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

57 lines
1.5 KiB

#include "status_ui.hpp"
#include <ftxui/dom/node.hpp> // for Render
#include <ftxui/screen/box.hpp> // for ftxui
#include <ftxui/component/loop.hpp>
#include <ftxui/screen/color.hpp>
#include <ftxui/dom/table.hpp>
#include "components.hpp"
#include "color.hpp"
namespace gui {
using namespace components;
using namespace ftxui;
StatusUI::StatusUI(GameLevel level) :
Panel(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT, false),
$level(level)
{
default_bg = ColorValue::DARK_MID;
}
void StatusUI::create_render() {
auto player = $level.world->get_the<Player>();
auto status_rend = Renderer([&, player]{
const auto& player_combat = $level.world->get<Combat>(player.entity);
const auto& combat = $level.world->get<Combat>(player.entity);
auto log_box = vbox($log_list) | yflex_grow | border;
return hbox({
hflow(
vbox(
text(fmt::format("HP: {: >3} DMG: {: >3}",
player_combat.hp,
combat.damage)),
separator(),
log_box
) | flex_grow
)
});
});
set_renderer(status_rend);
}
void StatusUI::log(std::string msg) {
$messages.push_front(msg);
if($messages.size() > MAX_LOG_MESSAGES) {
$messages.pop_back();
}
$log_list.clear();
for(auto msg : $messages) {
$log_list.push_back(text(msg));
}
}
}