Basic UI grid around the work computer.
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parent
56f36b33ee
commit
93e258cb1b
1 changed files with 89 additions and 36 deletions
125
main.cpp
125
main.cpp
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@ -5,17 +5,18 @@
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#include <fmt/xchar.h>
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#include <deque>
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#include <iostream>
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#include <unordered_map>
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#include "dbc.hpp"
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constexpr const int SCREEN_WIDTH=1280;
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constexpr const int SCREEN_HEIGHT=720;
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constexpr const int FRAME_LIMIT=60;
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constexpr const bool VSYNC=true;
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bool GO_TO_WORK = false;
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using std::string, std::wstring;
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enum class Event {
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CLICKER, A_BUTTON
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CLICKER, GIVE_TREAT, GIVE_FOOD, GIVE_WATER, GIVE_PETS, WORK
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};
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struct Shake {
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@ -68,6 +69,27 @@ struct Shake {
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}
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};
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struct GameState {
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bool at_work = false;
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};
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static GameState GAME;
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std::unordered_map<std::string, long> STATS {
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{"Food", 0L},
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{"Water", 0L},
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{"Money", 100L},
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{"Mood", 0L}
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};
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std::unordered_map<std::string, Event> EVENTS {
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{"GiveTreat", Event::GIVE_TREAT},
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{"GiveFood", Event::GIVE_FOOD},
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{"GiveWater", Event::GIVE_WATER},
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{"GivePets", Event::GIVE_PETS},
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{"Work", Event::WORK}
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};
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struct ClickerUI {
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guecs::UI $gui;
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guecs::Entity $clicker;
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@ -75,11 +97,16 @@ struct ClickerUI {
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ClickerUI() {
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$gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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$gui.layout(
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"[FoodBowl|_|*%(300,400)clicker|_|_|_]"
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"[WaterBowl|_|_ |_|_|_]"
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"[Food|_|*%(300,400)clicker|_|_|_]"
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"[Water|_|_ |_|_|_]"
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"[Mood|_|_ |_|_|_]"
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"[Money|_|_ |_|_|_]"
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"[Treat|Food|Water|Pet|Work]");
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"[GiveTreat|GiveFood|GiveWater|GivePets|Work]");
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}
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std::wstring make_stat_label(const std::string& name) {
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return fmt::format(L"{}:\n{}", guecs::to_wstring(name),
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STATS.at(name));
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}
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void init() {
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@ -89,18 +116,16 @@ struct ClickerUI {
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auto id = $gui.entity(name);
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if(name != "clicker") {
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$gui.set<guecs::Rectangle>(id, {});
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$gui.set<guecs::Effect>(id, {});
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$gui.set<guecs::Label>(id, { guecs::to_wstring(name) });
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if(name == "Work") {
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$gui.set<guecs::Clickable>(id, { [&](auto, auto) {
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GO_TO_WORK = true;
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fmt::println("Going to Work!");
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} });
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if(STATS.contains(name)) {
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$gui.set<guecs::Textual>(id, { make_stat_label(name) });
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} else {
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dbc::check(EVENTS.contains(name), fmt::format("INVALID EVENT {}, not in EVENTS map", name));
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$gui.set<guecs::Effect>(id, {});
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$gui.set<guecs::Clickable>(id, {
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[&](auto, auto) { handle_button(Event::A_BUTTON); }
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[&](auto, auto) { handle_button(EVENTS.at(name)); }
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});
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$gui.set<guecs::Label>(id, { guecs::to_wstring(name) });
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}
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}
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}
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@ -136,22 +161,52 @@ struct ClickerUI {
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$gui.mouse(x, y, hover);
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}
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void update_stats() {
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for(auto& [name, stat] : STATS) {
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auto gui_id = $gui.entity(name);
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auto& text = $gui.get<guecs::Textual>(gui_id);
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text.update(make_stat_label(name));
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}
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}
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void handle_button(Event ev) {
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bool is_happy = false;
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auto& shaker = $gui.get<Shake>($clicker);
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auto& sprite = $gui.get<guecs::Sprite>($clicker);
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using enum Event;
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switch(ev) {
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case CLICKER: {
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auto& shaker = $gui.get<Shake>($clicker);
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auto& sprite = $gui.get<guecs::Sprite>($clicker);
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shaker.play(sprite);
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fmt::println("CLICKER LOVES YOU!");
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} break;
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case A_BUTTON:
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fmt::println("a button clicked");
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break;
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case CLICKER: // fallthrough
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case GIVE_PETS:
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STATS["Mood"]++;
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is_happy = true;
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break;
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case GIVE_TREAT:
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STATS["Food"]++;
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STATS["Mood"]++;
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STATS["Money"]--;
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is_happy = true;
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break;
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case GIVE_FOOD:
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STATS["Food"]++;
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STATS["Money"]--;
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is_happy = true;
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break;
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case GIVE_WATER:
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STATS["Water"]++;
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STATS["Money"]--;
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is_happy = true;
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break;
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case WORK:
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GAME.at_work = true;
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break;
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default:
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assert(false && "invalid event");
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assert(false && "invalid event");
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}
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update_stats();
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if(is_happy) shaker.play(sprite);
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}
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};
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@ -161,26 +216,24 @@ struct WorkComputerUI {
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WorkComputerUI() {
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$gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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$gui.layout("[computer]");
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$gui.layout(
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"[*%(100,200)clicker|a2 |a3|a4|a5 |*%(100,200)postit1]"
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"[_ |a9 |*%(300,300)computer|_|_|_]"
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"[a15 |a16|_ |_|_|*%(100,200)postit2]"
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"[*%(100,200)coffee |a23|_ |_|_|_]"
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"[_ |a50|a51|a52|a53|a54]");
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}
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void init() {
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guecs::Background bg{$gui.$parser};
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bg.set_sprite("work_computer");
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$gui.set<guecs::Background>($gui.MAIN, bg);
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auto computer = $gui.entity("computer");
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$gui.set<guecs::Label>(computer, {L"Work Computer"});
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$gui.set<guecs::Clickable>(computer, { [&](auto, auto) {
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GO_TO_WORK = false;
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fmt::println("Leaving Work!");
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} });
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$gui.init();
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}
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void render(sf::RenderWindow& window) {
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$gui.render(window);
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$gui.debug_layout(window);
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}
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void mouse(float x, float y, bool hover) {
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@ -213,7 +266,7 @@ int main() {
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if(const auto* mouse = event->getIf<sf::Event::MouseButtonPressed>()) {
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if(mouse->button == sf::Mouse::Button::Left) {
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sf::Vector2f pos = window.mapPixelToCoords(mouse->position);
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if(GO_TO_WORK) {
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if(GAME.at_work) {
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computer.mouse(pos.x, pos.y, false);
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} else {
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clicker.mouse(pos.x, pos.y, false);
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}
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}
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if(GO_TO_WORK) {
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if(GAME.at_work) {
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window.clear();
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computer.render(window);
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} else {
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