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79 lines
2.3 KiB
79 lines
2.3 KiB
#include "combat_ui.hpp"
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#include "constants.hpp"
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#include "color.hpp"
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#include "rituals.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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CombatUI::CombatUI(GameLevel level) :
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$level(level)
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{
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$gui.position(COMBAT_UI_X, COMBAT_UI_Y, COMBAT_UI_WIDTH, COMBAT_UI_HEIGHT);
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$gui.layout(
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"[*%(100,150)button_0 | *%(100,150)button_1 | *%(100,150)button_2 | *%(100,150)button_3]");
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}
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DinkyECS::Entity CombatUI::make_button(std::string name, std::wstring label, Events::GUI event, int action, const std::string &icon_name,
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const std::string &sound, const std::string &effect_name)
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{
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(void)label;
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auto button = $gui.entity(name);
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$gui.set<Sprite>(button, {icon_name});
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// $gui.set<Rectangle>(button, {});
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// $gui.set<Label>(button, {label});
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$gui.set<Sound>(button, {sound});
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$gui.set<Effect>(button, {.duration=1.0f, .name=effect_name});
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$gui.set<Clickable>(button,
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guecs::make_action(*$level.world, event, {action}));
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return button;
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}
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void CombatUI::init() {
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$gui.world().set_the<Background>({$gui.$parser, ColorValue::DARK_MID});
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auto& the_belt = $level.world->get<combat::RitualBelt>($level.player);
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for(int slot = 0; slot < 4; slot++) {
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if(the_belt.has(slot)) {
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std::string name = fmt::format("button_{}", slot);
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std::wstring label = fmt::format(L"Attack {}", slot+1);
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auto& ritual = the_belt.get(slot);
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using enum combat::RitualElement;
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switch(ritual.element) {
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case FIRE:
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make_button(name, label, Events::GUI::ATTACK,
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slot, "broken_yoyo-64", "fireball_01", "flame");
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break;
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case LIGHTNING:
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make_button(name, label, Events::GUI::ATTACK,
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slot, "stone_doll_cursed-64", "electric_shock_01", "lightning");
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break;
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default:
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make_button(name, label, Events::GUI::ATTACK,
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slot, "severed_finger-64", "punch_cartoony", "ui_shader");
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}
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}
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}
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$gui.init();
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}
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void CombatUI::render(sf::RenderWindow& window) {
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$gui.render(window);
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}
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void CombatUI::update_level(GameLevel &level) {
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$level = level;
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init();
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}
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bool CombatUI::mouse(float x, float y, bool hover) {
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return $gui.mouse(x, y, hover);
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}
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}
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