Taking things from the LootUI to the StatusUI works way better now and there's a DropTarget to match the GrabSource.

This commit is contained in:
Zed A. Shaw 2025-06-08 00:37:30 -04:00
parent 842aac3127
commit 461ad03d27
8 changed files with 93 additions and 70 deletions

View file

@ -27,6 +27,7 @@ namespace gui {
$loot_ui($level),
$font{FONT_FILE_NAME}
{
$window.setPosition({0,0});
}
void FSM::event(Event ev) {
@ -132,31 +133,42 @@ namespace gui {
state(State::IDLE);
break;
case LOOT_SELECT: {
int slot_id = std::any_cast<int>(data);
$grab_source = std::any_cast<DinkyECS::Entity>(data);
if(auto world_entity = $loot_ui.select_slot(slot_id)) {
$grab_source = $loot_ui.$gui.entity("item_", slot_id);
if(auto world_entity = $loot_ui.select_slot(*$grab_source)) {
auto& source = $loot_ui.get_grabber(*$grab_source);
source.grab($window);
source.move($router.position);
$status_ui.select_slot(slot_id, *world_entity);
$status_ui.select_slot(*world_entity);
} else {
// BUG: need a cancel operation here
$window.setMouseCursorVisible(true);
$grab_source = std::nullopt;
}
} break;
case INV_SELECT: {
std::string slot_name = std::any_cast<std::string>(data);
int slot_id = $status_ui.place_slot(slot_name);
dbc::check(slot_id != -1, "status_ui is trying to place -1 slot_id");
if(slot_id != -1) {
$loot_ui.remove_slot(slot_id);
auto gui_id = std::any_cast<DinkyECS::Entity>(data);
dbc::log(fmt::format("INV_SELECT $grab_source null? {} gui_id {}",
$grab_source == std::nullopt, gui_id));
if($grab_source) {
auto& drop = $status_ui.$gui.get<guecs::DropTarget>(gui_id);
if(drop.action()) {
$loot_ui.remove_slot(*$grab_source);
$grab_source = std::nullopt;
}
$window.setMouseCursorVisible(true);
dbc::log("INV_SELECT back to looting");
state(State::LOOTING);
}
$window.setMouseCursorVisible(true);
state(State::LOOTING);
} break;
case MOUSE_CLICK:
mouse_action(false);
break;
case MOUSE_DRAG:
case MOUSE_MOVE: {
if($grab_source) {
auto& source = $loot_ui.get_grabber(*$grab_source);
@ -164,16 +176,9 @@ namespace gui {
}
mouse_action(true);
} break;
case MOUSE_DRAG_START: {
mouse_action(false);
} break;
case MOUSE_DRAG: {
if($grab_source) {
auto& source = $loot_ui.get_grabber(*$grab_source);
source.move($router.position);
}
mouse_action(true);
} break;
case MOUSE_DRAG_START:
dbc::check(false, "DRAG START IN LOOT GRAB");
break;
case MOUSE_DROP:
mouse_action(false);
break;
@ -186,6 +191,10 @@ namespace gui {
}
void FSM::INV_GRAB(Event ev, std::any data) {
dbc::log("INV_SELECT NOT IMPlEMENTED");
state(State::LOOTING);
return;
using enum Event;
(void)data;
@ -297,9 +306,12 @@ namespace gui {
auto& data = items["TORCH_BAD"];
for(int i = 0; $loot_ui.contents.size() < 10; i++) {
auto torch = $level.world->entity();
components::configure_entity(*$level.world, torch, data["components"]);
$loot_ui.contents.push_back(torch);
auto gui_id = $loot_ui.$gui.entity("item_", i);
if(!$loot_ui.contents.contains(gui_id)) {
auto torch = $level.world->entity();
components::configure_entity(*$level.world, torch, data["components"]);
$loot_ui.contents.try_emplace(gui_id, torch);
}
}
$loot_ui.update();