Brought the UIStack over from the previous game to use here.

This commit is contained in:
Zed A. Shaw 2026-04-08 23:01:05 -04:00
parent 25e3935170
commit 6aa1a877c9
7 changed files with 241 additions and 0 deletions

123
demos/multiscreen.cpp Normal file
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@ -0,0 +1,123 @@
#include "guecs/sfml/backend.hpp"
#include "guecs/sfml/components.hpp"
#include "guecs/uistack.hpp"
#include "guecs/ui.hpp"
#include <iostream>
#include <chrono>
#include <thread>
#include <flat_map>
#include <fmt/core.h>
using namespace std::chrono_literals;
struct TestScreen {
guecs::UI $gui{};
TestScreen(const std::string &layout) {
init(layout);
}
void init(const std::string& layout) {
$gui.position(0, 0, 1280, 720);
$gui.layout(layout);
for(auto& [name, cell] : $gui.cells()) {
auto gui_id = $gui.entity(name);
$gui.set<guecs::Rectangle>(gui_id, {});
$gui.set<guecs::Effect>(gui_id, {});
$gui.set<guecs::Text>(gui_id, {guecs::to_wstring(name)});
$gui.set<guecs::Clickable>(gui_id, {
[&, gui_id, name](auto) { fmt::println("click! {}={}", name, gui_id); }
});
}
$gui.init();
}
void render(sf::RenderTarget& target) {
$gui.render(target);
}
bool mouse(float x, float y, guecs::Modifiers mods) {
return $gui.mouse(x, y, mods);
}
void update() {
// empty
}
};
int main() {
try {
sfml::Backend backend;
guecs::init(&backend);
sf::RenderWindow window(sf::VideoMode({1280, 720}), "Multi-Screen Tester");
window.setVerticalSyncEnabled(true);
window.setFramerateLimit(60);
window.setPosition({0,0});
gui::UIStack<TestScreen> stack;
auto test2 = std::make_shared<TestScreen>("[test2|sonice]");
auto test3 = std::make_shared<TestScreen>("[test3|pointer]");
{
stack.add("test1", std::make_shared<TestScreen>("[test1|hello]"));
stack.add("test2", test2);
stack.add("test3", test3);
}
stack.set_active("test1");
while(window.isOpen()) {
while (const auto event = window.pollEvent()) {
if(event->is<sf::Event::Closed>()) {
window.close();
}
if(const auto* mouse = event->getIf<sf::Event::MouseButtonPressed>()) {
if(mouse->button == sf::Mouse::Button::Left) {
sf::Vector2f pos = window.mapPixelToCoords(mouse->position);
stack.mouse(pos.x, pos.y, false);
}
} else if(const auto* key = event->getIf<sf::Event::KeyPressed>()) {
using KEY = sf::Keyboard::Scan;
switch(key->scancode) {
case KEY::Q:
return 0;
case KEY::N: {
bool good = stack.next();
fmt::println("showing {} is {}", stack.active_name(), good);
} break;
case KEY::P: {
bool good = stack.prev();
fmt::println("showing {} is {}", stack.active_name(), good);
} break;
case KEY::F:
stack.first();
break;
case KEY::L:
stack.last();
break;
default:
break;
}
}
}
stack.update();
stack.render(window);
window.display();
std::this_thread::sleep_for(100ms);
}
} catch(const std::system_error& e) {
std::cout << "WARNING: On OSX you'll get this error on shutdown.\n";
std::cout << "Caught system_error with code "
"[" << e.code() << "] meaning "
"[" << e.what() << "]\n";
}
}

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@ -52,6 +52,7 @@ namespace guecs {
}; };
struct Rectangle { struct Rectangle {
// BUG: confirm that padding is being used correctly here
int padding = THEME.PADDING; int padding = THEME.PADDING;
sf::Color color = THEME.FILL_COLOR; sf::Color color = THEME.FILL_COLOR;
sf::Color border_color = THEME.BORDER_COLOR; sf::Color border_color = THEME.BORDER_COLOR;
@ -62,6 +63,9 @@ namespace guecs {
void render(sf::RenderTarget& window, sf::Shader *shader_ptr); void render(sf::RenderTarget& window, sf::Shader *shader_ptr);
}; };
// BUG: meter needs a backing rectangle of one color for the full bar, then
// another rectangle for the current setting.
// BUG: the meter will be past the end, probably a floating point error
struct Meter { struct Meter {
float percent = 1.0f; float percent = 1.0f;
sf::Color color = THEME.BG_COLOR_DARK; sf::Color color = THEME.BG_COLOR_DARK;
@ -95,6 +99,7 @@ namespace guecs {
void stop(bool hover); void stop(bool hover);
}; };
// BUG: it should be _way_ easier to set the background and change it
struct Background { struct Background {
float x = 0.0f; float x = 0.0f;
float y = 0.0f; float y = 0.0f;

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@ -60,6 +60,9 @@ namespace guecs {
shared_ptr<sf::Font> $font = nullptr; shared_ptr<sf::Font> $font = nullptr;
lel::Parser $parser; lel::Parser $parser;
string $grid = ""; string $grid = "";
// BUG: check for this to prevent bugs, or find a way to shape the API so you
// simply can't get it wrong
bool initialized = false;
UI(); UI();

97
include/guecs/uistack.hpp Normal file
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@ -0,0 +1,97 @@
#include <guecs/ui.hpp>
#include <flat_map>
#include <cassert>
namespace gui {
template<typename SCREEN_TYPE>
struct UIStack {
using UIStackMap = std::flat_map<std::string, std::shared_ptr<SCREEN_TYPE>>;
UIStackMap screens{};
bool visible = false;
UIStackMap::iterator $current{screens.begin()};
SCREEN_TYPE* $active = nullptr;
void add(const std::string& name, std::shared_ptr<SCREEN_TYPE> screen) {
screens.insert_or_assign(name, screen);
update_active(screens.begin());
}
void update_active(const UIStackMap::iterator& itr) {
$current = itr;
$active = (*$current).second.get();
}
void set_active(const std::string& name) {
assert(screens.contains(name) && "no screen with that name");
update_active(screens.find(name));
}
void set_visible(bool new_value) {
visible = new_value;
}
bool is_visible() {
return visible;
}
void render(sf::RenderTarget& target) {
assert($active != nullptr && "you didn't set active");
$active->render(target);
}
void update() {
assert($active != nullptr && "you didn't set active");
$active->update();
}
bool mouse(float x, float y, guecs::Modifiers mods = guecs::NO_MODS) {
assert($active != nullptr && "you didn't set active");
return $active->mouse(x, y, mods);
}
bool move(const UIStackMap::iterator& itr, const UIStackMap::iterator& avoid, const UIStackMap::iterator& result) {
if(itr != avoid) {
update_active(result);
return true;
} else {
return false;
}
}
bool next() {
return move($current + 1, screens.end(), $current + 1);
}
bool prev() {
return move($current, screens.begin(), $current - 1);
}
void first() {
update_active(screens.begin());
}
void last() {
update_active(screens.end() - 1);
}
const std::string& active_name() {
assert($active != nullptr && "you didn't set active");
return (*$current).first;
}
std::shared_ptr<SCREEN_TYPE> active_ui() {
assert($active != nullptr && "you didn't set active");
return (*$current).second;
}
std::shared_ptr<SCREEN_TYPE> at(const std::string& name) {
return screens.at(name);
}
const UIStackMap::key_container_type& names() {
return screens.keys();
}
};
}

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@ -144,3 +144,13 @@ executable('calc', [
include_directories: lel_guecs_inc, include_directories: lel_guecs_inc,
link_with: [lel_guecs_lib, lel_guecs_sfml_lib], link_with: [lel_guecs_lib, lel_guecs_sfml_lib],
dependencies: dependencies) dependencies: dependencies)
executable('multiscreen', [
'demos/multiscreen.cpp',
],
cpp_args: cpp_args,
link_args: link_args,
override_options: exe_defaults,
include_directories: lel_guecs_inc,
link_with: [lel_guecs_lib, lel_guecs_sfml_lib],
dependencies: dependencies)

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@ -7,6 +7,7 @@
namespace guecs { namespace guecs {
using std::make_shared; using std::make_shared;
// BUG: this seems to center things wrong in lel layouts
template<typename T> template<typename T>
void sfml_center_helper(T& obj, lel::Cell& cell, int padding) { void sfml_center_helper(T& obj, lel::Cell& cell, int padding) {
sf::Vector2f position{float(cell.x + padding), float(cell.y + padding)}; sf::Vector2f position{float(cell.x + padding), float(cell.y + padding)};

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@ -118,6 +118,8 @@ namespace guecs {
} }
} }
// BUG: either render detects that the things are initialized or there's
// another validator function I can call in debug modes to confirm they are
void UI::render(sf::RenderTarget& window) { void UI::render(sf::RenderTarget& window) {
if(auto bg = get_if<Background>(MAIN)) { if(auto bg = get_if<Background>(MAIN)) {
bg->render(window); bg->render(window);