A really shitty ritual crafting UI is working but needs a big reshape.

This commit is contained in:
Zed A. Shaw 2025-04-29 23:59:40 -04:00
parent 14619558fa
commit 2ceab51c40
13 changed files with 124 additions and 63 deletions

View file

@ -24,8 +24,8 @@ namespace gui {
"[*%(100,200)result_image|_ |_]"
"[_|_|_]"
"[combine|_|_]"
"[_|craft1|craft2|craft3|craft4|_]"
"[_|craft5|craft6|craft7|craft8|_]"
"[_|craft0|craft1|craft2|craft3|_]"
"[_|craft4|craft5|craft6|craft7|_]"
"[ ritual_ui ]");
}
@ -49,10 +49,10 @@ namespace gui {
L"Celiac migas\nunicorn hexagon.\nBrooklyn williamsburg\ntruffaut pickled\nchillwave raclette\nchurch-key sus.", 16, ColorValue::LIGHT_LIGHT, 10});
auto reset = $gui.entity("reset");
$gui.set<Rectangle>(reset, {});
$gui.set<Rectangle>(reset, {5, {60, 60, 60, 30}});
$gui.set<Label>(reset, L"reset");
$gui.set<Clickable>(reset, {
[&](auto ent, auto){ reset_clicked(ent); }
[&](auto, auto){ reset_inv_positions(); }
});
auto open_close_toggle = $gui.entity("ritual_ui");
@ -73,45 +73,41 @@ namespace gui {
}
void RitualUI::inv_slot_clicked(DinkyECS::Entity ent, DinkyECS::Entity item_id) {
if($gui.has<Sprite>(ent)) {
// auto& bs = $gui.get<Sprite>(ent);
// auto combine = $gui.entity("combine");
$selected.insert_or_assign(ent, item_id);
// do things to the combine button
auto& blanket = $level.world->get_the<ritual::Blanket>();
blanket.select(item_id);
auto& blanket = $level.world->get_the<ritual::Blanket>();
auto& junk_item = blanket.get(item_id);
$engine.load_junk($craft_state, junk_item);
}
update_items();
}
void RitualUI::reset_inv_positions() {
$craft_state.reset();
auto combine = $gui.entity("combine");
auto& blanket = $level.world->get_the<ritual::Blanket>();
blanket.reset();
$gui.world().query<lel::Cell, Sprite>(
[&](const auto ent, auto &cell, auto &bs) {
if(ent == combine) {
bs.sprite->setColor({255,255,255,255});
bs.sprite->setRotation(sf::degrees(0.0));
} else {
bs.sprite->setPosition({(float)cell.x, (float)cell.y});
}
});
}
std::array<std::string, 8> temp_names{
"craft0","craft1","craft2","craft3",
"craft4","craft5","craft6","craft7"
};
void RitualUI::reset_clicked(DinkyECS::Entity ent) {
(void)ent; // make button animate
reset_inv_positions();
for(const auto& name : temp_names) {
$gui.close<Sprite>(name);
}
update_items();
}
void RitualUI::combine_clicked(DinkyECS::Entity ent) {
// auto cell = $gui.cell_for(ent);
auto& blanket = $level.world->get_the<ritual::Blanket>();
auto& bs = $gui.get<Sprite>(ent);
bs.sprite->setColor({200, 0, 0});
// animation::center(*bs.sprite, {(float)cell.x, (float)cell.y});
animation::rotate(*bs.sprite, 20.0);
$craft_state = $engine.start();
for(auto [ent, yes] : blanket.selected) {
$engine.load_junk($craft_state, blanket.get(ent));
}
// finalize here ritual here
$engine.plan($craft_state);
@ -141,22 +137,26 @@ namespace gui {
void RitualUI::update_items() {
auto& blanket = $level.world->get_the<ritual::Blanket>();
int i = 0;
int j = 0;
blanket.contents.query<ritual::JunkItem>([&](const auto item_id, auto& item) {
for(auto& [item_id, item] : blanket.contents) {
auto button = $gui.entity("inv_slot", i++);
auto selector = $gui.entity("craft", j++);
std::string sprite_name = fmt::format("{}-64", item);
if($gui.has<Clickable>(button)) {
$gui.set<Sprite>(button, {sprite_name});
if(blanket.is_selected(item_id)) {
$gui.set_init<Sprite>(selector, {sprite_name});
} else if($gui.has<Clickable>(button)) {
$gui.set_init<Sprite>(button, {sprite_name});
} else {
$gui.set<Sprite>(button, {sprite_name});
$gui.set<Effect>(button, {0.4f});
$gui.set_init<Sprite>(button, {sprite_name});
$gui.set_init<Effect>(button, {0.4f});
$gui.set<Sound>(button, {"ui_click"});
$gui.set<Clickable>(button, {
[&, item_id](auto ent, auto){ inv_slot_clicked(ent, item_id); }
});
});
}
});
}
}
void RitualUI::toggle() {
@ -166,7 +166,6 @@ namespace gui {
$ritual_state = CLOSING;
} else if($ritual_state == CLOSED) {
update_items();
$gui.init();
$craft_state = $engine.start();
$ritual_state = OPENING;
$ritual_anim.play();
@ -191,6 +190,7 @@ namespace gui {
}
window.draw(*$ritual_ui.sprite);
if($ritual_state == OPEN) {
$gui.render(window);
// $gui.debug_layout(window);