Can now do UI rendering based on the name and also have gaps in the grid reliably.
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79c84ce885
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3ec2bf4784
4 changed files with 39 additions and 26 deletions
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@ -17,20 +17,24 @@ namespace gui {
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void CombatUI::render() {
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for(auto& [name, cell] : $layout.cells) {
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sf::RectangleShape button;
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button.setPosition({float(cell.x + 10), float(cell.y + 10)});
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button.setSize({float(cell.w - 20), float(cell.h - 20)});
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button.setFillColor({100, 100, 100});
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button.setOutlineColor({200, 200, 200});
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button.setOutlineThickness(5);
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$shapes.insert_or_assign(name, button);
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sf::RectangleShape shape;
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shape.setPosition({float(cell.x + 3), float(cell.y + 3)});
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shape.setSize({float(cell.w - 6), float(cell.h - 6)});
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shape.setFillColor({100, 100, 100});
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sf::Text label($font, name);
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auto bounds = label.getLocalBounds();
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auto label_cell = lel::center(bounds.size.x, bounds.size.y, cell);
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// this stupid / 2 is because SFML renders from baseline rather than from the claimed bounding box
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label.setPosition({float(label_cell.x), float(label_cell.y) - label_cell.h / 2});
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$labels.push_back(label);
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if(name.starts_with("button_")) {
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shape.setOutlineColor({200, 200, 200});
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shape.setOutlineThickness(1);
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sf::Text label($font, name);
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auto bounds = label.getLocalBounds();
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auto label_cell = lel::center(bounds.size.x, bounds.size.y, cell);
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// this stupid / 2 is because SFML renders from baseline rather than from the claimed bounding box
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label.setPosition({float(label_cell.x), float(label_cell.y) - label_cell.h / 2});
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$labels.push_back(label);
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}
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$shapes.insert_or_assign(name, shape);
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}
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}
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@ -50,8 +54,10 @@ namespace gui {
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void CombatUI::click(int x, int y) {
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if(auto name = $layout.hit(x, y)) {
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auto& shape = $shapes.at(*name);
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shape.setFillColor({100, 0, 0});
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if((*name).starts_with("button_")) {
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auto& shape = $shapes.at(*name);
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shape.setFillColor({100, 0, 0});
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}
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}
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}
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}
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