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
138
src/guecs/sfml/components.cpp
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138
src/guecs/sfml/components.cpp
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#include "guecs/ui.hpp"
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#include "guecs/sfml/backend.hpp"
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namespace guecs {
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static Backend* BACKEND = nullptr;
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using std::make_shared;
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void init(Backend* backend) {
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BACKEND = backend;
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}
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void Textual::init(lel::Cell &cell, shared_ptr<sf::Font> font_ptr) {
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dbc::check(font_ptr != nullptr, "you failed to initialize this WideText");
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if(font == nullptr) font = font_ptr;
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if(text == nullptr) text = make_shared<sf::Text>(*font, content, size);
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text->setFillColor(color);
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if(centered) {
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auto bounds = text->getLocalBounds();
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auto text_cell = lel::center(bounds.size.x, bounds.size.y, cell);
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// this stupid / 2 is because SFML renders from baseline rather than from the claimed bounding box
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text->setPosition({float(text_cell.x), float(text_cell.y) - text_cell.h / 2});
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} else {
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text->setPosition({float(cell.x + padding * 2), float(cell.y + padding * 2)});
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}
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text->setCharacterSize(size);
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}
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void Textual::update(const wstring& new_content) {
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content = new_content;
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text->setString(content);
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}
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void Sprite::update(const string& new_name) {
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if(new_name != name) {
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name = new_name;
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auto sprite_texture = BACKEND->texture_get(name);
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sprite->setTexture(*sprite_texture.texture);
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sprite->setTextureRect(sprite_texture.sprite->getTextureRect());
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}
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}
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void Sprite::init(lel::Cell &cell) {
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auto sprite_texture = BACKEND->texture_get(name);
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sprite = make_shared<sf::Sprite>(
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*sprite_texture.texture,
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sprite_texture.sprite->getTextureRect());
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sprite->setPosition({
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float(cell.x + padding),
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float(cell.y + padding)});
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auto bounds = sprite->getLocalBounds();
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sprite->setScale({
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float(cell.w - padding * 2) / bounds.size.x,
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float(cell.h - padding * 2) / bounds.size.y});
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}
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void Rectangle::init(lel::Cell& cell) {
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sf::Vector2f size{float(cell.w) - padding * 2, float(cell.h) - padding * 2};
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if(shape == nullptr) shape = make_shared<sf::RectangleShape>(size);
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shape->setPosition({float(cell.x + padding), float(cell.y + padding)});
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shape->setFillColor(color);
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shape->setOutlineColor(border_color);
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shape->setOutlineThickness(border_px);
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}
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void Meter::init(lel::Cell& cell) {
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bar.init(cell);
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}
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void Meter::render(lel::Cell& cell) {
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float level = std::clamp(percent, 0.0f, 1.0f) * float(cell.w);
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// ZED: this 6 is a border width, make it a thing
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bar.shape->setSize({std::max(level, 0.0f), float(cell.h - 6)});
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}
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void Sound::play(bool hover) {
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if(!hover) {
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BACKEND->sound_play(on_click);
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}
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}
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void Sound::stop(bool hover) {
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if(!hover) {
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BACKEND->sound_stop(on_click);
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}
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}
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void Background::init() {
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sf::Vector2f size{float(w), float(h)};
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if(shape == nullptr) shape = make_shared<sf::RectangleShape>(size);
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shape->setPosition({float(x), float(y)});
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shape->setFillColor(color);
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}
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void Effect::init(lel::Cell &cell) {
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$shader = BACKEND->shader_get(name);
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$shader->setUniform("u_resolution", sf::Vector2f({float(cell.w), float(cell.h)}));
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$clock = std::make_shared<sf::Clock>();
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}
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void Effect::step() {
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sf::Time cur_time = $clock->getElapsedTime();
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float u_time = cur_time.asSeconds();
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if(u_time < $u_time_end) {
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$shader->setUniform("u_duration", duration);
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$shader->setUniform("u_time_end", $u_time_end);
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$shader->setUniform("u_time", u_time);
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} else {
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$active = false;
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}
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}
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void Effect::run() {
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$active = true;
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sf::Time u_time = $clock->getElapsedTime();
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$u_time_end = u_time.asSeconds() + duration;
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}
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shared_ptr<sf::Shader> Effect::checkout_ptr() {
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if(BACKEND->shader_updated()) {
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$shader = BACKEND->shader_get(name);
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}
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return $shader;
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}
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void Effect::stop() {
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$active = false;
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}
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}
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