Refactoring the GUECS UI::render and the components so that it's just calling a .render on each one. This will then let me allow registering any components people want.
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a9e219ea96
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7 changed files with 108 additions and 69 deletions
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@ -55,7 +55,7 @@ struct Shake {
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float tick = ease();
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sf::Vector2f scale{
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std::lerp(initial_scale.x, initial_scale.x + scale_factor, tick),
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std::lerp(initial_scale.y, initial_scale.y + scale_factor, tick)};
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std::lerp(initial_scale.y, initial_scale.y + scale_factor, tick)};
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sprite.sprite->setScale(scale);
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} else {
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@ -83,34 +83,35 @@ struct ClickerUI {
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void init() {
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$gui.set<guecs::Background>($gui.MAIN, {$gui.$parser, {0, 0, 0, 255}});
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for(auto& [name, cell] : $gui.cells()) {
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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::Sprite>(id, { "clicker_treat_bone" });
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fmt::println("button dim: {},{}", cell.w, cell.h);
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$gui.set<guecs::Clickable>(id, {
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[&](auto, auto) { handle_button(Event::A_BUTTON); }
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});
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}
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}
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for(auto& [name, cell] : $gui.cells()) {
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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::Sprite>(id, { "clicker_treat_bone" });
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fmt::println("button dim: {},{}", cell.w, cell.h);
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$gui.set<guecs::Clickable>(id, {
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[&](auto, auto) { handle_button(Event::A_BUTTON); }
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});
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}
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}
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$clicker = $gui.entity("clicker");
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$gui.set<guecs::Sprite>($clicker, {"clicker_the_dog"});
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$gui.set<guecs::Sound>($clicker, {"clicker_bark"});
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$gui.set<guecs::Clickable>($clicker, {
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[&](auto, auto) { handle_button(Event::CLICKER); }
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});
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$clicker = $gui.entity("clicker");
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$gui.set<guecs::Sprite>($clicker, {"clicker_the_dog"});
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$gui.set<guecs::Sound>($clicker, {"clicker_bark"});
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$gui.set<guecs::Clickable>($clicker, {
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[&](auto, auto) { handle_button(Event::CLICKER); }
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});
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// custom components need to be initialized manually
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$gui.set_init<Shake>($clicker, {});
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// custom components need to be initialized manually
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$gui.set_init<Shake>($clicker, {});
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$gui.init();
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}
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void render(sf::RenderWindow& window) {
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auto& shaker = $gui.get<Shake>($clicker);
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if(shaker.playing) {
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auto& sprite = $gui.get<guecs::Sprite>($clicker);
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shaker.render(sprite);
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@ -130,17 +131,17 @@ struct ClickerUI {
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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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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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fmt::println("a button clicked");
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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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}
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};
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@ -149,7 +150,7 @@ int main() {
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sfml::Backend backend;
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guecs::init(&backend);
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sf::RenderWindow window(sf::VideoMode({WINDOW_WIDTH, WINDOW_HEIGHT}), "LEL-GUECS Calculator");
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sf::RenderWindow window(sf::VideoMode({WINDOW_WIDTH, WINDOW_HEIGHT}), "Clicker the Dog");
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window.setFramerateLimit(FRAME_LIMIT);
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window.setVerticalSyncEnabled(VSYNC);
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