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

32 lines
821 B

#include "gui/uisystems.hpp"
#include "gui/guecstra.hpp"
namespace UISystem {
std::optional<guecs::Entity> loot_grab(guecs::UI& gui, std::any data) {
auto gui_id = std::any_cast<guecs::Entity>(data);
if(auto source = gui.get_if<guecs::GrabSource>(gui_id)) {
source->grab();
return gui_id;
} else {
return std::nullopt;
}
}
bool loot_drop(guecs::UI& source, guecs::UI& target,
std::optional<guecs::Entity> source_id, std::any data)
{
if(!source_id) return false;
auto target_id = std::any_cast<guecs::Entity>(data);
auto& drop = target.get<guecs::DropTarget>(target_id);
auto& grab = source.get<guecs::GrabSource>(*source_id);
if(drop.commit(grab.world_entity)) {
grab.commit();
return true;
} else {
return false;
}
}
}