Brought the UIStack over from the previous game to use here.
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123
demos/multiscreen.cpp
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123
demos/multiscreen.cpp
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#include "guecs/sfml/backend.hpp"
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#include "guecs/sfml/components.hpp"
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#include "guecs/uistack.hpp"
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#include "guecs/ui.hpp"
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#include <iostream>
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#include <chrono>
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#include <thread>
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#include <flat_map>
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#include <fmt/core.h>
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using namespace std::chrono_literals;
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struct TestScreen {
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guecs::UI $gui{};
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TestScreen(const std::string &layout) {
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init(layout);
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}
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void init(const std::string& layout) {
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$gui.position(0, 0, 1280, 720);
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$gui.layout(layout);
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for(auto& [name, cell] : $gui.cells()) {
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auto gui_id = $gui.entity(name);
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$gui.set<guecs::Rectangle>(gui_id, {});
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$gui.set<guecs::Effect>(gui_id, {});
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$gui.set<guecs::Text>(gui_id, {guecs::to_wstring(name)});
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$gui.set<guecs::Clickable>(gui_id, {
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[&, gui_id, name](auto) { fmt::println("click! {}={}", name, gui_id); }
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});
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}
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$gui.init();
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}
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void render(sf::RenderTarget& target) {
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$gui.render(target);
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}
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bool mouse(float x, float y, guecs::Modifiers mods) {
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return $gui.mouse(x, y, mods);
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}
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void update() {
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// empty
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}
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};
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int main() {
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try {
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sfml::Backend backend;
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guecs::init(&backend);
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sf::RenderWindow window(sf::VideoMode({1280, 720}), "Multi-Screen Tester");
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window.setVerticalSyncEnabled(true);
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window.setFramerateLimit(60);
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window.setPosition({0,0});
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gui::UIStack<TestScreen> stack;
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auto test2 = std::make_shared<TestScreen>("[test2|sonice]");
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auto test3 = std::make_shared<TestScreen>("[test3|pointer]");
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{
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stack.add("test1", std::make_shared<TestScreen>("[test1|hello]"));
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stack.add("test2", test2);
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stack.add("test3", test3);
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}
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stack.set_active("test1");
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while(window.isOpen()) {
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while (const auto event = window.pollEvent()) {
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if(event->is<sf::Event::Closed>()) {
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window.close();
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}
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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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stack.mouse(pos.x, pos.y, false);
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}
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} else if(const auto* key = event->getIf<sf::Event::KeyPressed>()) {
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using KEY = sf::Keyboard::Scan;
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switch(key->scancode) {
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case KEY::Q:
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return 0;
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case KEY::N: {
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bool good = stack.next();
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fmt::println("showing {} is {}", stack.active_name(), good);
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} break;
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case KEY::P: {
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bool good = stack.prev();
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fmt::println("showing {} is {}", stack.active_name(), good);
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} break;
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case KEY::F:
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stack.first();
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break;
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case KEY::L:
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stack.last();
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break;
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default:
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break;
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}
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}
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}
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stack.update();
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stack.render(window);
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window.display();
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std::this_thread::sleep_for(100ms);
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}
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} catch(const std::system_error& e) {
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std::cout << "WARNING: On OSX you'll get this error on shutdown.\n";
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std::cout << "Caught system_error with code "
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"[" << e.code() << "] meaning "
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"[" << e.what() << "]\n";
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}
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}
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