Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed.

This commit is contained in:
Zed A. Shaw 2025-02-16 21:19:21 -05:00
parent 7c1f05c801
commit 8d9c2d8c05
5 changed files with 99 additions and 43 deletions

View file

@ -20,65 +20,45 @@ namespace gui {
$background.setFillColor({0, 0, 0});
for(auto& [name, cell] : $layout.cells) {
sf::RectangleShape shape;
shape.setPosition({float(cell.x + 3), float(cell.y + 3)});
shape.setSize({float(cell.w - 6), float(cell.h - 6)});
shape.setFillColor(ColorValue::DARK_MID);
shape.setOutlineColor(ColorValue::MID);
shape.setOutlineThickness(1);
if(name.starts_with("button_")) {
sf::Text label($font, name);
auto bounds = label.getLocalBounds();
auto label_cell = lel::center(bounds.size.x, bounds.size.y, cell);
// this stupid / 2 is because SFML renders from baseline rather than from the claimed bounding box
label.setPosition({float(label_cell.x), float(label_cell.y) - label_cell.h / 2});
$labels.push_back(label);
} else if(name == "bar_hp") {
shape.setFillColor({150, 30, 30});
if(name == "bar_hp") {
$meters.try_emplace(name, cell);
} else if(name == "label_hp") {
sf::Text label($font, "hp:");
label.scale({0.8, 0.8});
auto bounds = label.getGlobalBounds();
auto label_cell = lel::center(bounds.size.x, bounds.size.y, cell);
// this stupid / 2 is because SFML renders from baseline rather than from the claimed bounding box
label.setPosition({float(label_cell.x), float(label_cell.y + bounds.size.y)});
$labels.push_back(label);
gui::Label label(cell, "hp:", $font);
$labels.emplace_back(cell, "hp:", $font);
} else if(name.starts_with("button_")) {
$buttons.try_emplace(name, cell, name, $font);
}
$shapes.insert_or_assign(name, shape);
}
}
void CombatUI::draw(sf::RenderWindow& window) {
window.draw($background);
auto &player = $level.world->get_the<components::Player>();
auto &combat = $level.world->get<components::Combat>(player.entity);
auto &hp_shape = $shapes.at("bar_hp");
auto &hp_cell = $layout.cells.at("bar_hp");
float hp_now = float(combat.hp) / float(combat.max_hp) * float(hp_cell.w);
hp_shape.setSize({std::max(hp_now, 0.0f), float(hp_cell.h - 6)});
float hp_now = float(combat.hp) / float(combat.max_hp);
auto& bar_hp = $meters.at("bar_hp");
bar_hp.set_percent(hp_now);
window.draw($background);
for(auto& [name, shape] : $shapes) {
window.draw(shape);
for(auto& [name, button] : $buttons) {
button.draw(window);
}
for(auto& [name, shape] : $label_boxes) {
window.draw(shape);
for(auto& [name, meter] : $meters) {
meter.draw(window);
}
for(auto& label : $labels) {
window.draw(label);
label.draw(window);
}
}
void CombatUI::click(int x, int y) {
if(auto name = $layout.hit(x, y)) {
if((*name).starts_with("button_")) {
auto& shape = $shapes.at(*name);
shape.setFillColor({100, 0, 0});
auto& button = $buttons.at(*name);
button.shape.setFillColor({100, 0, 0});
}
}
}