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133 lines
3.9 KiB
133 lines
3.9 KiB
#include "gui/status_ui.hpp"
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#include "components.hpp"
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#include "inventory.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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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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"[inv_slot1 | inv_slot2 | inv_slot3]"
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"[inv_slot4 | inv_slot5 | inv_slot6]"
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"[*%(200,300)character_view|_|stat1]"
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"[_|_|stat2]"
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"[_|_|stat3]");
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size_t inv_id = 0;
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for(auto [name, entity] : $gui.$name_ents) {
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if(name.starts_with("inv_")) {
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$slots[name] = inv_id++;
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}
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}
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}
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void StatusUI::init() {
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$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, {"peasant_girl"});
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} else if(name.starts_with("stat")) {
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auto stat = $gui.entity(name);
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$gui.set<Rectangle>(stat, {});
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$gui.set<Label>(stat, {guecs::to_wstring(name)});
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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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$gui.set<Textual>(button, {L""});
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$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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$gui.set<Clickable>(button, {
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[this](auto ent, auto data){ select_slot(ent, data); }
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});
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}
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}
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}
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$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::select_slot(DinkyECS::Entity ent, any slot_name) {
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dbc::check(slot_name.has_value(), "passed select_slot an any without a value");
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auto cn = $gui.get<CellName>(ent);
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auto world = $level.world;
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if(world->has<components::Inventory>($level.player)) {
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auto& inventory = world->get<components::Inventory>($level.player);
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size_t inv_id = $slots[any_cast<string>(slot_name)];
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if(inventory.has_item(inv_id)) {
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auto [used, name] = inventory.use($level, inv_id);
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}
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}
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}
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/* WARNING: This is really not the greatest way to do this. */
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void StatusUI::update() {
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auto world = $level.world;
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if(world->has<components::Inventory>($level.player)) {
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auto& inventory = world->get<components::Inventory>($level.player);
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for(auto& [slot_name, inv_id] : $slots) {
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if(inventory.has_item(inv_id)) {
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auto slot = $gui.entity(slot_name);
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auto& item = inventory.get(inv_id);
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auto comp_sprite = components::get<components::Sprite>(item.data);
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$gui.set_init<guecs::Sprite>(slot, {comp_sprite.name});
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string count_label = fmt::format("{}", item.count);
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auto& label = $gui.get<Textual>(slot);
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label.text->setString(count_label);
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auto& sprite = $gui.get<guecs::Sprite>(slot);
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if(item.count == 0) {
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sprite.sprite->setColor({125, 125, 125});
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} else {
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sprite.sprite->setColor({255, 255, 255});
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}
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}
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}
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}
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}
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void StatusUI::render(sf::RenderWindow &window) {
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$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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}
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