I think this is the best I can do for a hover vs. click shader effect. Just do it in a shader based on a uniform setting.
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16 changed files with 54 additions and 38 deletions
16
gui_fsm.cpp
16
gui_fsm.cpp
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@ -235,18 +235,24 @@ namespace gui {
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if(mouse->button == sf::Mouse::Button::Left) {
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sf::Vector2f pos = $window.mapPixelToCoords(mouse->position);
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if(in_state(State::NEXT_LEVEL)) {
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$boss_fight_ui->mouse(pos.x, pos.y);
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$boss_fight_ui->mouse(pos.x, pos.y, false);
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if($boss_fight_ui->boss_dead()) {
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event(Event::STAIRS_DOWN);
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}
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} else {
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$debug_ui.mouse(pos.x, pos.y);
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$combat_ui.mouse(pos.x, pos.y);
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$status_ui.mouse(pos.x, pos.y);
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$main_ui.mouse(pos.x, pos.y);
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$debug_ui.mouse(pos.x, pos.y, false);
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$combat_ui.mouse(pos.x, pos.y, false);
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$status_ui.mouse(pos.x, pos.y, false);
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$main_ui.mouse(pos.x, pos.y, false);
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}
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}
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} else if(const auto* mouse = ev->getIf<sf::Event::MouseMoved>()) {
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sf::Vector2f pos = $window.mapPixelToCoords(mouse->position);
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$debug_ui.mouse(pos.x, pos.y, true);
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$combat_ui.mouse(pos.x, pos.y, true);
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$status_ui.mouse(pos.x, pos.y, true);
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$main_ui.mouse(pos.x, pos.y, true);
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}
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if(const auto* key = ev->getIf<sf::Event::KeyPressed>()) {
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