The ritual UI is now a lot better using a FSM to control everything. Probably one more session to work out the remaining functionality.
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7 changed files with 184 additions and 25 deletions
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@ -8,24 +8,30 @@
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#include "fsm.hpp"
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namespace gui {
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namespace ritual {
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enum class State {
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START=0,
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OPENED=1,
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CLOSED=2,
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OPENING=3,
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CLOSING=4
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CLOSING=4,
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CRAFTING=5
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};
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enum class Event {
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STARTED=0,
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TOGGLE=1,
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TICK=2
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TICK=2,
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SELECT=3,
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COMBINE=4
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};
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class UI : public DeadSimpleFSM<State, Event>{
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struct SelectedItem {
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DinkyECS::Entity slot_id;
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DinkyECS::Entity item_id;
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};
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class UI : public DeadSimpleFSM<State, Event> {
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public:
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sf::IntRect $ritual_closed_rect{{0,0},{380,720}};
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sf::IntRect $ritual_open_rect{{380 * 2,0},{380,720}};
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@ -33,12 +39,16 @@ namespace gui {
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guecs::UI $gui;
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GameLevel $level;
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textures::SpriteTexture $ritual_ui;
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::ritual::Blanket& $blanket;
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::ritual::Engine $ritual_engine;
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::ritual::CraftingState $craft_state;
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UI(GameLevel level);
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void event(Event ev);
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void event(Event ev, std::any data={});
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void START(Event);
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void OPENED(Event);
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void OPENED(Event, std::any data={});
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void CRAFTING(Event, std::any data={});
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void CLOSED(Event);
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void OPENING(Event);
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void CLOSING(Event);
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@ -46,7 +56,13 @@ namespace gui {
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bool mouse(float x, float y, bool hover);
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void render(sf::RenderWindow &window);
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bool is_open();
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void load_blanket();
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void clear_blanket();
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void select_item(SelectedItem pair);
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void show_craft_result();
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void clear_craft_result();
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void show_craft_failure();
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void run_crafting_engine();
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};
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}
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}
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