RitualUI is now ritual::UI and uses a FSM to coordinate its activities.
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6 changed files with 141 additions and 231 deletions
286
ritual_ui.cpp
286
ritual_ui.cpp
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@ -7,217 +7,109 @@
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#include "sound.hpp"
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namespace gui {
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using namespace guecs;
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using std::any, std::any_cast, std::string, std::make_any;
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namespace ritual {
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using namespace guecs;
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using std::any, std::any_cast, std::string, std::make_any;
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RitualUI::RitualUI(GameLevel level) :
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$level(level)
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{
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$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
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$gui.layout(
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"[_]"
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"[inv_slot0 | inv_slot1 | inv_slot2| inv_slot3]"
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"[inv_slot4 | inv_slot5 | inv_slot6| inv_slot7]"
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"[inv_slot8 | inv_slot9 | inv_slot10| inv_slot11]"
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"[inv_slot12 | inv_slot13 | inv_slot14| inv_slot15]"
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"[reset |*%(200,400)result_text|_]"
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"[*%(100,200)result_image|_ |_]"
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"[_|_|_]"
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"[combine|_|_]"
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"[_|craft0|craft1|craft2|craft3|_]"
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"[_|craft4|craft5|craft6|craft7|_]"
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"[ ritual_ui ]");
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}
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void RitualUI::init() {
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update_items();
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auto combine = $gui.entity("combine");
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$gui.set<Effect>(combine, {0.4f});
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$gui.set<Sprite>(combine, {"the_ritual_circle"});
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$gui.set<Clickable>(combine, {
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[&](auto ent, auto){ combine_clicked(ent); }
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});
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auto result_image = $gui.entity("result_image");
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$gui.set<Sprite>(result_image, {"severed_finger-128"});
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$gui.set<Rectangle>(result_image, {10, {60, 60, 60, 30}});
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auto result_text = $gui.entity("result_text");
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$gui.set<Rectangle>(result_text, {15, {60, 60, 60, 30}});
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$gui.set<Textual>(result_text, {
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L"Celiac migas\nunicorn hexagon.\nBrooklyn williamsburg\ntruffaut pickled\nchillwave raclette\nchurch-key sus.", 16, ColorValue::LIGHT_LIGHT, 10});
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auto reset = $gui.entity("reset");
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$gui.set<Rectangle>(reset, {5, {60, 60, 60, 30}});
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$gui.set<Label>(reset, L"reset");
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$gui.set<Clickable>(reset, {
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[&](auto, auto){ reset_inv_positions(); }
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});
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auto open_close_toggle = $gui.entity("ritual_ui");
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$gui.set<Clickable>(open_close_toggle, {[&](auto, auto){ toggle(); }});
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$gui.set<Sound>(open_close_toggle, {"pickup"});
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$ritual_ui = textures::get("ritual_crafting_area");
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$ritual_ui.sprite->setPosition({0,0});
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$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
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$ritual_state = RitualUIState::CLOSED;
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$ritual_anim = animation::load("ritual_blanket");
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$gui.init();
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}
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bool RitualUI::is_open() {
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return $ritual_state != RitualUIState::CLOSED;
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}
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void RitualUI::inv_slot_clicked(DinkyECS::Entity ent, DinkyECS::Entity item_id) {
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$selected.insert_or_assign(ent, item_id);
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auto& blanket = $level.world->get_the<ritual::Blanket>();
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blanket.select(item_id);
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attempt_combine();
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// display the possible outcome here
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if($craft_state.is_combined()) {
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auto ritual = $engine.finalize($craft_state);
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using enum ritual::Element;
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switch(ritual.element) {
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case FIRE:
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$gui.show_sprite("result_image", "broken_yoyo-64");
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break;
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case LIGHTNING:
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$gui.show_sprite("result_image", "pocket_watch-64");
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break;
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default:
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$gui.show_sprite("result_image", "severed_finger-64");
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void UI::event(Event ev) {
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switch($state) {
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FSM_STATE(State, START, ev);
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FSM_STATE(State, OPENED, ev);
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FSM_STATE(State, CLOSED, ev);
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FSM_STATE(State, OPENING, ev);
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FSM_STATE(State, CLOSING, ev);
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}
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} else {
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$gui.close<Sprite>("result_image");
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}
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update_items();
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}
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void UI::START(Event) {
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$ritual_ui = textures::get("ritual_crafting_area");
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$ritual_ui.sprite->setPosition($gui.get_position());
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$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
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state(State::CLOSED);
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$ritual_anim = animation::load("ritual_blanket");
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void RitualUI::reset_inv_positions() {
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auto& blanket = $level.world->get_the<ritual::Blanket>();
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blanket.reset();
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std::array<std::string, 8> temp_names{
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"craft0","craft1","craft2","craft3",
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"craft4","craft5","craft6","craft7"
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};
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for(const auto& name : temp_names) {
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$gui.close<Sprite>(name);
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}
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update_items();
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}
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void RitualUI::attempt_combine() {
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auto& blanket = $level.world->get_the<ritual::Blanket>();
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$craft_state = $engine.start();
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for(auto [ent, yes] : blanket.selected) {
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$engine.load_junk($craft_state, blanket.get(ent));
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}
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// finalize here ritual here
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$engine.plan($craft_state);
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}
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void RitualUI::combine_clicked(DinkyECS::Entity ent) {
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// auto cell = $gui.cell_for(ent);
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auto& bs = $gui.get<Sprite>(ent);
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bs.sprite->setColor({200, 0, 0});
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attempt_combine();
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if($craft_state.is_combined()) {
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// add it to the belt
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auto ritual = $engine.finalize($craft_state);
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// remove the items from the blanket now
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auto& the_belt = $level.world->get_the<ritual::Belt>();
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the_belt.equip(the_belt.next(), ritual);
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$level.world->send<Events::GUI>(Events::GUI::NEW_RITUAL, $level.player, {});
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reset_inv_positions();
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} else {
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fmt::println("Failed to combine!");
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reset_inv_positions();
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sound::play("ui_click");
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}
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}
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bool RitualUI::mouse(float x, float y, bool hover) {
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return $gui.mouse(x, y, hover);
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}
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void RitualUI::update_items() {
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auto& blanket = $level.world->get_the<ritual::Blanket>();
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int i = 0;
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int j = 0;
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for(auto& [item_id, item] : blanket.contents) {
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auto button = $gui.entity("inv_slot", i++);
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std::string sprite_name = fmt::format("{}-64", item);
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if(blanket.is_selected(item_id)) {
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auto selector = $gui.entity("craft", j++);
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$gui.set_init<Sprite>(selector, {sprite_name});
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} else if($gui.has<Clickable>(button)) {
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$gui.set_init<Sprite>(button, {sprite_name});
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} else {
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$gui.set_init<Sprite>(button, {sprite_name});
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$gui.set_init<Effect>(button, {0.4f});
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$gui.set<Sound>(button, {"ui_click"});
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for(auto& [name, cell] : $gui.cells()) {
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auto button = $gui.entity(name);
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$gui.set<Rectangle>(button, {GUECS_PADDING, {50, 50, 50, 150}});
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$gui.set<Clickable>(button, {
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[&, item_id](auto ent, auto){ inv_slot_clicked(ent, item_id); }
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[](auto ent, auto) { fmt::println("clicked {}", ent); }
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});
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}
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auto open_close_toggle = $gui.entity("ritual_ui");
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$gui.set<Clickable>(open_close_toggle, {
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[&](auto, auto){ event(Event::TOGGLE); }
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});
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$gui.init();
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state(State::CLOSED);
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}
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}
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void RitualUI::toggle() {
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using enum RitualUIState;
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if($ritual_state == OPEN) {
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$ritual_state = CLOSING;
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} else if($ritual_state == CLOSED) {
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update_items();
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$craft_state = $engine.start();
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$ritual_state = OPENING;
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$ritual_anim.play();
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}
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}
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void RitualUI::update() {
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dbc::log("RITUAL UPDATE NOT IMPLEMENTED");
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}
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void RitualUI::render(sf::RenderWindow &window) {
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using enum RitualUIState;
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if($ritual_state == OPENING) {
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if(!animation::apply($ritual_anim, $ritual_ui)) {
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$ritual_state = OPEN;
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void UI::OPENED(Event ev) {
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if(ev == Event::TOGGLE) {
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state(State::CLOSING);
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}
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} else if($ritual_state == CLOSING) {
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reset_inv_positions();
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$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
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$ritual_state = CLOSED;
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}
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window.draw(*$ritual_ui.sprite);
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void UI::CLOSED(Event ev) {
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if(ev == Event::TOGGLE) {
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$ritual_anim.play();
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state(State::OPENING);
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}
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}
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if($ritual_state == OPEN) {
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$gui.render(window);
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// $gui.debug_layout(window);
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void UI::OPENING(Event ev) {
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if(ev == Event::TICK) {
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if(!animation::apply($ritual_anim, $ritual_ui)) {
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state(State::OPENED);
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}
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}
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}
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void UI::CLOSING(Event ev) {
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if(ev == Event::TICK) {
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$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
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state(State::CLOSED);
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}
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}
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UI::UI(GameLevel level) :
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$level(level)
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{
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$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
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$gui.layout(
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"[_]"
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"[inv_slot0 | inv_slot1 | inv_slot2| inv_slot3]"
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"[inv_slot4 | inv_slot5 | inv_slot6| inv_slot7]"
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"[inv_slot8 | inv_slot9 | inv_slot10| inv_slot11]"
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"[inv_slot12 | inv_slot13 | inv_slot14| inv_slot15]"
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"[reset |*%(200,400)result_text|_]"
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"[*%(100,200)result_image|_ |_]"
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"[_|_|_]"
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"[combine|_|_]"
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"[_|craft0|craft1|craft2|craft3|_]"
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"[_|craft4|craft5|craft6|craft7|_]"
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"[ ritual_ui ]");
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}
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bool UI::mouse(float x, float y, bool hover) {
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return $gui.mouse(x, y, hover);
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}
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bool UI::is_open() {
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return !in_state(State::CLOSED);
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}
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void UI::render(sf::RenderWindow &window) {
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event(Event::TICK);
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window.draw(*$ritual_ui.sprite);
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if(in_state(State::OPENED)) {
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$gui.render(window);
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$gui.debug_layout(window);
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}
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}
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}
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}
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