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219 lines
5.4 KiB
219 lines
5.4 KiB
#pragma once
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#include "color.hpp"
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#include "dinkyecs.hpp"
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#include "lel.hpp"
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#include <string>
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#include <memory>
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#include <SFML/Graphics.hpp>
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#include "textures.hpp"
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#include <functional>
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#include "events.hpp"
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#include "constants.hpp"
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#include "components.hpp"
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#include <any>
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namespace guecs {
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using std::shared_ptr, std::make_shared, std::wstring, std::string;
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struct Textual {
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std::wstring content;
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unsigned int size = GUECS_FONT_SIZE;
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sf::Color color = GUECS_TEXT_COLOR;
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int padding = GUECS_PADDING;
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bool centered = false;
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shared_ptr<sf::Font> font = nullptr;
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shared_ptr<sf::Text> text = nullptr;
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void init(lel::Cell &cell, shared_ptr<sf::Font> font_ptr);
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void update(std::wstring& new_content);
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};
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struct Label : public Textual {
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template<typename... Args>
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Label(Args... args) : Textual(args...)
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{
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centered = true;
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}
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Label() {
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centered = true;
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};
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};
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struct Clickable {
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/* This is actually called by UI::mouse and passed the entity ID of the
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* button pressed so you can interact with it in the event handler.
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*/
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std::function<void(DinkyECS::Entity ent, std::any data)> action;
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};
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struct Sprite {
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std::string name;
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int padding = GUECS_PADDING;
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std::shared_ptr<sf::Sprite> sprite = nullptr;
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std::shared_ptr<sf::Texture> texture = nullptr;
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void init(lel::Cell &cell);
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};
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struct Rectangle {
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int padding = GUECS_PADDING;
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sf::Color color = GUECS_FILL_COLOR;
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sf::Color border_color = GUECS_BORDER_COLOR;
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int border_px = GUECS_BORDER_PX;
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shared_ptr<sf::RectangleShape> shape = nullptr;
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void init(lel::Cell& cell);
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};
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struct Meter {
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float percent = 1.0f;
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Rectangle bar;
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void init(lel::Cell& cell);
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};
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struct ActionData {
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std::any data;
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};
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struct CellName {
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std::string name;
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};
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struct Shader {
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float duration = 0.1f;
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std::string name{DEFAULT_UI_SHADER};
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float u_time_end = 0.0;
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bool active = false;
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std::shared_ptr<sf::Shader> ptr = nullptr;
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std::shared_ptr<sf::Clock> clock = nullptr;
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void init(lel::Cell &cell);
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void run();
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void step();
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};
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struct Background {
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float x = 0.0f;
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float y = 0.0f;
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float w = 0.0f;
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float h = 0.0f;
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sf::Color color = GUECS_BG_COLOR;
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shared_ptr<sf::RectangleShape> shape = nullptr;
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Background(lel::Parser& parser, sf::Color bg_color=GUECS_BG_COLOR) :
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x(parser.grid_x),
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y(parser.grid_y),
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w(parser.grid_w),
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h(parser.grid_h),
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color(bg_color)
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{}
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Background() {}
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void init();
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};
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class UI {
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public:
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DinkyECS::World $world;
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std::unordered_map<std::string, DinkyECS::Entity> $name_ents;
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shared_ptr<sf::Font> $font = nullptr;
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lel::Parser $parser;
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std::string $grid = "";
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UI();
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void position(int x, int y, int width, int height);
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void layout(std::string grid);
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DinkyECS::Entity init_entity(std::string name);
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DinkyECS::Entity entity(std::string name);
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inline lel::CellMap& cells() {
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return $parser.cells;
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}
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inline DinkyECS::World& world() {
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return $world;
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}
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void init();
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void render(sf::RenderWindow& window);
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bool mouse(float x, float y);
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void debug_layout(sf::RenderWindow& window);
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template <typename Comp>
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void set(DinkyECS::Entity ent, Comp val) {
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$world.set<Comp>(ent, val);
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}
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template <typename Comp>
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void set_init(DinkyECS::Entity ent, Comp val) {
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dbc::check(has<lel::Cell>(ent),"WRONG! slot is missing its cell?!");
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auto& cell = get<lel::Cell>(ent);
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val.init(cell);
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$world.set<Comp>(ent, val);
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}
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lel::Cell& cell_for(DinkyECS::Entity ent) {
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return $world.get<lel::Cell>(ent);
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}
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lel::Cell& cell_for(std::string name) {
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DinkyECS::Entity ent = entity(name);
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return $world.get<lel::Cell>(ent);
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}
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template <typename Comp>
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Comp& get(DinkyECS::Entity entity) {
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return $world.get<Comp>(entity);
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}
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template <typename Comp>
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std::optional<Comp> get_if(DinkyECS::Entity entity) {
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return $world.get_if<Comp>(entity);
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}
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template <typename Comp>
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bool has(DinkyECS::Entity entity) {
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return $world.has<Comp>(entity);
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}
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template <typename Comp>
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void remove(DinkyECS::Entity ent) {
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$world.remove<Comp>(ent);
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}
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template <typename Comp>
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void close(string region) {
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auto ent = entity(region);
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remove<Comp>(ent);
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}
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template<typename T>
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void render_helper(sf::RenderWindow& window, DinkyECS::Entity ent, bool is_shape, T& target) {
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sf::Shader *shader_ptr = nullptr;
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if($world.has<Shader>(ent)) {
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auto& shader = $world.get<Shader>(ent);
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if(shader.active) {
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shader_ptr = shader.ptr.get();
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shader_ptr->setUniform("is_shape", is_shape);
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}
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}
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window.draw(*target, shader_ptr);
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}
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void show_sprite(string region, string sprite_name);
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void show_text(string region, wstring content);
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void update_text(string region, wstring content);
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void update_label(string region, wstring content);
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void show_label(string region, wstring content);
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};
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Clickable make_action(DinkyECS::World& target, Events::GUI event);
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}
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