
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if(name == "log_view") {
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$log_to = $gui.entity("log_view");
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$gui.set<Rectangle>($log_to, {});
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$gui.set<Textual>($log_to, {"Welcome to the Game!", 20});
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} else {
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auto button = $gui.entity(name);
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$gui.set<Rectangle>(button, {});
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$gui.set<Textual>(button, {""});
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$gui.set<ActionData>(button, {std::make_any<std::string>(name)});
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$gui.set<Clickable>(button, {
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[&](auto ent, auto data){ select_slot(ent, data); }
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});
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}
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}
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$gui.init();
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}
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void StatusUI::select_slot(DinkyECS::Entity ent, std::any) {
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auto cn = $gui.get<CellName>(ent);
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auto world = $level.world;
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if(world->has<components::Inventory>($level.player)) {
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auto& inventory = world->get<components::Inventory>($level.player);
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for(size_t i = 0; i < inventory.count(); i++) {
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if($slots[i] == cn.name) {
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auto [used, name] = inventory.use($level, i);
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if(used) {
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log(fmt::format("Used item: {}", name));
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} else {
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log(fmt::format("You are out of {}.", name));
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}
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}
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}
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update();
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}
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}
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/* WARNING: This is really not the greatest way to do this. */
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void StatusUI::update() {
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if($gui.has<Textual>($log_to)) {
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auto& text = $gui.get<Textual>($log_to);
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std::string log;
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for(auto msg : $messages) {
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log += msg + "\n";
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}
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text.update(log);
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}
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auto world = $level.world;
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if(world->has<components::Inventory>($level.player)) {
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auto& inventory = world->get<components::Inventory>($level.player);
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if(inventory.count() > 0) {
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size_t limit = std::min(inventory.count(), $slots.size());
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for(size_t i = 0; i < limit; i++) {
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auto slot = $gui.entity($slots[i]);
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auto& item = inventory.get(i);
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auto comp_sprite = components::get<components::Sprite>(item.data);
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$gui.set_init<guecs::Sprite>(slot, {comp_sprite.name});
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std::string count_label = fmt::format("{}", item.count);
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auto& label = $gui.get<Textual>(slot);
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label.text->setString(count_label);
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auto& sprite = $gui.get<guecs::Sprite>(slot);
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if(item.count == 0) {
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sprite.sprite->setColor({125, 125, 125});
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} else {
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sprite.sprite->setColor({255, 255, 255});
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}
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}
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}
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}
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}
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void StatusUI::draw(sf::RenderWindow &window) {
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$gui.render(window);
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}
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void StatusUI::log(std::string msg) {
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$messages.push_front(msg);
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if($messages.size() > MAX_LOG_MESSAGES) {
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$messages.pop_back();
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}
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}
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}
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