Combat UI can now send events to the GUIwhen they click on buttons, and I've got a crappy wood texture for the buttons to test that.
This commit is contained in:
parent
722d55d948
commit
69a810b5a1
7 changed files with 38 additions and 20 deletions
|
@ -1,6 +1,7 @@
|
|||
#include "combat_ui.hpp"
|
||||
#include "constants.hpp"
|
||||
#include "color.hpp"
|
||||
#include "events.hpp"
|
||||
|
||||
namespace gui {
|
||||
using namespace guecs;
|
||||
|
@ -11,7 +12,7 @@ namespace gui {
|
|||
$gui.position(RAY_VIEW_X, RAY_VIEW_HEIGHT, RAY_VIEW_WIDTH, SCREEN_HEIGHT - RAY_VIEW_HEIGHT);
|
||||
$gui.layout(
|
||||
"[*%(100,150)button_attack1 | *%(100,150)button_attack2 | *%(100,150)button_attack3 | *%(100,150)button_heal]"
|
||||
"[ >.%(100,50)label_hp | *%.(190,50)bar_hp | _ ]");
|
||||
"[ >.%(100,50)label_hp | *%.(198,50)bar_hp | _ ]");
|
||||
}
|
||||
|
||||
void CombatUI::render(TexturePack& textures) {
|
||||
|
@ -22,8 +23,9 @@ namespace gui {
|
|||
auto button = $gui.entity(name);
|
||||
world.set<lel::Cell>(button, cell);
|
||||
world.set<Sprite>(button, {"trash_button"});
|
||||
world.set<Clickable>(button, {100});
|
||||
world.set<Textual>(button, {"Button"});
|
||||
world.set<Clickable>(button,
|
||||
guecs::make_action(*$level.world, Events::GUI::ATTACK));
|
||||
world.set<Textual>(button, {"Attack"});
|
||||
} else if(name.starts_with("bar_")) {
|
||||
$meter = $gui.entity(name);
|
||||
world.set<lel::Cell>($meter, cell);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue