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

140 lines
4.2 KiB

#include "gui/status_ui.hpp"
#include "components.hpp"
#include <guecs/ui.hpp>
#include "rand.hpp"
#include <fmt/xchar.h>
#include "gui/guecstra.hpp"
#include "systems.hpp"
#include "inventory.hpp"
namespace gui {
using namespace guecs;
using std::any, std::any_cast, std::string, std::make_any;
StatusUI::StatusUI(GameLevel level) :
$level(level), $ritual_ui(level)
{
$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
$gui.layout(
"[ritual_ui]"
"[earring|armor_head|amulet]"
"[back|*%(200,300)character_view|_|armor_bdy]"
"[hand_r|_|_ |hand_l]"
"[ring_r|_|_ |ring_l]"
"[pocket_r|armor_leg|pocket_l]");
}
void StatusUI::init() {
$gui.set<Background>($gui.MAIN, {$gui.$parser});
for(auto& [name, cell] : $gui.cells()) {
auto gui_id = $gui.entity(name);
$slot_to_name.insert_or_assign(gui_id, name);
if(name == "character_view") {
$gui.set<Rectangle>(gui_id, {});
$gui.set<Sprite>(gui_id, {"armored_knight"});
} else {
$gui.set<Rectangle>(gui_id, {});
$gui.set<ActionData>(gui_id, {make_any<string>(name)});
if(name == "ritual_ui") {
$gui.set<Clickable>(gui_id, {
[this](auto, auto){ select_ritual(); }
});
$gui.set<Sound>(gui_id, {"pickup"});
} else {
$gui.set<Textual>(gui_id, {guecs::to_wstring(name)});
$gui.set<Clickable>(gui_id, {
guecs::make_action($level, Events::GUI::INV_SELECT, {gui_id})
});
$gui.set<DropTarget>(gui_id, {
.commit=[&, gui_id](DinkyECS::Entity world_target) -> bool {
return place_slot(gui_id, world_target);
}
});
}
}
}
$ritual_ui.event(ritual::Event::STARTED);
$gui.init();
update();
}
bool StatusUI::mouse(float x, float y, bool hover) {
if($ritual_ui.is_open()) {
return $ritual_ui.mouse(x, y, hover);
} else {
return $gui.mouse(x, y, hover);
}
}
void StatusUI::select_ritual() {
$ritual_ui.event(ritual::Event::TOGGLE);
}
void StatusUI::update() {
auto& inventory = $level.world->get_the<inventory::Model>();
for(auto& [slot, world_entity] : inventory.by_slot) {
auto gui_id = $gui.entity(slot);
auto& sprite = $level.world->get<components::Sprite>(world_entity);
$gui.set_init<guecs::Sprite>(gui_id, {sprite.name});
guecs::GrabSource grabber{ world_entity,
[&, gui_id]() { return remove_slot(gui_id); }};
grabber.setSprite($gui, gui_id);
$gui.set<guecs::GrabSource>(gui_id, grabber);
}
}
void StatusUI::render(sf::RenderWindow &window) {
$gui.render(window);
// $gui.debug_layout(window);
$ritual_ui.render(window);
}
void StatusUI::update_level(GameLevel &level) {
$level = level;
init();
}
bool StatusUI::place_slot(guecs::Entity gui_id, DinkyECS::Entity world_entity) {
auto& slot_name = $slot_to_name.at(gui_id);
auto& inventory = $level.world->get_the<inventory::Model>();
for(auto [ent, slot] : inventory.by_entity) {
fmt::println("BY_ENTITY: ent={}, slot={}", ent, slot);
}
for(auto [slot, ent] : inventory.by_slot) {
fmt::println("BY_SLOT: ent={}, slot={}", ent, slot);
}
$level.world->make_constant(world_entity);
inventory.add(slot_name, world_entity);
update();
return true;
}
bool StatusUI::drop_item(DinkyECS::Entity item_id) {
bool dropped = System::drop_item($level, item_id);
$level.world->not_constant(item_id);
if(dropped) update();
return dropped;
}
// NOTE: do I need this or how does it relate to drop_item?
void StatusUI::remove_slot(guecs::Entity slot_id) {
// NOTE: really the System should coordinate either dropping on the
// ground or moving from one container or another, so when loot_ui
// moves to use an ECS id to a container I can have the System
// do it.
auto& slot_name = $slot_to_name.at(slot_id);
auto& inventory = $level.world->get_the<inventory::Model>();
inventory.remove(slot_name);
$gui.remove<guecs::GrabSource>(slot_id);
$gui.remove<guecs::Sprite>(slot_id);
}
}