Files are now in a src directory and I'm using a src/meson.build and tests/meson.build to specify what to build.
This commit is contained in:
parent
4778677647
commit
1d4ae911b9
108 changed files with 94 additions and 83 deletions
156
src/gui/status_ui.cpp
Normal file
156
src/gui/status_ui.cpp
Normal file
|
|
@ -0,0 +1,156 @@
|
|||
#include "gui/status_ui.hpp"
|
||||
#include "components.hpp"
|
||||
#include <guecs/ui.hpp>
|
||||
#include "rand.hpp"
|
||||
#include <fmt/xchar.h>
|
||||
#include "gui/guecstra.hpp"
|
||||
#include "systems.hpp"
|
||||
#include "inventory.hpp"
|
||||
#include "game_level.hpp"
|
||||
|
||||
namespace gui {
|
||||
using namespace guecs;
|
||||
using std::any, std::any_cast, std::string, std::make_any;
|
||||
|
||||
StatusUI::StatusUI()
|
||||
{
|
||||
$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
|
||||
$gui.layout(
|
||||
"[ritual_ui]"
|
||||
"[=earring|=armor_head|=amulet]"
|
||||
"[=back|=*%(200,300)character_view|_|=armor_bdy]"
|
||||
"[=hand_r|_|_ |=hand_l]"
|
||||
"[=ring_r|_|_ |=ring_l]"
|
||||
"[=pocket_r|=armor_leg|=pocket_l]");
|
||||
}
|
||||
|
||||
void StatusUI::init() {
|
||||
$gui.set<Background>($gui.MAIN, {$gui.$parser, });
|
||||
|
||||
for(auto& [name, cell] : $gui.cells()) {
|
||||
auto gui_id = $gui.entity(name);
|
||||
|
||||
if(name == "character_view") {
|
||||
$gui.set<Rectangle>(gui_id, {});
|
||||
$gui.set<Sprite>(gui_id, {"peasant_girl"});
|
||||
} else {
|
||||
$gui.set<Rectangle>(gui_id, {});
|
||||
|
||||
if(name == "ritual_ui") {
|
||||
$gui.set<Clickable>(gui_id, {
|
||||
[this](auto){ select_ritual(); }
|
||||
});
|
||||
$gui.set<Sound>(gui_id, {"pickup"});
|
||||
} else {
|
||||
$gui.set<Text>(gui_id, {guecs::to_wstring(name)});
|
||||
$gui.set<Clickable>(gui_id, {
|
||||
guecs::make_action(gui_id, game::Event::INV_SELECT, {gui_id})
|
||||
});
|
||||
$gui.set<DropTarget>(gui_id, {
|
||||
.commit=[&, gui_id](DinkyECS::Entity world_target) -> bool {
|
||||
return place_slot(gui_id, world_target);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
$ritual_ui.event(ritual::Event::STARTED);
|
||||
$gui.init();
|
||||
update();
|
||||
}
|
||||
|
||||
bool StatusUI::mouse(float x, float y, guecs::Modifiers mods) {
|
||||
if($ritual_ui.is_open()) {
|
||||
return $ritual_ui.mouse(x, y, mods);
|
||||
} else {
|
||||
return $gui.mouse(x, y, mods);
|
||||
}
|
||||
}
|
||||
|
||||
void StatusUI::select_ritual() {
|
||||
$ritual_ui.event(ritual::Event::TOGGLE);
|
||||
}
|
||||
|
||||
void StatusUI::update() {
|
||||
auto world = GameDB::current_world();
|
||||
auto player = world->get_the<components::Player>();
|
||||
auto& inventory = world->get<inventory::Model>(player.entity);
|
||||
|
||||
for(const auto& [slot, cell] : $gui.cells()) {
|
||||
|
||||
if(inventory.has(slot)) {
|
||||
auto gui_id = $gui.entity(slot);
|
||||
auto world_entity = inventory.get(slot);
|
||||
|
||||
auto& sprite = world->get<components::Sprite>(world_entity);
|
||||
$gui.set_init<guecs::Icon>(gui_id, {sprite.name});
|
||||
guecs::GrabSource grabber{ world_entity,
|
||||
[&, gui_id]() { return remove_slot(gui_id); }};
|
||||
grabber.setSprite($gui, gui_id);
|
||||
$gui.set<guecs::GrabSource>(gui_id, grabber);
|
||||
} else {
|
||||
auto gui_id = $gui.entity(slot);
|
||||
|
||||
if($gui.has<guecs::GrabSource>(gui_id)) {
|
||||
$gui.remove<guecs::GrabSource>(gui_id);
|
||||
$gui.remove<guecs::Icon>(gui_id);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void StatusUI::render(sf::RenderWindow &window) {
|
||||
$gui.render(window);
|
||||
// $gui.debug_layout(window);
|
||||
$ritual_ui.render(window);
|
||||
}
|
||||
|
||||
void StatusUI::update_level() {
|
||||
init();
|
||||
}
|
||||
|
||||
bool StatusUI::place_slot(guecs::Entity gui_id, DinkyECS::Entity world_entity) {
|
||||
auto& level = GameDB::current_level();
|
||||
auto& slot_name = $gui.name_for(gui_id);
|
||||
auto& inventory = level.world->get<inventory::Model>(level.player);
|
||||
|
||||
if(inventory.add(slot_name, world_entity)) {
|
||||
level.world->make_constant(world_entity);
|
||||
update();
|
||||
return true;
|
||||
} else {
|
||||
dbc::log("there's something there already");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
void StatusUI::drop_item(DinkyECS::Entity item_id) {
|
||||
System::drop_item(item_id);
|
||||
update();
|
||||
}
|
||||
|
||||
// NOTE: do I need this or how does it relate to drop_item?
|
||||
void StatusUI::remove_slot(guecs::Entity slot_id) {
|
||||
auto player = GameDB::the_player();
|
||||
auto& slot_name = $gui.name_for(slot_id);
|
||||
System::remove_from_container(player, slot_name);
|
||||
update();
|
||||
}
|
||||
|
||||
void StatusUI::swap(guecs::Entity gui_a, guecs::Entity gui_b) {
|
||||
if(gui_a != gui_b) {
|
||||
auto player = GameDB::the_player();
|
||||
auto& a_name = $gui.name_for(gui_a);
|
||||
auto& b_name = $gui.name_for(gui_b);
|
||||
System::inventory_swap(player, a_name, b_name);
|
||||
}
|
||||
|
||||
update();
|
||||
}
|
||||
|
||||
bool StatusUI::occupied(guecs::Entity slot) {
|
||||
auto player = GameDB::the_player();
|
||||
return System::inventory_occupied(player, $gui.name_for(slot));
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue