136 lines
3.4 KiB
136 lines
3.4 KiB
#include "main_ui.hpp"
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#include "components.hpp"
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#include "easings.hpp"
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#include <fmt/xchar.h>
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#include "constants.hpp"
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namespace gui {
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using namespace components;
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MainUI::MainUI(sf::RenderWindow& window) :
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$window(window),
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$rayview(RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT),
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$camera($rayview)
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{
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$window.setVerticalSyncEnabled(VSYNC);
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$window.setFramerateLimit(FRAME_LIMIT);
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}
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void MainUI::dirty() {
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$needs_render = true;
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}
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void MainUI::init() {
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auto& player_position = $level.world->get<Position>($level.player);
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auto player = player_position.location;
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$rayview.init_shaders();
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$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
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$rayview.position_camera(player.x + 0.5, player.y + 0.5);
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auto st = textures::get("down_the_well");
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auto bounds = st.sprite->getLocalBounds();
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st.sprite->setPosition({RAY_VIEW_X + bounds.size.x / 2,
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RAY_VIEW_Y + bounds.size.y / 2});
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st.sprite->setOrigin({bounds.size.x / 2, bounds.size.y / 2});
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$overlay_ui.init();
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}
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void MainUI::show_level() {
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$show_level = true;
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}
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void MainUI::render() {
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auto aimed_at = $camera.aimed_at();
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if($level.collision->occupied(aimed_at)) {
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$rayview.aiming_at = $level.collision->get(aimed_at);
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} else {
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$rayview.aiming_at = 0;
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}
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if($show_level) {
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auto time = $clock.getElapsedTime();
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auto st = textures::get("down_the_well");
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float tick = ease::in_out_back(ease::sine(time.asSeconds()));
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float scale = std::lerp(1.0, 1.3, tick);
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st.sprite->setScale({scale, scale});
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$window.draw(*st.sprite);
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$overlay_ui.show_label("middle", L"INTO THE WELL YOU GO...");
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} else {
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if($needs_render) $rayview.render();
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$rayview.draw($window);
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}
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$overlay_ui.render($window);
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}
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void MainUI::health_low() {
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$overlay_ui.show_sprite("middle", "blood_splatter");
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}
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bool MainUI::play_rotate() {
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bool done = $camera.play_rotate();
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$needs_render = !done;
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return done;
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}
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// this could be an optional that returs a Point
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std::optional<Point> MainUI::play_move() {
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if($camera.play_move()) {
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$needs_render = false;
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Point pos{
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size_t($camera.target_x),
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size_t($camera.target_y)};
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return std::make_optional<Point>(pos);
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} else {
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$needs_render = true;
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return std::nullopt;
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}
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}
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void MainUI::plan_rotate(int dir) {
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// -1 is left, 1 is right
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$compass_dir = ($compass_dir + dir) % COMPASS.size();
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$camera.plan_rotate(dir);
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}
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Point MainUI::plan_move(int dir, bool strafe) {
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return $camera.plan_move(dir, strafe);
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}
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void MainUI::abort_plan() {
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$camera.abort_plan();
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}
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void MainUI::dead_entity(DinkyECS::Entity entity) {
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auto &sprite = $level.world->get<components::Sprite>(entity);
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$rayview.update_sprite(entity, sprite);
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}
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void MainUI::update_level(GameLevel level) {
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$level = level;
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auto& player_position = $level.world->get<Position>($level.player);
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auto player = player_position.location;
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$rayview.update_level($level);
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$rayview.position_camera(player.x + 0.5, player.y + 0.5);
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$compass_dir = 0;
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dirty();
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}
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void MainUI::mouse(int x, int y) {
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if($show_level) {
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$show_level = false;
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$level.world->send<Events::GUI>(Events::GUI::STAIRS_DOWN, $level.player, {});
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$overlay_ui.close_label("middle");
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} else {
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$overlay_ui.$gui.mouse(x, y);
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}
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}
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}
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