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

106 lines
2.9 KiB

#include "gui/loot_ui.hpp"
#include "constants.hpp"
#include <fmt/xchar.h>
namespace gui {
using namespace guecs;
LootUI::LootUI(GameLevel level) :
$level(level)
{
$gui.position(RAY_VIEW_X+RAY_VIEW_WIDTH/2-200,
RAY_VIEW_Y+RAY_VIEW_HEIGHT/2-200, 400, 400);
$gui.layout(
"[item_0 | item_1 |item_2 | item_3 ]"
"[item_4 | item_5 |item_6 | item_7 ]"
"[item_8 | item_9 |item_10| item_11]"
"[item_12| item_13|item_14|item_15 ]"
"[_ | %(100,50)close| _]"
);
}
void LootUI::init() {
using guecs::THEME;
auto bg_color = THEME.DARK_LIGHT;
bg_color.a = 140;
$gui.set<Background>($gui.MAIN, {$gui.$parser, bg_color});
auto close = $gui.entity("close");
$gui.set<guecs::Rectangle>(close, {});
$gui.set<guecs::Label>(close, {L"CLOSE"});
$gui.set<guecs::Clickable>(close,
guecs::make_action(*$level.world, Events::GUI::LOOT_CLOSE));
for(int i = 0; i < INV_SLOTS; i++) {
auto id = $gui.entity("item_", i);
$gui.set<guecs::Rectangle>(id, {THEME.PADDING,
THEME.TRANSPARENT, THEME.LIGHT_MID });
$gui.set<guecs::Effect>(id, {0.4f, "ui_shader"});
$gui.set<guecs::Clickable>(id, {
guecs::make_action(*$level.world, Events::GUI::LOOT_SELECT, {id})
});
}
$gui.init();
update();
}
std::optional<DinkyECS::Entity> LootUI::start_grab(DinkyECS::Entity slot_id) {
if(contents.contains(slot_id)) {
return contents.at(slot_id);
} else {
return std::nullopt;
}
}
void LootUI::commit_drop(DinkyECS::Entity slot_id) {
contents.erase(slot_id);
update();
}
void LootUI::update() {
dbc::check(contents.size() < INV_SLOTS, "too many items in loot contents, must be < 16");
for(size_t i = 0; i < INV_SLOTS; i++) {
auto id = $gui.entity("item_", int(i));
if($gui.has<guecs::Sprite>(id)) {
$gui.remove<guecs::Sprite>(id);
}
if(contents.contains(id)) {
auto item = contents.at(id);
dbc::check($level.world->has<components::Sprite>(item),
"item in inventory UI doesn't exist in world. New level?");
auto& sprite = $level.world->get<components::Sprite>(item);
guecs::GrabSource grabber{sprite.name};
$gui.set_init<guecs::Sprite>(id, grabber);
}
}
}
bool LootUI::has_grab_source(DinkyECS::Entity gui_id) {
return $gui.has<guecs::Sprite>(gui_id);
}
guecs::GrabSource& LootUI::get_grab_source(DinkyECS::Entity gui_id) {
dbc::check(has_grab_source(gui_id), "invalid GrabSource requested, entity isn't in the GUI.");
return static_cast<guecs::GrabSource&>($gui.get<guecs::Sprite>(gui_id));
}
void LootUI::render(sf::RenderWindow& window) {
$gui.render(window);
}
void LootUI::update_level(GameLevel &level) {
$level = level;
contents.clear();
init();
}
bool LootUI::mouse(float x, float y, bool hover) {
return $gui.mouse(x, y, hover);
}
}