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

133 lines
3.9 KiB

#include "gui/status_ui.hpp"
#include "components.hpp"
#include "inventory.hpp"
#include <guecs/ui.hpp>
#include "rand.hpp"
#include <fmt/xchar.h>
namespace gui {
using namespace guecs;
using std::any, std::any_cast, std::string, std::make_any;
StatusUI::StatusUI(GameLevel level) :
$level(level), $ritual_ui(level)
{
$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
$gui.layout(
"[ ritual_ui ]"
"[inv_slot1 | inv_slot2 | inv_slot3]"
"[inv_slot4 | inv_slot5 | inv_slot6]"
"[*%(200,300)character_view|_|stat1]"
"[_|_|stat2]"
"[_|_|stat3]");
size_t inv_id = 0;
for(auto [name, entity] : $gui.$name_ents) {
if(name.starts_with("inv_")) {
$slots[name] = inv_id++;
}
}
}
void StatusUI::init() {
$gui.set<Background>($gui.MAIN, {$gui.$parser});
for(auto& [name, cell] : $gui.cells()) {
if(name == "character_view") {
auto char_view = $gui.entity(name);
$gui.set<Rectangle>(char_view, {});
$gui.set<Sprite>(char_view, {"peasant_girl"});
} else if(name.starts_with("stat")) {
auto stat = $gui.entity(name);
$gui.set<Rectangle>(stat, {});
$gui.set<Label>(stat, {guecs::to_wstring(name)});
} else {
auto button = $gui.entity(name);
$gui.set<Rectangle>(button, {});
$gui.set<Textual>(button, {L""});
$gui.set<ActionData>(button, {make_any<string>(name)});
if(name == "ritual_ui") {
$gui.set<Clickable>(button, {
[this](auto, auto){ select_ritual(); }
});
$gui.set<Sound>(button, {"pickup"});
} else {
$gui.set<Clickable>(button, {
[this](auto ent, auto data){ select_slot(ent, data); }
});
}
}
}
$ritual_ui.event(ritual::Event::STARTED);
$gui.init();
}
bool StatusUI::mouse(float x, float y, bool hover) {
if($ritual_ui.is_open()) {
return $ritual_ui.mouse(x, y, hover);
} else {
return $gui.mouse(x, y, hover);
}
}
void StatusUI::select_ritual() {
$ritual_ui.event(ritual::Event::TOGGLE);
}
void StatusUI::select_slot(DinkyECS::Entity ent, any slot_name) {
dbc::check(slot_name.has_value(), "passed select_slot an any without a value");
auto cn = $gui.get<CellName>(ent);
auto world = $level.world;
if(world->has<components::Inventory>($level.player)) {
auto& inventory = world->get<components::Inventory>($level.player);
size_t inv_id = $slots[any_cast<string>(slot_name)];
if(inventory.has_item(inv_id)) {
auto [used, name] = inventory.use($level, inv_id);
}
}
}
/* WARNING: This is really not the greatest way to do this. */
void StatusUI::update() {
auto world = $level.world;
if(world->has<components::Inventory>($level.player)) {
auto& inventory = world->get<components::Inventory>($level.player);
for(auto& [slot_name, inv_id] : $slots) {
if(inventory.has_item(inv_id)) {
auto slot = $gui.entity(slot_name);
auto& item = inventory.get(inv_id);
auto comp_sprite = components::get<components::Sprite>(item.data);
$gui.set_init<guecs::Sprite>(slot, {comp_sprite.name});
string count_label = fmt::format("{}", item.count);
auto& label = $gui.get<Textual>(slot);
label.text->setString(count_label);
auto& sprite = $gui.get<guecs::Sprite>(slot);
if(item.count == 0) {
sprite.sprite->setColor({125, 125, 125});
} else {
sprite.sprite->setColor({255, 255, 255});
}
}
}
}
}
void StatusUI::render(sf::RenderWindow &window) {
$gui.render(window);
// $gui.debug_layout(window);
$ritual_ui.render(window);
}
void StatusUI::update_level(GameLevel &level) {
$level = level;
init();
}
}