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.

This commit is contained in:
Zed A. Shaw 2025-05-12 00:09:21 -04:00
parent a9e219ea96
commit 4d71f552aa
7 changed files with 108 additions and 69 deletions

View file

@ -66,12 +66,12 @@ namespace guecs {
shader.init(cell);
});
query<Rectangle, Meter>([](auto, auto& bg, auto &meter) {
bg.shape->setFillColor(meter.color);
});
query<lel::Cell, Meter>([](auto, auto &cell, auto& meter) {
meter.init(cell);
query<lel::Cell, Meter>([this](auto ent, auto &cell, auto& meter) {
if(auto bg = get_if<Rectangle>(ent)) {
meter.init(cell, *bg);
} else {
meter.init(cell);
}
});
query<lel::Cell, Textual>([this](auto, auto& cell, auto& text) {
@ -98,34 +98,46 @@ namespace guecs {
});
}
sf::Shader* UI::find_shader(Entity ent, bool is_shape) {
if(auto shader = get_if<Effect>(ent)) {
return shader->get_shader(is_shape);
} else {
return nullptr;
}
}
void UI::render(sf::RenderWindow& window) {
if(auto bg = get_if<Background>(MAIN)) {
window.draw(*(bg->shape));
bg->render(window);
}
query<Effect>([&](auto, auto& shader) {
if(shader.$active) shader.step();
if(shader.$active) shader.render();
});
query<Rectangle>([&](auto ent, auto& rect) {
render_helper(window, ent, true, rect.shape);
auto shader_ptr = find_shader(ent, true);
rect.render(window, shader_ptr);
});
query<lel::Cell, Meter>([&](auto ent, auto& cell, auto &meter) {
meter.render(cell);
render_helper(window, ent, true, meter.bar.shape);
auto shader_ptr = find_shader(ent, true);
meter.render(cell, window, shader_ptr);
});
query<Sprite>([&](auto ent, auto& sprite) {
render_helper(window, ent, false, sprite.sprite);
auto shader_ptr = find_shader(ent, false);
sprite.render(window, shader_ptr);
});
query<Label>([&](auto ent, auto& text) {
render_helper(window, ent, false, text.text);
auto shader_ptr = find_shader(ent, false);
text.render(window, shader_ptr);
});
query<Textual>([&](auto ent, auto& text) {
render_helper(window, ent, false, text.text);
auto shader_ptr = find_shader(ent, false);
text.render(window, shader_ptr);
});
}
@ -157,8 +169,8 @@ namespace guecs {
});
do_if<Sound>(ent, [hover](auto& sound) {
// here set that it played then only play once
sound.stop(hover);
// here set that it played then only play once
sound.stop(hover);
});
}
});