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#include <chrono> // for operator""s, chrono_literals
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#include <iostream> // for cout, ostream
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#include <fstream>
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#include <memory> // for allocator, shared_ptr
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#include <string> // for string, operator<<
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#include <thread> // for sleep_for
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#include <array>
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#include <algorithm>
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#include <ftxui/dom/elements.hpp> // for hflow, paragraph, separator, hbox, vbox, filler, operator|, border, Element
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#include <ftxui/dom/node.hpp> // for Render
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#include <ftxui/screen/box.hpp> // for ftxui
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#include <ftxui/component/loop.hpp>
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#include <ftxui/screen/color.hpp>
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#include <fmt/core.h>
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#include "dbc.hpp"
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#include "gui.hpp"
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#include "rand.hpp"
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#include "systems.hpp"
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#include "events.hpp"
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#include "render.hpp"
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#include "save.hpp"
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const int MAX_FONT_SIZE = 140;
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const int MIN_FONT_SIZE = 20;
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using std::string;
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using namespace fmt;
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using namespace std::chrono_literals;
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using namespace ftxui;
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using namespace components;
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GUI::GUI(DinkyECS::World &world, Map& game_map) :
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$darkness({1600,800}),
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$game_map(game_map),
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$log({{"Welcome to the game!"}}),
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$status_ui(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT),
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$map_view(GAME_MAP_POS, 0, 0, 0, true),
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$world(world),
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$sounds("./assets"),
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$renderer()
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{
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// this needs a config file soon
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// $sounds.load("ambient", "ambient_sound.mp3");
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$sounds.load("loot_gold", "loot_gold.mp3");
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$sounds.load("combat_player_hit", "combat_player_hit.mp3");
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$sounds.load("combat_enemy_hit", "combat_enemy_hit.mp3");
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$sounds.load("combat_miss", "combat_miss.mp3");
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$light_test.loadFromFile("./assets/light_test.png");
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$darkness.setTexture(&$light_test);
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resize_map(MAX_FONT_SIZE);
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}
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void GUI::resize_map(int new_size) {
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if($renderer.resize_grid(new_size, $map_view)) {
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// set canvas to best size
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$canvas = Canvas($map_view.width * 2, $map_view.height * 4);
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}
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}
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void GUI::save_world() {
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$log.log("Game saved!");
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save::to_file("./savefile.world", $world, $game_map);
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}
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void GUI::create_renderer() {
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Terminal::SetColorSupport(Terminal::Color::TrueColor);
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auto player = $world.get_the<Player>();
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$map_view.set_renderer(Renderer([&] {
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System::draw_map($world, $game_map, $canvas, $map_view.width, $map_view.height);
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return canvas($canvas);
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}));
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auto modal_buttons = Container::Horizontal({
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Button("OK", [&]{ $show_modal = false; }),
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Button("CANCEL", [&]{ $show_modal = false; }),
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});
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auto modal_test = Renderer([&, modal_buttons] {
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return hbox({
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hflow(
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vbox(
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text("Hello!"),
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modal_buttons->Render()
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))}) | border;
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});
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modal_test->Add(modal_buttons);
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auto test_button = Container::Horizontal({
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Button("Open Test Modal", [&]{ $show_modal = true; }),
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Button("Close It", [&]{ $show_modal = false; }),
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});
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auto status_rend = Renderer(test_button, [&, modal_test, test_button, player]{
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const auto& player_combat = $world.get<Combat>(player.entity);
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const auto& inventory = $world.get<Inventory>(player.entity);
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$status_text = player_combat.hp > 0 ? "NOT DEAD" : "DEAD!!!!!!";
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std::vector<Element> log_list;
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for(auto msg : $log.messages) {
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log_list.push_back(text(msg));
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}
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auto log_box = vbox(log_list) | yflex_grow | border;
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return hbox({
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hflow(
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vbox(
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test_button->Render(),
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text(format("HP: {: >3} GOLD: {: >3}",
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player_combat.hp, inventory.gold)) | border,
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text($status_text) | border,
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separator(),
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log_box
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) | flex_grow
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),
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separator(),
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hbox(),
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});
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});
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status_rend |= Modal(modal_test, &$show_modal);
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$status_ui.set_renderer(status_rend);
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$status_ui.add(modal_test);
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}
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void GUI::handle_world_events() {
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using eGUI = Events::GUI;
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auto player = $world.get_the<Player>();
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while($world.has_event<eGUI>()) {
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auto [evt, entity, data] = $world.recv<eGUI>();
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switch(evt) {
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case eGUI::COMBAT: {
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auto &damage = std::any_cast<Events::Combat&>(data);
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auto enemy_combat = $world.get<Combat>(entity);
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if(damage.enemy_did > 0) {
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$log.log(format("Enemy HIT YOU for {} damage!", damage.enemy_did));
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$log.log(format("-- Enemy has {} HP left.", enemy_combat.hp));
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$sounds.play("combat_enemy_hit");
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shake();
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} else {
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$log.log("Enemy MISSED YOU.");
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}
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if(damage.player_did > 0) {
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$log.log(format("You HIT enemy for {} damage!", damage.player_did));
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$sounds.play("combat_player_hit");
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} else {
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$sounds.play("combat_miss");
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$log.log("You MISSED the enemy.");
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}
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} break;
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case eGUI::LOOT: {
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auto &loot = std::any_cast<Loot&>(data);
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auto inventory = $world.get<Inventory>(player.entity);
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$sounds.play("loot_gold");
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$log.log(format("You found {} gold. You have {} now.",
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loot.amount, inventory.gold));
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}
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break;
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default:
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$log.log(format("INVALID EVENT! {},{}", evt, entity));
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}
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}
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}
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bool GUI::handle_ui_events() {
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using KB = sf::Keyboard;
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using MOUSE = sf::Mouse;
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bool event_happened = false;
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sf::Event event;
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auto player = $world.get_the<Player>();
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int map_font_size = $renderer.font_size();
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auto& player_motion = $world.get<Motion>(player.entity);
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while($renderer.poll_event(event)) {
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if(event.type == sf::Event::Closed) {
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$renderer.close();
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} else if(event.type == sf::Event::KeyPressed) {
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if(KB::isKeyPressed(KB::Left)) {
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player_motion.dx = -1;
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event_happened = true;
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} else if(KB::isKeyPressed(KB::Right)) {
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player_motion.dx = 1;
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event_happened = true;
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} else if(KB::isKeyPressed(KB::Up)) {
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player_motion.dy = -1;
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event_happened = true;
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} else if(KB::isKeyPressed(KB::Down)) {
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player_motion.dy = 1;
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event_happened = true;
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} else if(KB::isKeyPressed(KB::Equal)) {
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resize_map(map_font_size + 10);
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} else if(KB::isKeyPressed(KB::Hyphen)) {
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resize_map(map_font_size - 10);
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} else if(KB::isKeyPressed(KB::S)) {
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save_world();
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} else if(KB::isKeyPressed(KB::Tab)) {
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$status_ui.$component->OnEvent(Event::Tab);
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} else if(KB::isKeyPressed(KB::Enter)) {
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$status_ui.$component->OnEvent(Event::Return);
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}
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} else if(MOUSE::isButtonPressed(MOUSE::Left)) {
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sf::Vector2i pos = MOUSE::getPosition($renderer.$window);
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Mouse mev;
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mev.button = Mouse::Button::Left,
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mev.x=pos.x / $renderer.$ui_bounds.width; // this needs to be in...panel coordinates?
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mev.y=pos.y / $renderer.$ui_bounds.height;
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$status_ui.$component->OnEvent(Event::Mouse("", mev));
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}
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}
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return event_happened;
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}
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void GUI::run_systems() {
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auto player = $world.get_the<Player>();
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System::motion($world, $game_map);
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System::enemy_pathing($world, $game_map, player);
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System::collision($world, player);
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System::death($world);
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}
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void GUI::shake() {
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for(int i = 0; i < 10; ++i) {
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int x = Random::uniform<int>(-20,20);
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int y = Random::uniform<int>(-20,20);
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// add x/y back to draw screen
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$renderer.draw($map_view, x, y);
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$renderer.display();
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std::this_thread::sleep_for(1ms);
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}
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}
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void GUI::render_scene() {
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$renderer.clear();
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$map_view.render();
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$renderer.draw($map_view);
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$status_ui.render();
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$renderer.draw($status_ui);
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$renderer.display();
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}
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int GUI::main() {
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// $sounds.play("ambient");
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create_renderer();
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run_systems();
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do {
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render_scene();
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if(handle_ui_events()) {
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run_systems();
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handle_world_events();
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}
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std::this_thread::sleep_for(10ms);
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} while($renderer.is_open());
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return 0;
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}
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