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102 lines
2.8 KiB
102 lines
2.8 KiB
#include "gui/loot_ui.hpp"
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#include "constants.hpp"
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#include <fmt/xchar.h>
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#include "gui/guecstra.hpp"
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namespace gui {
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using namespace guecs;
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LootUI::LootUI(GameLevel level) :
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$level(level)
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{
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$gui.position(RAY_VIEW_X+RAY_VIEW_WIDTH/2-200,
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RAY_VIEW_Y+RAY_VIEW_HEIGHT/2-200, 400, 400);
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$gui.layout(
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"[item_0 | item_1 |item_2 | item_3 ]"
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"[item_4 | item_5 |item_6 | item_7 ]"
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"[item_8 | item_9 |item_10| item_11]"
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"[item_12| item_13|item_14|item_15 ]"
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"[_ | %(100,50)close| _]"
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);
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}
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void LootUI::init() {
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using guecs::THEME;
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auto bg_color = THEME.DARK_LIGHT;
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bg_color.a = 140;
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$gui.set<Background>($gui.MAIN, {$gui.$parser, bg_color});
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auto close = $gui.entity("close");
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$gui.set<guecs::Rectangle>(close, {});
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$gui.set<guecs::Label>(close, {L"CLOSE"});
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$gui.set<guecs::Clickable>(close,
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guecs::make_action(*$level.world, Events::GUI::LOOT_CLOSE));
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for(int i = 0; i < INV_SLOTS; i++) {
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auto id = $gui.entity("item_", i);
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$gui.set<guecs::Rectangle>(id, {THEME.PADDING,
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THEME.TRANSPARENT, THEME.LIGHT_MID });
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$gui.set<guecs::Effect>(id, {0.4f, "ui_shader"});
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$gui.set<guecs::Clickable>(id, {
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guecs::make_action(*$level.world, Events::GUI::LOOT_SELECT, {i})
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});
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}
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$gui.init();
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update();
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}
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std::optional<DinkyECS::Entity> LootUI::select_slot(int slot_id) {
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if(size_t(slot_id) < contents.size()) {
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return contents.at(slot_id);
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} else {
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return std::nullopt;
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}
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}
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void LootUI::remove_slot(int slot_id) {
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dbc::check(size_t(slot_id) < contents.size(),
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fmt::format("invalid slot id {} give, contents.size={}",
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slot_id, contents.size()));
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contents.erase(contents.begin() + slot_id);
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update();
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}
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void LootUI::update() {
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dbc::check(contents.size() < INV_SLOTS, "too many items in loot contents, must be < 16");
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for(size_t i = 0; i < INV_SLOTS; i++) {
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auto id = $gui.entity("item_", int(i));
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fmt::println("checking for sprite at {}", id);
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if($gui.has<guecs::Sprite>(id)) {
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fmt::println("REMOVING SPRITE {}", id);
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$gui.remove<guecs::Sprite>(id);
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} else {
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fmt::println("nothing at {}", id);
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}
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if(i < contents.size()) {
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auto item = contents.at(i);
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auto& sprite = $level.world->get<components::Sprite>(item);
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fmt::println("NEW SPRITE SPRITE {}", sprite.name);
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$gui.set_init<guecs::Sprite>(id, {sprite.name});
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}
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}
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}
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void LootUI::render(sf::RenderWindow& window) {
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$gui.render(window);
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}
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void LootUI::update_level(GameLevel &level) {
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$level = level;
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init();
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}
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bool LootUI::mouse(float x, float y, bool hover) {
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return $gui.mouse(x, y, hover);
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}
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}
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