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

242 lines
6.8 KiB

#include "ritual_ui.hpp"
#include "components.hpp"
#include "guecs.hpp"
#include "rand.hpp"
#include "animation.hpp"
#include "rand.hpp"
#include "sound.hpp"
namespace gui {
namespace ritual {
using namespace guecs;
using std::any, std::any_cast, std::string, std::make_any;
void UI::event(Event ev, std::any data) {
switch($state) {
FSM_STATE(State, START, ev);
FSM_STATE(State, OPENED, ev, data);
FSM_STATE(State, CRAFTING, ev, data);
FSM_STATE(State, CLOSED, ev);
FSM_STATE(State, OPENING, ev);
FSM_STATE(State, CLOSING, ev);
}
}
void UI::START(Event) {
$ritual_ui = textures::get("ritual_crafting_area");
$ritual_ui.sprite->setPosition($gui.get_position());
$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
state(State::CLOSED);
$ritual_anim = animation::load("ritual_blanket");
auto open_close_toggle = $gui.entity("ritual_ui");
$gui.set<Clickable>(open_close_toggle, {
[&](auto, auto){ event(Event::TOGGLE); }
});
auto combine = $gui.entity("combine");
$gui.set<Rectangle>(combine, {});
$gui.set<Label>(combine, {L"combine"});
$gui.set<Clickable>(combine, {
[&](auto, auto){ event(Event::COMBINE); }
});
$gui.init();
state(State::CLOSED);
}
void UI::OPENED(Event ev, std::any data) {
if(ev == Event::TOGGLE) {
clear_blanket();
state(State::CLOSING);
} else if(ev == Event::SELECT) {
// do this before transitioning
$craft_state = $ritual_engine.start();
state(State::CRAFTING);
UI::CRAFTING(ev, data);
}
}
void UI::CRAFTING(Event ev, std::any data) {
if(ev == Event::TOGGLE) {
clear_blanket();
state(State::CLOSING);
} else if(ev == Event::COMBINE) {
if($craft_state.is_combined()) {
auto ritual = $ritual_engine.finalize($craft_state);
auto& belt = $level.world->get_the<::ritual::Belt>();
belt.equip(belt.next(), ritual);
$level.world->send<Events::GUI>(Events::GUI::NEW_RITUAL, $level.player, {});
clear_craft_result();
$blanket.reset();
// BUG: need a way to clear selections
load_blanket();
$craft_state.reset();
state(State::OPENED);
}
} else if(ev == Event::SELECT) {
dbc::check(data.has_value(), "OPENED state given SELECT with no data");
auto pair = std::any_cast<SelectedItem>(data);
select_item(pair);
if($blanket.no_selections()) {
$craft_state.reset();
clear_craft_result();
state(State::OPENED);
} else {
run_crafting_engine();
if(!$craft_state.is_combined()) {
show_craft_failure();
} else {
show_craft_result();
}
}
}
}
void UI::run_crafting_engine() {
$craft_state.reset();
for(auto [item_id, setting] : $blanket.selected) {
auto& item = $blanket.get(item_id);
$ritual_engine.load_junk($craft_state, item);
}
$ritual_engine.plan($craft_state);
}
void UI::show_craft_result() {
using enum ::ritual::Element;
auto ritual = $ritual_engine.finalize($craft_state);
switch(ritual.element) {
case FIRE:
$gui.show_sprite("result_image", "broken_yoyo-64");
break;
case LIGHTNING:
$gui.show_sprite("result_image", "pocket_watch-64");
break;
default:
$gui.show_sprite("result_image", "severed_finger-64");
}
$gui.show_label("result_text", L"CRAFTING");
}
void UI::clear_craft_result() {
$gui.close<Label>("result_text");
$gui.close<Sprite>("result_image");
}
void UI::show_craft_failure() {
$gui.close<Sprite>("result_image");
$gui.show_label("result_text", L"FAILED!");
}
void UI::CLOSED(Event ev) {
if(ev == Event::TOGGLE) {
$ritual_anim.play();
load_blanket();
state(State::OPENING);
}
}
void UI::OPENING(Event ev) {
if(ev == Event::TICK) {
if(!animation::apply($ritual_anim, $ritual_ui)) {
state(State::OPENED);
}
}
}
void UI::CLOSING(Event ev) {
if(ev == Event::TICK) {
$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
state(State::CLOSED);
}
}
UI::UI(GameLevel level) :
$level(level),
$blanket($level.world->get_the<::ritual::Blanket>())
{
$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
$gui.layout(
"[_]"
"[inv_slot0 | inv_slot1 | inv_slot2| inv_slot3]"
"[inv_slot4 | inv_slot5 | inv_slot6| inv_slot7]"
"[inv_slot8 | inv_slot9 | inv_slot10| inv_slot11]"
"[inv_slot12 | inv_slot13 | inv_slot14| inv_slot15]"
"[inv_slot16 | inv_slot17 | inv_slot18| inv_slot19]"
"[inv_slot20 | inv_slot21 | inv_slot22| inv_slot23]"
"[reset |*%(200,400)result_text|_]"
"[*%(100,200)result_image|_ |_]"
"[_|_|_]"
"[combine|_|_]"
"[ ritual_ui ]");
}
bool UI::mouse(float x, float y, bool hover) {
return $gui.mouse(x, y, hover);
}
bool UI::is_open() {
return !in_state(State::CLOSED);
}
void UI::render(sf::RenderWindow &window) {
event(Event::TICK);
window.draw(*$ritual_ui.sprite);
if(in_state(State::OPENED) || in_state(State::CRAFTING)) {
$gui.render(window);
// $gui.debug_layout(window);
}
}
void UI::clear_blanket() {
for(int i = 0; i < INV_SLOTS; i++) {
auto slot_id = $gui.entity("inv_slot", i);
if($gui.has<Sprite>(slot_id)) {
$gui.remove<Sprite>(slot_id);
$gui.remove<Clickable>(slot_id);
}
}
$blanket.reset();
}
void UI::select_item(SelectedItem pair) {
auto& sprite = $gui.get<Sprite>(pair.slot_id);
if($blanket.is_selected(pair.item_id)) {
$blanket.deselect(pair.item_id);
sprite.sprite->setColor({255, 255, 255, 255});
} else {
$blanket.select(pair.item_id);
sprite.sprite->setColor({255, 200, 200, 200});
}
}
void UI::load_blanket() {
// update the list of available items
int i = 0;
for(auto& [item_id, item] : $blanket.contents) {
auto slot_id = $gui.entity("inv_slot", i++);
auto icon_name = fmt::format("{}-64", item);
$gui.set_init<Sprite>(slot_id, {icon_name});
$gui.set<Clickable>(slot_id, {
[&, slot_id, item_id](auto, auto) {
auto data = std::make_any<SelectedItem>(slot_id, item_id);
event(Event::SELECT, data);
}
});
}
}
}
}