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

111 lines
3.2 KiB

#include "gui/status_ui.hpp"
#include "components.hpp"
#include <guecs/ui.hpp>
#include "rand.hpp"
#include <fmt/xchar.h>
#include "gui/guecstra.hpp"
namespace gui {
using namespace guecs;
using std::any, std::any_cast, std::string, std::make_any;
StatusUI::StatusUI(GameLevel level) :
$level(level), $ritual_ui(level)
{
$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
$gui.layout(
"[ritual_ui]"
"[earing|armor_head|amulet]"
"[back|*%(200,300)character_view|_|armor_bdy]"
"[hand_r|_|_ |hand_l]"
"[ring_r|_|_ |ring_l]"
"[pocket_r|armor_leg|pocket_l]");
}
void StatusUI::init() {
$gui.set<Background>($gui.MAIN, {$gui.$parser});
for(auto& [name, cell] : $gui.cells()) {
if(name == "character_view") {
auto char_view = $gui.entity(name);
$gui.set<Rectangle>(char_view, {});
$gui.set<Sprite>(char_view, {"armored_knight"});
} else {
auto button = $gui.entity(name);
$gui.set<Rectangle>(button, {});
$gui.set<ActionData>(button, {make_any<string>(name)});
if(name == "ritual_ui") {
$gui.set<Clickable>(button, {
[this](auto, auto){ select_ritual(); }
});
$gui.set<Sound>(button, {"pickup"});
} else {
$gui.set<Textual>(button, {guecs::to_wstring(name)});
$gui.set<Clickable>(button, {
guecs::make_action(*$level.world, Events::GUI::INV_SELECT, {button})
});
$gui.set<DropTarget>(button, {
.commit=[&, button](DinkyECS::Entity world_target) -> bool {
return place_slot(button, world_target);
}
});
}
}
}
$ritual_ui.event(ritual::Event::STARTED);
$gui.init();
}
bool StatusUI::mouse(float x, float y, bool hover) {
if($ritual_ui.is_open()) {
return $ritual_ui.mouse(x, y, hover);
} else {
return $gui.mouse(x, y, hover);
}
}
void StatusUI::select_ritual() {
$ritual_ui.event(ritual::Event::TOGGLE);
}
void StatusUI::update() {
dbc::log("REWRITE ME!");
}
void StatusUI::render(sf::RenderWindow &window) {
$gui.render(window);
// $gui.debug_layout(window);
$ritual_ui.render(window);
}
void StatusUI::update_level(GameLevel &level) {
$level = level;
init();
}
bool StatusUI::place_slot(DinkyECS::Entity gui_id, DinkyECS::Entity world_entity) {
if($level.world->has<components::Sprite>(world_entity)) {
auto& sprite = $level.world->get<components::Sprite>(world_entity);
$gui.set_init<guecs::Sprite>(gui_id, {sprite.name});
guecs::GrabSource grabber{ world_entity,
[&, gui_id]() { return remove_slot(gui_id); }};
grabber.setSprite($gui, gui_id);
$gui.set<guecs::GrabSource>(gui_id, grabber);
contents.insert_or_assign(gui_id, world_entity);
return true;
} else {
return false;
}
}
void StatusUI::remove_slot(DinkyECS::Entity slot_id) {
if(contents.contains(slot_id)) {
contents.erase(slot_id);
$gui.remove<guecs::GrabSource>(slot_id);
$gui.remove<guecs::Sprite>(slot_id);
}
}
}