Worked out an initial stab at a GrabSource for drag-n-drop or just simple grabbing things in the UI.

This commit is contained in:
Zed A. Shaw 2025-06-07 15:29:18 -04:00
parent 94385b195d
commit 842aac3127
5 changed files with 47 additions and 32 deletions

View file

@ -1,7 +1,6 @@
#include "gui/loot_ui.hpp"
#include "constants.hpp"
#include <fmt/xchar.h>
#include "gui/guecstra.hpp"
namespace gui {
using namespace guecs;
@ -55,12 +54,6 @@ namespace gui {
}
}
shared_ptr<sf::Sprite> LootUI::grab_sprite(int slot_id) {
auto id = $gui.entity("item_", slot_id);
auto& sprite = $gui.get<guecs::Sprite>(id);
return sprite.sprite;
}
void LootUI::remove_slot(int slot_id) {
dbc::check(size_t(slot_id) < contents.size(),
fmt::format("invalid slot id {} give, contents.size={}",
@ -83,12 +76,16 @@ namespace gui {
if(i < contents.size()) {
auto item = contents.at(i);
auto& sprite = $level.world->get<components::Sprite>(item);
fmt::println("NEW SPRITE SPRITE {}", sprite.name);
$gui.set_init<guecs::Sprite>(id, {sprite.name});
guecs::GrabSource grabber{sprite.name};
$gui.set_init<guecs::Sprite>(id, grabber);
}
}
}
guecs::GrabSource& LootUI::get_grabber(DinkyECS::Entity entity) {
return static_cast<guecs::GrabSource&>($gui.get<guecs::Sprite>(entity));
}
void LootUI::render(sf::RenderWindow& window) {
$gui.render(window);
}