Created a nice utility library for doing animations, and used it in the ritual crafting UI.

This commit is contained in:
Zed A. Shaw 2025-03-20 01:10:01 -04:00
parent 0a40135f5d
commit 1aa6674e42
14 changed files with 213 additions and 150 deletions

View file

@ -2,6 +2,7 @@
#include "components.hpp"
#include "guecs.hpp"
#include "rand.hpp"
#include "animation.hpp"
namespace gui {
using namespace guecs;
@ -13,12 +14,12 @@ namespace gui {
$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
$gui.layout(
"[_]"
"[inv_slot5 | inv_slot6 | inv_slot7| inv_slot8]"
"[inv_slot9 | inv_slot10 | inv_slot11| inv_slot12]"
"[inv_slot13 | inv_slot14 | inv_slot15| inv_slot16]"
"[inv_slot17 | inv_slot18 | inv_slot19| inv_slot20]"
"[inv_slot21 | inv_slot22 | inv_slot23| inv_slot24]"
"[*%(100,500)circle_area]"
"[*%(100,600)circle_area]"
"[_]"
"[_]"
"[_]"
"[_]"
@ -27,17 +28,17 @@ namespace gui {
}
void RitualUI::init() {
// $gui.world().set_the<Background>({$gui.$parser});
for(auto& [name, cell] : $gui.cells()) {
auto button = $gui.entity(name);
if(name == "circle_area") {
// $gui.set<Rectangle>(button, {});
$gui.set<Sprite>(button, {"the_ritual_circle"});
$gui.set<Clickable>(button, {
[this](auto, auto){ dbc::log("circle clicked"); }
});
} else if(name.starts_with("inv_slot")) {
$gui.set<Sprite>(button, {"the_ritual_circle"});
// $gui.set<Rectangle>(button, {});
$gui.set<Clickable>(button, {
[this, name](auto, auto){ dbc::log(fmt::format("inv_slot {}", name)); }
@ -53,13 +54,7 @@ namespace gui {
$ritual_ui.sprite->setPosition({0,0});
$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
$ritual_state = RitualUIState::CLOSED;
$ritual_anim.simple = false;
$ritual_anim.looped = false;
$ritual_anim.easing = ease::NONE;
$ritual_anim.stationary = true;
$ritual_anim.texture_width = 380;
$ritual_anim.frames = 3;
$ritual_anim.speed = 0.2f;
$ritual_anim = animation::load("ritual_blanket");
$gui.init();
}
@ -75,20 +70,11 @@ namespace gui {
void RitualUI::toggle() {
using enum RitualUIState;
switch($ritual_state) {
case OPEN:
$ritual_state = CLOSING;
break;
case CLOSED:
$ritual_state = OPENING;
$ritual_anim.play();
break;
case OPENING: // ignored
break;
case CLOSING: // ignored
break;
default:
dbc::sentinel("INVALID RitualUIState");
if($ritual_state == OPEN) {
$ritual_state = CLOSING;
} else if($ritual_state == CLOSED) {
$ritual_state = OPENING;
$ritual_anim.play();
}
}
@ -98,40 +84,16 @@ namespace gui {
}
void RitualUI::render(sf::RenderWindow &window) {
sf::IntRect rect;
sf::Vector2f scale{1.0, 1.0};
sf::Vector2f pos{0, 0};
using enum RitualUIState;
switch($ritual_state) {
case OPEN: {
rect = $ritual_open_rect;
} break;
case CLOSED: {
rect = $ritual_closed_rect;
}
break;
case OPENING: {
if($ritual_anim.playing) {
rect = $ritual_closed_rect;
$ritual_anim.step(scale, pos, rect);
} else {
$ritual_state = OPEN;
rect = $ritual_open_rect;
}
}
break;
case CLOSING: {
rect = $ritual_closed_rect;
$ritual_state = CLOSED;
} break;
default:
dbc::sentinel("INVALID RitualUIState");
}
$ritual_ui.sprite->setTextureRect(rect);
$ritual_ui.sprite->setPosition(pos);
$ritual_ui.sprite->setScale(scale);
if($ritual_state == OPENING) {
if(!animation::apply($ritual_anim, $ritual_ui)) {
$ritual_state = OPEN;
}
} else if($ritual_state == CLOSING) {
$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
$ritual_state = CLOSED;
}
window.draw(*$ritual_ui.sprite);
if($ritual_state == OPEN) $gui.render(window);