Better meaning API on both sides for the drag-n-drop operations, but I _swear_ there's a way to do this in the GrabSource/DropTarget instead.
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parent
47c219b86e
commit
3e0adf0c22
6 changed files with 26 additions and 23 deletions
17
gui/fsm.cpp
17
gui/fsm.cpp
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@ -135,12 +135,12 @@ namespace gui {
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case LOOT_SELECT: {
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$grab_source = std::any_cast<DinkyECS::Entity>(data);
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if(auto world_entity = $loot_ui.select_slot(*$grab_source)) {
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auto& source = $loot_ui.get_grabber(*$grab_source);
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if(auto world_entity = $loot_ui.start_grab(*$grab_source)) {
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auto& source = $loot_ui.get_grab_source(*$grab_source);
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source.grab($window);
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source.move($router.position);
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$status_ui.select_slot(*world_entity);
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$status_ui.start_drop(*world_entity);
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} else {
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// BUG: need a cancel operation here
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$window.setMouseCursorVisible(true);
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@ -149,14 +149,11 @@ namespace gui {
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} break;
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case INV_SELECT: {
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auto gui_id = std::any_cast<DinkyECS::Entity>(data);
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dbc::log(fmt::format("INV_SELECT $grab_source null? {} gui_id {}",
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$grab_source == std::nullopt, gui_id));
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if($grab_source) {
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auto& drop = $status_ui.$gui.get<guecs::DropTarget>(gui_id);
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auto& drop = $status_ui.get_drop_target(gui_id);
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if(drop.action()) {
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$loot_ui.remove_slot(*$grab_source);
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if(drop.commit()) {
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$loot_ui.commit_drop(*$grab_source);
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$grab_source = std::nullopt;
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}
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@ -171,7 +168,7 @@ namespace gui {
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case MOUSE_DRAG:
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case MOUSE_MOVE: {
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if($grab_source) {
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auto& source = $loot_ui.get_grabber(*$grab_source);
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auto& source = $loot_ui.get_grab_source(*$grab_source);
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source.move($router.position);
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}
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mouse_action(true);
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@ -14,6 +14,6 @@ namespace guecs {
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};
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struct DropTarget {
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std::function<bool()> action;
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std::function<bool()> commit;
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};
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}
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@ -46,7 +46,7 @@ namespace gui {
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update();
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}
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std::optional<DinkyECS::Entity> LootUI::select_slot(DinkyECS::Entity slot_id) {
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std::optional<DinkyECS::Entity> LootUI::start_grab(DinkyECS::Entity slot_id) {
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if(contents.contains(slot_id)) {
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return contents.at(slot_id);
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} else {
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@ -54,7 +54,7 @@ namespace gui {
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}
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}
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void LootUI::remove_slot(DinkyECS::Entity slot_id) {
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void LootUI::commit_drop(DinkyECS::Entity slot_id) {
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contents.erase(slot_id);
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update();
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}
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@ -80,12 +80,12 @@ namespace gui {
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}
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}
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bool LootUI::has_grabber(DinkyECS::Entity gui_id) {
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bool LootUI::has_grab_source(DinkyECS::Entity gui_id) {
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return $gui.has<guecs::Sprite>(gui_id);
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}
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guecs::GrabSource& LootUI::get_grabber(DinkyECS::Entity gui_id) {
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dbc::check(has_grabber(gui_id), "invalid GrabSource requested, entity isn't in the GUI.");
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guecs::GrabSource& LootUI::get_grab_source(DinkyECS::Entity gui_id) {
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dbc::check(has_grab_source(gui_id), "invalid GrabSource requested, entity isn't in the GUI.");
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return static_cast<guecs::GrabSource&>($gui.get<guecs::Sprite>(gui_id));
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}
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@ -21,9 +21,9 @@ namespace gui {
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void render(sf::RenderWindow& window);
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void update_level(GameLevel &level);
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bool mouse(float x, float y, bool hover);
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std::optional<DinkyECS::Entity> select_slot(DinkyECS::Entity slot);
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void remove_slot(DinkyECS::Entity slot_id);
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guecs::GrabSource& get_grabber(DinkyECS::Entity entity);
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bool has_grabber(DinkyECS::Entity gui_id);
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std::optional<DinkyECS::Entity> start_grab(DinkyECS::Entity slot);
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guecs::GrabSource& get_grab_source(DinkyECS::Entity entity);
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bool has_grab_source(DinkyECS::Entity gui_id);
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void commit_drop(DinkyECS::Entity slot_id);
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};
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}
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@ -46,7 +46,7 @@ namespace gui {
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guecs::make_action(*$level.world, Events::GUI::INV_SELECT, {button})
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});
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$gui.set<DropTarget>(button, {
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[&, button]() -> bool { return place_slot(button); }
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.commit=[&, button]() -> bool { return place_slot(button); }
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});
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}
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}
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@ -83,7 +83,7 @@ namespace gui {
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init();
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}
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void StatusUI::select_slot(DinkyECS::Entity entity) {
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void StatusUI::start_drop(DinkyECS::Entity entity) {
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$selected_entity = entity;
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}
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@ -99,4 +99,8 @@ namespace gui {
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return false;
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}
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}
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guecs::DropTarget& StatusUI::get_drop_target(DinkyECS::Entity gui_id) {
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return $gui.get<guecs::DropTarget>(gui_id);
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}
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}
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@ -5,6 +5,7 @@
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#include "textures.hpp"
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#include <guecs/ui.hpp>
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#include "gui/ritual_ui.hpp"
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#include "gui/guecstra.hpp"
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namespace gui {
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class StatusUI {
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@ -22,7 +23,8 @@ namespace gui {
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void init();
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void render(sf::RenderWindow &window);
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void update();
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void select_slot(DinkyECS::Entity entity);
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void start_drop(DinkyECS::Entity entity);
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bool place_slot(DinkyECS::Entity gui_id);
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guecs::DropTarget& get_drop_target(DinkyECS::Entity gui_id);
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};
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}
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