A really shitty ritual crafting UI is working but needs a big reshape.
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14619558fa
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2ceab51c40
13 changed files with 124 additions and 63 deletions
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@ -24,8 +24,8 @@ namespace gui {
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"[*%(100,200)result_image|_ |_]"
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"[_|_|_]"
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"[combine|_|_]"
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"[_|craft1|craft2|craft3|craft4|_]"
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"[_|craft5|craft6|craft7|craft8|_]"
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"[_|craft0|craft1|craft2|craft3|_]"
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"[_|craft4|craft5|craft6|craft7|_]"
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"[ ritual_ui ]");
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}
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@ -49,10 +49,10 @@ namespace gui {
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L"Celiac migas\nunicorn hexagon.\nBrooklyn williamsburg\ntruffaut pickled\nchillwave raclette\nchurch-key sus.", 16, ColorValue::LIGHT_LIGHT, 10});
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auto reset = $gui.entity("reset");
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$gui.set<Rectangle>(reset, {});
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$gui.set<Rectangle>(reset, {5, {60, 60, 60, 30}});
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$gui.set<Label>(reset, L"reset");
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$gui.set<Clickable>(reset, {
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[&](auto ent, auto){ reset_clicked(ent); }
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[&](auto, auto){ reset_inv_positions(); }
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});
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auto open_close_toggle = $gui.entity("ritual_ui");
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@ -73,45 +73,41 @@ namespace gui {
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}
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void RitualUI::inv_slot_clicked(DinkyECS::Entity ent, DinkyECS::Entity item_id) {
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if($gui.has<Sprite>(ent)) {
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// auto& bs = $gui.get<Sprite>(ent);
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// auto combine = $gui.entity("combine");
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$selected.insert_or_assign(ent, item_id);
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// do things to the combine button
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auto& blanket = $level.world->get_the<ritual::Blanket>();
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blanket.select(item_id);
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auto& blanket = $level.world->get_the<ritual::Blanket>();
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auto& junk_item = blanket.get(item_id);
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$engine.load_junk($craft_state, junk_item);
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}
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update_items();
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}
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void RitualUI::reset_inv_positions() {
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$craft_state.reset();
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auto combine = $gui.entity("combine");
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auto& blanket = $level.world->get_the<ritual::Blanket>();
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blanket.reset();
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$gui.world().query<lel::Cell, Sprite>(
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[&](const auto ent, auto &cell, auto &bs) {
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if(ent == combine) {
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bs.sprite->setColor({255,255,255,255});
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bs.sprite->setRotation(sf::degrees(0.0));
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} else {
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bs.sprite->setPosition({(float)cell.x, (float)cell.y});
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}
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});
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}
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std::array<std::string, 8> temp_names{
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"craft0","craft1","craft2","craft3",
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"craft4","craft5","craft6","craft7"
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};
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void RitualUI::reset_clicked(DinkyECS::Entity ent) {
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(void)ent; // make button animate
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reset_inv_positions();
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for(const auto& name : temp_names) {
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$gui.close<Sprite>(name);
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}
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update_items();
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}
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void RitualUI::combine_clicked(DinkyECS::Entity ent) {
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// auto cell = $gui.cell_for(ent);
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auto& blanket = $level.world->get_the<ritual::Blanket>();
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auto& bs = $gui.get<Sprite>(ent);
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bs.sprite->setColor({200, 0, 0});
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// animation::center(*bs.sprite, {(float)cell.x, (float)cell.y});
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animation::rotate(*bs.sprite, 20.0);
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$craft_state = $engine.start();
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for(auto [ent, yes] : blanket.selected) {
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$engine.load_junk($craft_state, blanket.get(ent));
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}
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// finalize here ritual here
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$engine.plan($craft_state);
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@ -141,22 +137,26 @@ namespace gui {
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void RitualUI::update_items() {
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auto& blanket = $level.world->get_the<ritual::Blanket>();
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int i = 0;
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int j = 0;
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blanket.contents.query<ritual::JunkItem>([&](const auto item_id, auto& item) {
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for(auto& [item_id, item] : blanket.contents) {
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auto button = $gui.entity("inv_slot", i++);
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auto selector = $gui.entity("craft", j++);
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std::string sprite_name = fmt::format("{}-64", item);
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if($gui.has<Clickable>(button)) {
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$gui.set<Sprite>(button, {sprite_name});
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if(blanket.is_selected(item_id)) {
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$gui.set_init<Sprite>(selector, {sprite_name});
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} else if($gui.has<Clickable>(button)) {
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$gui.set_init<Sprite>(button, {sprite_name});
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} else {
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$gui.set<Sprite>(button, {sprite_name});
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$gui.set<Effect>(button, {0.4f});
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$gui.set_init<Sprite>(button, {sprite_name});
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$gui.set_init<Effect>(button, {0.4f});
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$gui.set<Sound>(button, {"ui_click"});
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$gui.set<Clickable>(button, {
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[&, item_id](auto ent, auto){ inv_slot_clicked(ent, item_id); }
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});
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});
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}
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});
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}
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}
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void RitualUI::toggle() {
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@ -166,7 +166,6 @@ namespace gui {
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$ritual_state = CLOSING;
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} else if($ritual_state == CLOSED) {
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update_items();
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$gui.init();
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$craft_state = $engine.start();
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$ritual_state = OPENING;
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$ritual_anim.play();
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@ -191,6 +190,7 @@ namespace gui {
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}
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window.draw(*$ritual_ui.sprite);
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if($ritual_state == OPEN) {
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$gui.render(window);
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// $gui.debug_layout(window);
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