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

70 lines
1.9 KiB

#include "status_ui.hpp"
#include "components.hpp"
#include "color.hpp"
#include "guecs.hpp"
#include "rand.hpp"
namespace gui {
using namespace guecs;
StatusUI::StatusUI(GameLevel level) :
$level(level)
{
$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
$gui.layout(
"[button1 | button2 | button3]"
"[button4 | button5 | button6]"
"[button7 | button8 | button9]"
"[*%(100,300)log_view]"
"[_]"
"[_]");
}
void StatusUI::render() {
auto& world = $gui.world();
std::vector<std::string> fake_items{
"cinqueda", "healing_potion_small",
"torch_crappy", "barrel_small"};
for(auto& [name, cell] : $gui.cells()) {
if(name == "log_view") {
$log_to = $gui.entity("log_view");
world.set<lel::Cell>($log_to, cell);
world.set<Rectangle>($log_to, {});
world.set<Textual>($log_to, {"Welcome to the Game!", 20});
} else {
size_t selected_item = Random::uniform<size_t>(0, fake_items.size() - 1);
fmt::println("fake items {} but size {}", selected_item, fake_items.size());
auto& fake_item = fake_items[selected_item];
auto button = $gui.entity(name);
world.set<lel::Cell>(button, cell);
world.set<Rectangle>(button, {});
world.set<Sprite>(button, {fake_item});
world.set<Clickable>(button,
guecs::make_action(*$level.world, Events::GUI::NOOP));
}
}
$gui.init();
}
void StatusUI::draw(sf::RenderWindow &window) {
auto &world = $gui.world();
auto &text = world.get<Textual>($log_to);
std::string log;
for(auto msg : $messages) {
log += msg + "\n";
}
text.update(log);
$gui.render(window);
}
void StatusUI::log(std::string msg) {
$messages.push_front(msg);
if($messages.size() > MAX_LOG_MESSAGES) {
$messages.pop_back();
}
}
}