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100 lines
2.7 KiB
100 lines
2.7 KiB
#include "gui/status_ui.hpp"
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#include "components.hpp"
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#include <guecs/ui.hpp>
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#include "rand.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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using std::any, std::any_cast, std::string, std::make_any;
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StatusUI::StatusUI(GameLevel level) :
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$level(level), $ritual_ui(level)
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{
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$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
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$gui.layout(
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"[ritual_ui]"
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"[earing|armor_head|amulet]"
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"[back|*%(200,300)character_view|_|armor_bdy]"
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"[hand_r|_|_ |hand_l]"
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"[ring_r|_|_ |ring_l]"
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"[pocket_r|armor_leg|pocket_l]");
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}
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void StatusUI::init() {
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$gui.set<Background>($gui.MAIN, {$gui.$parser});
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for(auto& [name, cell] : $gui.cells()) {
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if(name == "character_view") {
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auto char_view = $gui.entity(name);
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$gui.set<Rectangle>(char_view, {});
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$gui.set<Sprite>(char_view, {"armored_knight"});
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} else {
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auto button = $gui.entity(name);
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$gui.set<Rectangle>(button, {});
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$gui.set<ActionData>(button, {make_any<string>(name)});
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if(name == "ritual_ui") {
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$gui.set<Clickable>(button, {
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[this](auto, auto){ select_ritual(); }
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});
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$gui.set<Sound>(button, {"pickup"});
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} else {
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$gui.set<Textual>(button, {guecs::to_wstring(name)});
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$gui.set<Clickable>(button, {
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guecs::make_action(*$level.world, Events::GUI::LOOT_PLACE, {name})
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});
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}
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}
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}
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$ritual_ui.event(ritual::Event::STARTED);
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$gui.init();
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}
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bool StatusUI::mouse(float x, float y, bool hover) {
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if($ritual_ui.is_open()) {
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return $ritual_ui.mouse(x, y, hover);
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} else {
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return $gui.mouse(x, y, hover);
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}
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}
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void StatusUI::select_ritual() {
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$ritual_ui.event(ritual::Event::TOGGLE);
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}
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void StatusUI::update() {
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dbc::log("REWRITE ME!");
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}
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void StatusUI::render(sf::RenderWindow &window) {
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$gui.render(window);
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// $gui.debug_layout(window);
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$ritual_ui.render(window);
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}
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void StatusUI::update_level(GameLevel &level) {
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$level = level;
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init();
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}
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void StatusUI::select_slot(int slot_id, DinkyECS::Entity entity) {
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$selected_slot = slot_id;
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$selected_entity = entity;
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}
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int StatusUI::place_slot(const std::string &name) {
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fmt::println("LOOT slot={}, entity={} PLACE into slot={}",
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$selected_slot, $selected_entity, name);
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auto& sprite = $level.world->get<components::Sprite>($selected_entity);
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auto gui_id = $gui.entity(name);
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$gui.set_init<guecs::Sprite>(gui_id, {sprite.name});
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$slots.insert_or_assign(name, $selected_entity);
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return $selected_slot;
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}
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}
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