Clean up more of the FSM so that it's almost nothing.Now I'll try to make a stand-alone 'dnd' state machine to handle drag and drop functionality.

This commit is contained in:
Zed A. Shaw 2025-06-12 22:51:58 -04:00
parent 06a843f169
commit 1ab708c4eb
3 changed files with 43 additions and 50 deletions

View file

@ -2,7 +2,9 @@
#include "gui/guecstra.hpp"
namespace UISystem {
std::optional<guecs::Entity> loot_grab(guecs::UI& gui, guecs::Entity gui_id) {
std::optional<guecs::Entity> loot_grab(guecs::UI& gui, std::any data) {
auto gui_id = std::any_cast<guecs::Entity>(data);
if(auto source = gui.get_if<guecs::GrabSource>(gui_id)) {
source->grab();
return gui_id;
@ -11,9 +13,14 @@ namespace UISystem {
}
}
bool loot_drop(guecs::UI& source, guecs::UI& target, guecs::Entity source_id, guecs::Entity target_id) {
bool loot_drop(guecs::UI& source, guecs::UI& target,
std::optional<guecs::Entity> source_id, std::any data)
{
if(!source_id) return false;
auto target_id = std::any_cast<guecs::Entity>(data);
auto& drop = target.get<guecs::DropTarget>(target_id);
auto& grab = source.get<guecs::GrabSource>(source_id);
auto& grab = source.get<guecs::GrabSource>(*source_id);
if(drop.commit(grab.world_entity)) {
grab.commit();