Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/ritual_ui.cpp

199 lines
5.8 KiB

#include "ritual_ui.hpp"
#include "components.hpp"
#include "guecs.hpp"
#include "rand.hpp"
#include "animation.hpp"
#include "rand.hpp"
#include "sound.hpp"
namespace gui {
using namespace guecs;
using std::any, std::any_cast, std::string, std::make_any;
RitualUI::RitualUI(GameLevel level) :
$level(level)
{
$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]"
"[reset |*%(200,400)result_text|_]"
"[*%(100,200)result_image|_ |_]"
"[_|_|_]"
"[combine|_|_]"
"[_|craft0|craft1|craft2|craft3|_]"
"[_|craft4|craft5|craft6|craft7|_]"
"[ ritual_ui ]");
}
void RitualUI::init() {
update_items();
auto combine = $gui.entity("combine");
$gui.set<Effect>(combine, {0.4f});
$gui.set<Sprite>(combine, {"the_ritual_circle"});
$gui.set<Clickable>(combine, {
[&](auto ent, auto){ combine_clicked(ent); }
});
auto result_image = $gui.entity("result_image");
$gui.set<Sprite>(result_image, {"severed_finger-128"});
$gui.set<Rectangle>(result_image, {10, {60, 60, 60, 30}});
auto result_text = $gui.entity("result_text");
$gui.set<Rectangle>(result_text, {15, {60, 60, 60, 30}});
$gui.set<Textual>(result_text, {
L"Celiac migas\nunicorn hexagon.\nBrooklyn williamsburg\ntruffaut pickled\nchillwave raclette\nchurch-key sus.", 16, ColorValue::LIGHT_LIGHT, 10});
auto reset = $gui.entity("reset");
$gui.set<Rectangle>(reset, {5, {60, 60, 60, 30}});
$gui.set<Label>(reset, L"reset");
$gui.set<Clickable>(reset, {
[&](auto, auto){ reset_inv_positions(); }
});
auto open_close_toggle = $gui.entity("ritual_ui");
$gui.set<Clickable>(open_close_toggle, {[&](auto, auto){ toggle(); }});
$gui.set<Sound>(open_close_toggle, {"pickup"});
$ritual_ui = textures::get("ritual_crafting_area");
$ritual_ui.sprite->setPosition({0,0});
$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
$ritual_state = RitualUIState::CLOSED;
$ritual_anim = animation::load("ritual_blanket");
$gui.init();
}
bool RitualUI::is_open() {
return $ritual_state != RitualUIState::CLOSED;
}
void RitualUI::inv_slot_clicked(DinkyECS::Entity ent, DinkyECS::Entity item_id) {
$selected.insert_or_assign(ent, item_id);
auto& blanket = $level.world->get_the<ritual::Blanket>();
blanket.select(item_id);
update_items();
}
void RitualUI::reset_inv_positions() {
auto& blanket = $level.world->get_the<ritual::Blanket>();
blanket.reset();
std::array<std::string, 8> temp_names{
"craft0","craft1","craft2","craft3",
"craft4","craft5","craft6","craft7"
};
for(const auto& name : temp_names) {
$gui.close<Sprite>(name);
}
update_items();
}
void RitualUI::combine_clicked(DinkyECS::Entity ent) {
// auto cell = $gui.cell_for(ent);
auto& blanket = $level.world->get_the<ritual::Blanket>();
auto& bs = $gui.get<Sprite>(ent);
bs.sprite->setColor({200, 0, 0});
$craft_state = $engine.start();
for(auto [ent, yes] : blanket.selected) {
$engine.load_junk($craft_state, blanket.get(ent));
}
// finalize here ritual here
$engine.plan($craft_state);
if($craft_state.is_combined()) {
// add it to the belt
auto ritual = $engine.finalize($craft_state);
// remove the items from the blanket now
auto& the_belt = $level.world->get_the<ritual::Belt>();
the_belt.equip(the_belt.next(), ritual);
$level.world->send<Events::GUI>(Events::GUI::NEW_RITUAL, $level.player, {});
reset_inv_positions();
} else {
fmt::println("Failed to combine!");
reset_inv_positions();
sound::play("ui_click");
}
}
bool RitualUI::mouse(float x, float y, bool hover) {
return $gui.mouse(x, y, hover);
}
void RitualUI::update_items() {
auto& blanket = $level.world->get_the<ritual::Blanket>();
int i = 0;
int j = 0;
for(auto& [item_id, item] : blanket.contents) {
auto button = $gui.entity("inv_slot", i++);
auto selector = $gui.entity("craft", j++);
std::string sprite_name = fmt::format("{}-64", item);
if(blanket.is_selected(item_id)) {
$gui.set_init<Sprite>(selector, {sprite_name});
} else if($gui.has<Clickable>(button)) {
$gui.set_init<Sprite>(button, {sprite_name});
} else {
$gui.set_init<Sprite>(button, {sprite_name});
$gui.set_init<Effect>(button, {0.4f});
$gui.set<Sound>(button, {"ui_click"});
$gui.set<Clickable>(button, {
[&, item_id](auto ent, auto){ inv_slot_clicked(ent, item_id); }
});
}
}
}
void RitualUI::toggle() {
using enum RitualUIState;
if($ritual_state == OPEN) {
$ritual_state = CLOSING;
} else if($ritual_state == CLOSED) {
update_items();
$craft_state = $engine.start();
$ritual_state = OPENING;
$ritual_anim.play();
}
}
void RitualUI::update() {
dbc::log("RITUAL UPDATE NOT IMPLEMENTED");
}
void RitualUI::render(sf::RenderWindow &window) {
using enum RitualUIState;
if($ritual_state == OPENING) {
if(!animation::apply($ritual_anim, $ritual_ui)) {
$ritual_state = OPEN;
}
} else if($ritual_state == CLOSING) {
reset_inv_positions();
$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
$ritual_state = CLOSED;
}
window.draw(*$ritual_ui.sprite);
if($ritual_state == OPEN) {
$gui.render(window);
// $gui.debug_layout(window);
}
}
}