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

102 lines
2.8 KiB

#include "gui/loot_ui.hpp"
#include "constants.hpp"
#include <fmt/xchar.h>
#include "gui/guecstra.hpp"
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, {i})
});
}
$gui.init();
update();
}
std::optional<DinkyECS::Entity> LootUI::select_slot(int slot_id) {
if(size_t(slot_id) < contents.size()) {
return contents.at(slot_id);
} else {
return std::nullopt;
}
}
void LootUI::remove_slot(int slot_id) {
dbc::check(size_t(slot_id) < contents.size(),
fmt::format("invalid slot id {} give, contents.size={}",
slot_id, contents.size()));
contents.erase(contents.begin() + 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 = $gui.entity("item_", int(i));
fmt::println("checking for sprite at {}", id);
if($gui.has<guecs::Sprite>(id)) {
fmt::println("REMOVING SPRITE {}", id);
$gui.remove<guecs::Sprite>(id);
} else {
fmt::println("nothing at {}", id);
}
if(i < contents.size()) {
auto item = contents.at(i);
auto& sprite = $level.world->get<components::Sprite>(item);
fmt::println("NEW SPRITE SPRITE {}", sprite.name);
$gui.set_init<guecs::Sprite>(id, {sprite.name});
}
}
}
void LootUI::render(sf::RenderWindow& window) {
$gui.render(window);
}
void LootUI::update_level(GameLevel &level) {
$level = level;
init();
}
bool LootUI::mouse(float x, float y, bool hover) {
return $gui.mouse(x, y, hover);
}
}