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

159 lines
4.2 KiB

#include "gui/guecstra.hpp"
#include "gui/dnd_loot.hpp"
#include "gui/uisystems.hpp"
namespace gui {
DNDLoot::DNDLoot(StatusUI& status_ui, LootUI& loot_ui, sf::RenderWindow &window, routing::Router& router) :
$status_ui(status_ui),
$loot_ui(loot_ui),
$window(window),
$router(router)
{
}
bool DNDLoot::event(Event ev, std::any data) {
switch($state) {
FSM_STATE(DNDState, START, ev);
FSM_STATE(DNDState, LOOTING, ev, data);
FSM_STATE(DNDState, LOOT_GRAB, ev, data);
FSM_STATE(DNDState, INV_GRAB, ev, data);
FSM_STATE(DNDState, END, ev);
default:
dbc::log(fmt::format("event received with data but state={} is not handled", int($state)));
}
return !in_state(DNDState::END);
}
void DNDLoot::START(Event ev) {
dbc::check(ev == Event::STARTED, "START not given a STARTED event.");
state(DNDState::LOOTING);
}
void DNDLoot::LOOTING(Event ev, std::any data) {
using enum Event;
switch(ev) {
case LOOT_OPEN:
$loot_ui.active = false;
state(DNDState::END);
break;
case LOOT_SELECT:
$grab_source = UISystem::loot_grab($loot_ui.$gui, data);
if($grab_source) state(DNDState::LOOT_GRAB);
break;
case INV_SELECT:
$grab_source = UISystem::loot_grab($status_ui.$gui, data);
if($grab_source) state(DNDState::INV_GRAB);
break;
case MOUSE_DRAG_START:
case MOUSE_CLICK:
mouse_action(false);
break;
default:
state(DNDState::LOOTING);
}
}
void DNDLoot::LOOT_GRAB(Event ev, std::any data) {
using enum Event;
switch(ev) {
case LOOT_OPEN:
$loot_ui.active = false;
state(DNDState::END);
break;
case LOOT_SELECT:
$grab_source = UISystem::loot_grab($loot_ui.$gui, data);
if($grab_source) state(DNDState::LOOTING);
break;
case INV_SELECT:
if(UISystem::loot_drop($loot_ui.$gui,
$status_ui.$gui, $grab_source, data))
{
state(DNDState::LOOTING);
}
break;
case MOUSE_CLICK:
mouse_action(false);
break;
case MOUSE_DRAG:
case MOUSE_MOVE: {
if($grab_source) {
auto& source = $loot_ui.$gui.get<guecs::GrabSource>(*$grab_source);
source.move($window.mapPixelToCoords($router.position));
}
mouse_action(true);
} break;
case MOUSE_DRAG_START:
mouse_action(false);
break;
case MOUSE_DROP:
mouse_action(false);
break;
case TICK:
// do nothing
break;
default:
state(DNDState::LOOT_GRAB);
}
}
void DNDLoot::INV_GRAB(Event ev, std::any data) {
using enum Event;
switch(ev) {
case LOOT_OPEN:
$loot_ui.active = false;
state(DNDState::END);
break;
case LOOT_SELECT:
if(UISystem::loot_drop($status_ui.$gui,
$loot_ui.$gui, $grab_source, data))
{
state(DNDState::LOOTING);
}
break;
case INV_SELECT:
$grab_source = UISystem::loot_grab($status_ui.$gui, data);
state(DNDState::LOOTING);
break;
case MOUSE_CLICK:
mouse_action(false);
break;
case MOUSE_DRAG:
case MOUSE_MOVE: {
if($grab_source) {
auto& source = $status_ui.$gui.get<guecs::GrabSource>(*$grab_source);
source.move($window.mapPixelToCoords($router.position));
}
mouse_action(true);
} break;
case MOUSE_DRAG_START: {
mouse_action(false);
} break;
case MOUSE_DROP:
mouse_action(false);
break;
default:
state(DNDState::INV_GRAB);
}
}
void DNDLoot::END(Event ev) {
dbc::check(ev == Event::STARTED, "END not given a STARTED event.");
$grab_source = std::nullopt;
state(DNDState::LOOTING);
}
sf::Vector2f DNDLoot::mouse_position() {
return $window.mapPixelToCoords($router.position);
}
void DNDLoot::mouse_action(bool hover) {
sf::Vector2f pos = mouse_position();
$status_ui.mouse(pos.x, pos.y, hover);
if($loot_ui.active) $loot_ui.mouse(pos.x, pos.y, hover);
}
}