[BROKEN] This build is totally broken. DONOT USE.
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15 changed files with 123 additions and 81 deletions
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@ -1,14 +1,13 @@
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#include "sfml/backend.hpp"
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#include "sfml/components.hpp"
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#include "sfml/sound.hpp"
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#include "sfml/shaders.hpp"
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#include "sfml/textures.hpp"
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#include "guecs.hpp"
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#include "constants.hpp"
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#include <fmt/xchar.h>
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#include <deque>
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constexpr const int WINDOW_WIDTH=300;
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constexpr const int WINDOW_HEIGHT=400;
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constexpr const int FRAME_LIMIT=60;
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constexpr const bool VSYNC=true;
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using std::string, std::wstring;
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@ -193,9 +192,8 @@ struct CalculatorUI {
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};
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int main() {
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sound::init();
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shaders::init();
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textures::init();
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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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window.setFramerateLimit(FRAME_LIMIT);
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@ -1,16 +0,0 @@
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#pragma once
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#include <string>
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#include <array>
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constexpr const int SCREEN_WIDTH=1280;
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constexpr const int SCREEN_HEIGHT=720;
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constexpr const bool VSYNC=false;
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constexpr const int FRAME_LIMIT=60;
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#ifdef NDEBUG
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constexpr const bool DEBUG_BUILD=false;
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#else
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constexpr const bool DEBUG_BUILD=true;
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#endif
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@ -38,6 +38,26 @@ namespace guecs {
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string name;
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};
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struct SpriteTexture {
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std::shared_ptr<sf::Sprite> sprite = nullptr;
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std::shared_ptr<sf::Texture> texture = nullptr;
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};
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class Backend {
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public:
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virtual SpriteTexture texture_get(const string& name) = 0;
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virtual void sound_play(const string& name) = 0;
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virtual void sound_stop(const string& name) = 0;
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virtual std::shared_ptr<sf::Shader> shader_get(const std::string& name) = 0;
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virtual bool shader_updated() = 0;
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};
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void init(Backend* backend);
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class UI {
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public:
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Entity MAIN = 0;
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16
include/sfml/backend.hpp
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16
include/sfml/backend.hpp
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@ -0,0 +1,16 @@
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#include "guecs.hpp"
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namespace sfml {
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class Backend : public guecs::Backend {
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int $shaders_version = 0;
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public:
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Backend();
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guecs::SpriteTexture texture_get(const string& name);
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void sound_play(const string& name);
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void sound_stop(const string& name);
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std::shared_ptr<sf::Shader> shader_get(const std::string& name);
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bool shader_updated();
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};
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}
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@ -1,10 +1,11 @@
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#pragma once
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#include <SFML/Graphics.hpp>
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#include "dbc.hpp"
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#include "sfml/color.hpp"
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#include "lel.hpp"
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#include <string>
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#include <memory>
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#include <SFML/Graphics.hpp>
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#include <functional>
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#include <any>
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@ -48,6 +49,12 @@ namespace guecs {
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};
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struct Sprite {
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// either you set a filename here,
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// or some kind of config,
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// or a callback that does the loading,
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// or a virtual function and you subclass
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// or there's a static config function you call once,
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// that's passed an object with all the necessary gear
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string name;
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int padding = PADDING;
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std::shared_ptr<sf::Sprite> sprite = nullptr;
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30
meson.build
30
meson.build
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@ -69,14 +69,18 @@ dependencies += [
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]
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sources = [
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'src/config.cpp',
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'src/dbc.cpp',
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'src/guecs.cpp',
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'src/lel.cpp',
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'src/sfml/components.cpp',
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]
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sfml_impl = [
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'src/sfml/config.cpp',
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'src/sfml/backend.cpp',
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'src/sfml/shaders.cpp',
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'src/sfml/sound.cpp',
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'src/sfml/textures.cpp',
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'src/sfml/components.cpp',
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]
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lel_guecs_inc = include_directories('include')
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@ -94,11 +98,9 @@ lel_guecs_dep = declare_dependency(
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include_directories: lel_guecs_inc)
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executable('runtests', [
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'src/sfml/config.cpp',
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'tests/lel.cpp',
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'tests/guecs.cpp',
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'tests/shaders.cpp',
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'tests/sound.cpp',
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'tests/textures.cpp',
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],
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cpp_args: cpp_args,
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link_args: link_args,
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@ -107,12 +109,12 @@ executable('runtests', [
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link_with: [lel_guecs_lib],
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dependencies: dependencies + [catch2])
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executable('calc', [
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'demos/calc.cpp',
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],
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cpp_args: cpp_args,
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link_args: link_args,
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override_options: exe_defaults,
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include_directories: lel_guecs_inc,
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link_with: [lel_guecs_lib],
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dependencies: dependencies)
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#executable('calc', sfml_impl + [
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# 'demos/calc.cpp',
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# ],
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# cpp_args: cpp_args,
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# link_args: link_args,
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# override_options: exe_defaults,
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# include_directories: lel_guecs_inc,
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# link_with: [lel_guecs_lib],
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# dependencies: dependencies)
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38
src/sfml/backend.cpp
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38
src/sfml/backend.cpp
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#include "sfml/backend.hpp"
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#include "sfml/shaders.hpp"
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#include "sfml/sound.hpp"
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#include "sfml/textures.hpp"
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namespace sfml {
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guecs::SpriteTexture Backend::texture_get(const string& name) {
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auto sp = textures::get(name);
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return {sp.sprite, sp.texture};
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}
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Backend::Backend() {
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sound::init();
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shaders::init();
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textures::init();
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}
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void Backend::sound_play(const string& name) {
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sound::play(name);
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}
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void Backend::sound_stop(const string& name) {
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sound::stop(name);
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}
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std::shared_ptr<sf::Shader> Backend::shader_get(const std::string& name) {
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return shaders::get(name);
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}
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bool Backend::shader_updated() {
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if(shaders::updated($shaders_version)) {
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$shaders_version = shaders::version();
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return true;
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} else {
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return false;
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}
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}
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}
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@ -1,11 +1,15 @@
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#include "guecs.hpp"
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#include "sfml/shaders.hpp"
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#include "sfml/sound.hpp"
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#include "sfml/textures.hpp"
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#include "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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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 = textures::get(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 = textures::get(name);
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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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void Sound::play(bool hover) {
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if(!hover) {
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sound::play(on_click);
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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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sound::stop(on_click);
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BACKEND->sound_stop(on_click);
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}
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}
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}
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void Effect::init(lel::Cell &cell) {
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$shader_version = shaders::version();
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$shader = shaders::get(name);
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$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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}
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shared_ptr<sf::Shader> Effect::checkout_ptr() {
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if(shaders::updated($shader_version)) {
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$shader = shaders::get(name);
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$shader_version = shaders::version();
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if(BACKEND->shader_updated()) {
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$shader = BACKEND->shader_get(name);
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}
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return $shader;
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#include "config.hpp"
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#include "sfml/config.hpp"
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#include "dbc.hpp"
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#include <fmt/core.h>
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@ -2,8 +2,7 @@
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#include <SFML/Graphics/Image.hpp>
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#include "dbc.hpp"
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#include <fmt/core.h>
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#include "config.hpp"
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#include "constants.hpp"
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#include "sfml/config.hpp"
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#include <memory>
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namespace shaders {
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#include "sfml/sound.hpp"
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#include "dbc.hpp"
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#include <fmt/core.h>
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#include "config.hpp"
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#include "sfml/config.hpp"
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namespace sound {
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static SoundManager SMGR;
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#include <SFML/Graphics/Image.hpp>
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#include "dbc.hpp"
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#include <fmt/core.h>
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#include "config.hpp"
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#include "constants.hpp"
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#include "sfml/config.hpp"
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#include <memory>
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namespace textures {
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#include <catch2/catch_test_macros.hpp>
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#include <fmt/core.h>
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#include "constants.hpp"
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#include "guecs.hpp"
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#include "sfml/textures.hpp"
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#include <fmt/xchar.h>
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using namespace guecs;
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TEST_CASE("prototype one gui", "[ecs-gui]") {
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guecs::UI gui;
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textures::init();
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gui.position(0, 0, 1000, 500);
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gui.layout("[test1|test2|test3][test4|_|test5]");
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for(auto& [name, cell] : gui.cells()) {
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auto button = gui.entity(name);
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gui.set<lel::Cell>(button, cell);
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gui.set<Rectangle>(button, {});
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gui.set<Clickable>(button, {});
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gui.set<Textual>(button, {L"whatever"});
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}
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gui.init();
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// at this point it's mostly ready but I'd need to render it to a window real quick
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sf::RenderWindow window;
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window.setSize({SCREEN_WIDTH, SCREEN_HEIGHT});
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gui.render(window);
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window.display();
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}
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[wrap-git]
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directory=SFML-3.0.0
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directory=SFML-3.0.1
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url=https://github.com/SFML/SFML.git
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revision=3.0.0
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revision=3.0.1
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depth=1
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method=cmake
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