Move everything under the guecs/ directory in src/ so that it meshes better with other projects.
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30 changed files with 74 additions and 73 deletions
126
include/guecs/sfml/components.hpp
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126
include/guecs/sfml/components.hpp
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#pragma once
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#include <SFML/Graphics.hpp>
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#include "guecs/dbc.hpp"
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#include "guecs/sfml/color.hpp"
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#include "guecs/lel.hpp"
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#include <string>
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#include <memory>
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#include <functional>
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#include <any>
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namespace guecs {
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using std::shared_ptr, std::wstring, std::string;
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constexpr const int PADDING = 3;
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constexpr const int BORDER_PX = 1;
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constexpr const int TEXT_SIZE = 30;
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constexpr const int LABEL_SIZE = 20;
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constexpr const sf::Color FILL_COLOR = ColorValue::DARK_MID;
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constexpr const sf::Color TEXT_COLOR = ColorValue::LIGHT_LIGHT;
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constexpr const sf::Color BG_COLOR = ColorValue::MID;
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constexpr const sf::Color BORDER_COLOR = ColorValue::MID;
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constexpr const char *FONT_FILE_NAME="assets/text.otf";
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struct Textual {
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std::wstring content;
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unsigned int size = TEXT_SIZE;
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sf::Color color = TEXT_COLOR;
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int padding = PADDING;
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bool centered = false;
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shared_ptr<sf::Font> font = nullptr;
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shared_ptr<sf::Text> text = nullptr;
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void init(lel::Cell &cell, shared_ptr<sf::Font> font_ptr);
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void update(const std::wstring& new_content);
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};
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struct Label : public Textual {
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template<typename... Args>
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Label(Args... args) : Textual(args...)
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{
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centered = true;
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size = LABEL_SIZE;
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}
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Label() {
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centered = true;
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};
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};
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struct Sprite {
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// either you set a filename here,
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// or some kind of config,
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// or a callback that does the loading,
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// or a virtual function and you subclass
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// or there's a static config function you call once,
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// that's passed an object with all the necessary gear
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string name;
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int padding = PADDING;
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std::shared_ptr<sf::Sprite> sprite = nullptr;
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void init(lel::Cell &cell);
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void update(const string& new_name);
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};
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struct Rectangle {
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int padding = PADDING;
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sf::Color color = FILL_COLOR;
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sf::Color border_color = BORDER_COLOR;
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int border_px = BORDER_PX;
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shared_ptr<sf::RectangleShape> shape = nullptr;
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void init(lel::Cell& cell);
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};
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struct Meter {
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float percent = 1.0f;
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sf::Color color = ColorValue::BLACK;
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Rectangle bar;
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void init(lel::Cell& cell);
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void render(lel::Cell& cell);
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};
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struct Effect {
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float duration = 0.1f;
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string name{"ui_shader"};
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float $u_time_end = 0.0;
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bool $active = false;
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std::shared_ptr<sf::Clock> $clock = nullptr;
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std::shared_ptr<sf::Shader> $shader = nullptr;
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int $shader_version = 0;
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void init(lel::Cell &cell);
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void run();
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void stop();
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void step();
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shared_ptr<sf::Shader> checkout_ptr();
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};
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struct Sound {
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string on_click{"ui_click"};
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void play(bool hover);
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void stop(bool hover);
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};
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struct Background {
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float x = 0.0f;
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float y = 0.0f;
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float w = 0.0f;
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float h = 0.0f;
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sf::Color color = BG_COLOR;
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shared_ptr<sf::RectangleShape> shape = nullptr;
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Background(lel::Parser& parser, sf::Color bg_color=BG_COLOR) :
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x(parser.grid_x),
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y(parser.grid_y),
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w(parser.grid_w),
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h(parser.grid_h),
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color(bg_color)
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{}
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Background() {}
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void init();
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};
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}
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