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

236 lines
5.8 KiB

#pragma once
#include "color.hpp"
#include "dinkyecs.hpp"
#include "lel.hpp"
#include <string>
#include <memory>
#include <SFML/Graphics.hpp>
#include "textures.hpp"
#include <functional>
#include "events.hpp"
#include "constants.hpp"
#include "components.hpp"
#include <any>
#include "shaders.hpp"
namespace guecs {
using std::shared_ptr, std::make_shared, std::wstring, std::string;
struct Textual {
std::wstring content;
unsigned int size = GUECS_FONT_SIZE;
sf::Color color = GUECS_TEXT_COLOR;
int padding = GUECS_PADDING;
bool centered = false;
shared_ptr<sf::Font> font = nullptr;
shared_ptr<sf::Text> text = nullptr;
void init(lel::Cell &cell, shared_ptr<sf::Font> font_ptr);
void update(std::wstring& new_content);
};
struct Label : public Textual {
template<typename... Args>
Label(Args... args) : Textual(args...)
{
centered = true;
}
Label() {
centered = true;
};
};
struct Clickable {
/* This is actually called by UI::mouse and passed the entity ID of the
* button pressed so you can interact with it in the event handler.
*/
std::function<void(DinkyECS::Entity ent, std::any data)> action;
};
struct Sprite {
std::string name;
int padding = GUECS_PADDING;
std::shared_ptr<sf::Sprite> sprite = nullptr;
std::shared_ptr<sf::Texture> texture = nullptr;
void init(lel::Cell &cell);
};
struct Rectangle {
int padding = GUECS_PADDING;
sf::Color color = GUECS_FILL_COLOR;
sf::Color border_color = GUECS_BORDER_COLOR;
int border_px = GUECS_BORDER_PX;
shared_ptr<sf::RectangleShape> shape = nullptr;
void init(lel::Cell& cell);
};
struct Meter {
float percent = 1.0f;
Rectangle bar;
void init(lel::Cell& cell);
};
struct ActionData {
std::any data;
};
struct CellName {
std::string name;
};
struct Effect {
float duration = 0.1f;
std::string name{"ui_shader"};
float $u_time_end = 0.0;
bool $active = false;
std::shared_ptr<sf::Clock> $clock = nullptr;
std::shared_ptr<sf::Shader> $shader = nullptr;
int $shader_version = 0;
void init(lel::Cell &cell);
void run();
void step();
shared_ptr<sf::Shader> checkout_ptr();
};
struct Sound {
std::string on_click{"ui_click"};
void play(bool hover);
};
struct Background {
float x = 0.0f;
float y = 0.0f;
float w = 0.0f;
float h = 0.0f;
sf::Color color = GUECS_BG_COLOR;
shared_ptr<sf::RectangleShape> shape = nullptr;
Background(lel::Parser& parser, sf::Color bg_color=GUECS_BG_COLOR) :
x(parser.grid_x),
y(parser.grid_y),
w(parser.grid_w),
h(parser.grid_h),
color(bg_color)
{}
Background() {}
void init();
};
class UI {
public:
DinkyECS::World $world;
std::unordered_map<std::string, DinkyECS::Entity> $name_ents;
shared_ptr<sf::Font> $font = nullptr;
lel::Parser $parser;
std::string $grid = "";
UI();
void position(int x, int y, int width, int height);
void layout(std::string grid);
DinkyECS::Entity init_entity(std::string name);
DinkyECS::Entity entity(std::string name);
inline lel::CellMap& cells() {
return $parser.cells;
}
inline DinkyECS::World& world() {
return $world;
}
void init();
void render(sf::RenderWindow& window);
bool mouse(float x, float y, bool hover);
void debug_layout(sf::RenderWindow& window);
template <typename Comp>
void set(DinkyECS::Entity ent, Comp val) {
$world.set<Comp>(ent, val);
}
template <typename Comp>
void set_init(DinkyECS::Entity ent, Comp val) {
dbc::check(has<lel::Cell>(ent),"WRONG! slot is missing its cell?!");
auto& cell = get<lel::Cell>(ent);
val.init(cell);
$world.set<Comp>(ent, val);
}
template <typename Comp>
void do_if(DinkyECS::Entity ent, std::function<void(Comp &)> cb) {
if($world.has<Comp>(ent)) {
cb($world.get<Comp>(ent));
}
}
lel::Cell& cell_for(DinkyECS::Entity ent) {
return $world.get<lel::Cell>(ent);
}
lel::Cell& cell_for(std::string name) {
DinkyECS::Entity ent = entity(name);
return $world.get<lel::Cell>(ent);
}
template <typename Comp>
Comp& get(DinkyECS::Entity entity) {
return $world.get<Comp>(entity);
}
template <typename Comp>
std::optional<Comp> get_if(DinkyECS::Entity entity) {
return $world.get_if<Comp>(entity);
}
template <typename Comp>
bool has(DinkyECS::Entity entity) {
return $world.has<Comp>(entity);
}
template <typename Comp>
void remove(DinkyECS::Entity ent) {
$world.remove<Comp>(ent);
}
template <typename Comp>
void close(string region) {
auto ent = entity(region);
remove<Comp>(ent);
}
template<typename T>
void render_helper(sf::RenderWindow& window, DinkyECS::Entity ent, bool is_shape, T& target) {
sf::Shader *shader_ptr = nullptr;
if($world.has<Effect>(ent)) {
auto& shader = $world.get<Effect>(ent);
if(shader.$active) {
auto ptr = shader.checkout_ptr();
ptr->setUniform("is_shape", is_shape);
// NOTE: this is needed because SFML doesn't handle shared_ptr
shader_ptr = ptr.get();
}
}
window.draw(*target, shader_ptr);
}
void show_sprite(string region, string sprite_name);
void show_text(string region, wstring content);
void update_text(string region, wstring content);
void update_label(string region, wstring content);
void show_label(string region, wstring content);
};
Clickable make_action(DinkyECS::World& target, Events::GUI event);
}