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

65 lines
1.9 KiB

#include "ecs_gui.hpp"
#include "constants.hpp"
GUECS::GUECS() {
$font = make_shared<sf::Font>(FONT_FILE_NAME);
}
void GUECS::position(int x, int y, int width, int height) {
$parser.position(x, y, width, height);
}
void GUECS::layout(std::string grid) {
$grid = grid;
$parser.parse($grid);
}
DinkyECS::Entity GUECS::entity(std::string name) {
auto entity = $world.entity();
$world.set<CellName>(entity, {name});
return entity;
}
void GUECS::init() {
$world.query<lel::Cell, Rectangle>([](const auto &, auto& cell, auto& rect) {
rect.init(cell);
});
$world.query<lel::Cell, Textual>([this](const auto &, auto& cell, auto& text) {
text.init(cell, $font);
});
}
void GUECS::render(sf::RenderWindow& window) {
$world.query<lel::Cell, Meter>([&](const auto &ent, const auto& cell, const auto &meter) {
if($world.has<Rectangle>(ent)) {
float level = meter.percent * float(cell.w);
auto& target = $world.get<Rectangle>(ent);
// ZED: this 6 is a border width, make it a thing
target.shape->setSize({std::max(level, 0.0f), float(cell.h - 6)});
}
});
$world.query<Rectangle>([&](const auto &, const auto& rect) {
window.draw(*rect.shape);
});
$world.query<Textual>([&](const auto &, const auto& text) {
window.draw(*text.text);
});
}
void GUECS::mouse(sf::RenderWindow &window) {
if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
sf::Vector2f pos = window.mapPixelToCoords(sf::Mouse::getPosition(window));
$world.query<lel::Cell, Clickable>([&](const auto &ent, auto& cell, auto &clicked) {
if((pos.x >= cell.x && pos.x <= cell.x + cell.w) &&
(pos.y >= cell.y && pos.y <= cell.y + cell.h))
{
auto& cn = $world.get<CellName>(ent);
fmt::println("clicked on entity {} with name {} and event {}",
ent, cn.name, clicked.event);
}
});
}
}