I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance.
This commit is contained in:
parent
615599084a
commit
46de98e6f4
12 changed files with 213 additions and 146 deletions
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@ -1,4 +1,5 @@
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#pragma once
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#include <SFML/Graphics/Color.hpp>
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namespace ColorValue {
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const sf::Color BLACK{0, 0, 0};
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@ -4,62 +4,30 @@
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namespace gui {
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CombatUI::CombatUI(GameLevel level) :
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$layout(RAY_VIEW_X, RAY_VIEW_HEIGHT,
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RAY_VIEW_WIDTH, SCREEN_HEIGHT - RAY_VIEW_HEIGHT),
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$level(level),
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$font{FONT_FILE_NAME}
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$level(level)
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{
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bool good = $layout.parse($grid);
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dbc::check(good, "failed to parse combat layout");
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$gui.position(RAY_VIEW_X, RAY_VIEW_HEIGHT, RAY_VIEW_WIDTH, SCREEN_HEIGHT - RAY_VIEW_HEIGHT);
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$gui.layout(
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"[*%(100,150)button_attack1 | *%(100,150)button_attack2 | *%(100,150)button_attack3 | *%(100,150)button_heal]"
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"[ >.%(100,50)label_hp | *%.(200,50)bar_hp | _ ]");
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render();
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}
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void CombatUI::render() {
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$background.setPosition({float($layout.grid_x), float($layout.grid_y)});
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$background.setSize({float($layout.grid_w), float($layout.grid_h)});
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$background.setFillColor({0, 0, 0});
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auto& world = $gui.world();
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for(auto& [name, cell] : $layout.cells) {
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if(name == "bar_hp") {
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$meters.try_emplace(name, cell);
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} else if(name == "label_hp") {
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gui::Label label(cell, "hp:", $font);
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$labels.emplace_back(cell, "hp:", $font);
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} else if(name.starts_with("button_")) {
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$buttons.try_emplace(name, cell, name, $font);
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}
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for(auto& [name, cell] : $gui.cells()) {
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auto button = $gui.entity(name);
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world.set<lel::Cell>(button, cell);
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world.set<Rectangle>(button, {});
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world.set<Clickable>(button, {100});
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world.set<Textual>(button, {name});
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}
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$gui.init();
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}
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void CombatUI::draw(sf::RenderWindow& window) {
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window.draw($background);
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auto &player = $level.world->get_the<components::Player>();
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auto &combat = $level.world->get<components::Combat>(player.entity);
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float hp_now = float(combat.hp) / float(combat.max_hp);
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auto& bar_hp = $meters.at("bar_hp");
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bar_hp.set_percent(hp_now);
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for(auto& [name, button] : $buttons) {
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button.draw(window);
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}
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for(auto& [name, meter] : $meters) {
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meter.draw(window);
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}
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for(auto& label : $labels) {
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label.draw(window);
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}
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}
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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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if((*name).starts_with("button_")) {
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auto& button = $buttons.at(*name);
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button.shape.setFillColor({100, 0, 0});
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}
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}
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$gui.render(window);
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}
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}
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@ -2,25 +2,15 @@
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#include "panel.hpp"
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#include "levelmanager.hpp"
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/RectangleShape.hpp>
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#include <SFML/Graphics/Font.hpp>
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#include <SFML/Graphics/Text.hpp>
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#include "lel.hpp"
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#include "gui_gadgets.hpp"
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#include "ecs_gui.hpp"
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namespace gui {
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class CombatUI {
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public:
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std::string $grid =
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"[*%(100,150)button_attack1 | *%(100,150)button_attack2 | *%(100,150)button_attack3 | *%(100,150)button_heal]"
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"[ >.%(100,50)label_hp | *%.(200,50)bar_hp | _ ]";
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lel::Parser $layout;
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GUECS $gui;
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GameLevel $level;
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sf::Font $font;
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sf::RectangleShape $background;
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std::unordered_map<std::string, gui::Button> $buttons;
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std::vector<gui::Label> $labels;
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std::unordered_map<std::string, gui::Meter> $meters;
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CombatUI(GameLevel level);
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void render();
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65
ecs_gui.cpp
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65
ecs_gui.cpp
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#include "ecs_gui.hpp"
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#include "constants.hpp"
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GUECS::GUECS() {
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$font = make_shared<sf::Font>(FONT_FILE_NAME);
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}
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void GUECS::position(int x, int y, int width, int height) {
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$parser.position(x, y, width, height);
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}
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void GUECS::layout(std::string grid) {
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$grid = grid;
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$parser.parse($grid);
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}
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DinkyECS::Entity GUECS::entity(std::string name) {
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auto entity = $world.entity();
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$world.set<CellName>(entity, {name});
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return entity;
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}
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void GUECS::init() {
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$world.query<lel::Cell, Rectangle>([](const auto &, auto& cell, auto& rect) {
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rect.init(cell);
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});
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$world.query<lel::Cell, Textual>([this](const auto &, auto& cell, auto& text) {
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text.init(cell, $font);
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});
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}
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void GUECS::render(sf::RenderWindow& window) {
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$world.query<lel::Cell, Meter>([&](const auto &ent, const auto& cell, const auto &meter) {
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if($world.has<Rectangle>(ent)) {
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float level = meter.percent * float(cell.w);
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auto& target = $world.get<Rectangle>(ent);
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// ZED: this 6 is a border width, make it a thing
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target.shape->setSize({std::max(level, 0.0f), float(cell.h - 6)});
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}
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});
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$world.query<Rectangle>([&](const auto &, const auto& rect) {
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window.draw(*rect.shape);
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});
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$world.query<Textual>([&](const auto &, const auto& text) {
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window.draw(*text.text);
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});
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}
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void GUECS::mouse(sf::RenderWindow &window) {
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if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
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sf::Vector2f pos = window.mapPixelToCoords(sf::Mouse::getPosition(window));
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$world.query<lel::Cell, Clickable>([&](const auto &ent, auto& cell, auto &clicked) {
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if((pos.x >= cell.x && pos.x <= cell.x + cell.w) &&
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(pos.y >= cell.y && pos.y <= cell.y + cell.h))
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{
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auto& cn = $world.get<CellName>(ent);
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fmt::println("clicked on entity {} with name {} and event {}",
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ent, cn.name, clicked.event);
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}
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});
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}
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}
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77
ecs_gui.hpp
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77
ecs_gui.hpp
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#pragma once
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#include "color.hpp"
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#include "dinkyecs.hpp"
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#include "lel.hpp"
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#include <string>
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#include <memory>
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#include <SFML/Graphics.hpp>
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using std::shared_ptr, std::make_shared;
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struct Textual {
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std::string label;
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shared_ptr<sf::Font> font = nullptr;
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shared_ptr<sf::Text> text = nullptr;
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void init(lel::Cell &cell, shared_ptr<sf::Font> font_ptr) {
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font = font_ptr;
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text = make_shared<sf::Text>(*font, label);
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auto bounds = text->getLocalBounds();
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auto text_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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text->setPosition({float(text_cell.x), float(text_cell.y) - text_cell.h / 2});
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}
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};
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struct Clickable {
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int event = 0;
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};
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struct Rectangle {
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shared_ptr<sf::RectangleShape> shape = nullptr;
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void init(lel::Cell& cell) {
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sf::Vector2f size{(float)cell.w, (float)cell.h};
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if(shape == nullptr) shape = make_shared<sf::RectangleShape>(size);
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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(ColorValue::DARK_MID);
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shape->setOutlineColor(ColorValue::MID);
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shape->setOutlineThickness(1);
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}
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};
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struct Meter {
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float percent = 100.0;
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};
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struct CellName {
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std::string name;
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};
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class GUECS {
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public:
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DinkyECS::World $world;
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shared_ptr<sf::Font> $font = nullptr;
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lel::Parser $parser;
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std::string $grid = "";
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GUECS();
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void position(int x, int y, int width, int height);
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void layout(std::string grid);
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DinkyECS::Entity entity(std::string name);
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inline lel::CellMap& cells() {
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return $parser.cells;
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}
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inline DinkyECS::World& world() {
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return $world;
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}
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void init();
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void render(sf::RenderWindow& window);
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void mouse(sf::RenderWindow &window);
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};
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8
gui.cpp
8
gui.cpp
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@ -361,10 +361,8 @@ namespace gui {
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}
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void FSM::mouse() {
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if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
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sf::Vector2f pos = $window.mapPixelToCoords(sf::Mouse::getPosition($window));
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$combat_view.click(pos.x, pos.y);
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}
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// need to sort out how this will be easier with multiple UIs
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$combat_view.$gui.mouse($window);
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}
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void FSM::generate_map() {
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} else {
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$status_view.log("You MISSED the enemy.");
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}
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// this is where we tell the combat ui about the damage
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}
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break;
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case eGUI::COMBAT_START:
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#pragma once
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#include <SFML/Graphics/RectangleShape.hpp>
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#include <SFML/Graphics/Font.hpp>
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#include <SFML/Graphics/Text.hpp>
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#include "lel.hpp"
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namespace gui {
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struct Label {
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sf::Font &font;
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sf::Text text;
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lel::Cell& cell;
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Label(lel::Cell& cell, std::string label_text, sf::Font &font) :
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font(font),
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text(font, label_text),
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cell(cell)
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{
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auto bounds = text.getLocalBounds();
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auto text_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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text.setPosition({float(text_cell.x), float(text_cell.y) - text_cell.h / 2});
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}
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void draw(sf::RenderWindow& window) {
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window.draw(text);
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}
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};
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struct Button {
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Label label;
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lel::Cell& cell;
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sf::RectangleShape shape;
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Button(lel::Cell& cell, std::string label_text, sf::Font &font) :
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label(cell, label_text, font),
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cell(cell)
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{
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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(ColorValue::DARK_MID);
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shape.setOutlineColor(ColorValue::MID);
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shape.setOutlineThickness(1);
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}
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void draw(sf::RenderWindow& window) {
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window.draw(shape);
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label.draw(window);
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}
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};
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struct Meter {
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sf::RectangleShape shape;
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lel::Cell& cell;
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Meter(lel::Cell& cell) :
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cell(cell)
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{
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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(ColorValue::DARK_MID);
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shape.setOutlineColor(ColorValue::MID);
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shape.setOutlineThickness(1);
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}
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void draw(sf::RenderWindow& window) {
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window.draw(shape);
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}
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void set_percent(float percent) {
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float level = percent * float(cell.w);
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// ZED: this 6 is a border to make it a thing
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shape.setSize({std::max(level, 0.0f), float(cell.h - 6)});
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}
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};
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}
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9
lel.cpp
9
lel.cpp
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{
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}
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Parser::Parser() : cur(0, 0) { }
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void Parser::position(int x, int y, int width, int height) {
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grid_x = x;
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grid_y = y;
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grid_w = width;
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grid_h = height;
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}
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void Parser::id(std::string name) {
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if(name != "_") {
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dbc::check(!cells.contains(name),
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10
lel.hpp
10
lel.hpp
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#include <vector>
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namespace lel {
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using Row = std::vector<std::string>;
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struct Cell {
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int x = 0;
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bool percent = false;
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Cell(int col, int row) : col(col), row(row) {}
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Cell() {}
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};
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using Row = std::vector<std::string>;
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using CellMap = std::unordered_map<std::string, Cell>;
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struct Parser {
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int grid_x = 0;
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int grid_y = 0;
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int grid_h = 0;
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Cell cur;
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std::vector<Row> grid;
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std::unordered_map<std::string, Cell> cells;
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CellMap cells;
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Parser(int x, int y, int width, int height);
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Parser();
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void position(int x, int y, int width, int height);
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void id(std::string name);
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void reset();
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bool parse(std::string input);
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# use this for common options only for our executables
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cpp_args=[]
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# these are passed as override_defaults
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exe_defaults = ['warning_level=2', 'werror=false']
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exe_defaults = ['warning_level=2', 'werror=true']
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cc = meson.get_compiler('cpp')
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'config.cpp',
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'dbc.cpp',
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'devices.cpp',
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'ecs_gui.cpp',
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'gui.cpp',
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'inventory.cpp',
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'lel.cpp',
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'tests/base.cpp',
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'tests/dbc.cpp',
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'tests/dinkyecs.cpp',
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'tests/ecs_gui.cpp',
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'tests/fsm.cpp',
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'tests/inventory.cpp',
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'tests/lel.cpp',
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28
tests/ecs_gui.cpp
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28
tests/ecs_gui.cpp
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#include <catch2/catch_test_macros.hpp>
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#include <fmt/core.h>
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#include "constants.hpp"
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#include "ecs_gui.hpp"
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TEST_CASE("prototype one gui", "[ecs-gui]") {
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GUECS gui;
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gui.position(0, 0, 1000, 500);
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gui.layout("[test1|test2|test3][test4|_|test5]");
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for(auto& [name, cell] : gui.cells()) {
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auto& world = gui.world();
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auto button = gui.entity(name);
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world.set<lel::Cell>(button, cell);
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world.set<Rectangle>(button, {});
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world.set<Clickable>(button, {});
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world.set<Textual>(button, {name});
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}
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gui.init();
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// at this point it's mostly ready but I'd need to render it to a window real quick
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sf::RenderWindow window;
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window.setSize({SCREEN_WIDTH, SCREEN_HEIGHT});
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gui.render(window);
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window.display();
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}
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#include <catch2/catch_test_macros.hpp>
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#include <fmt/core.h>
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#include <string>
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#include "ansi_parser.hpp"
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#include <codecvt>
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
|
||||
TEST_CASE("test basic ops", "[lel]") {
|
||||
lel::Parser parser(0, 0, 500, 500);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue